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2da00cfaa2
Author | SHA1 | Date |
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2da00cfaa2 | |
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61406ef521 |
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@ -1,41 +0,0 @@
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|||
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|
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%TAG !u! tag:unity3d.com,2011:
|
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--- !u!114 &11400000
|
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m_Script: {fileID: 11500000, guid: e76cdee6cbc443e3a8ff5761a0708f21, type: 3}
|
||||
m_Name: wcc
|
||||
m_EditorClassIdentifier:
|
||||
BasicStats:
|
||||
Name: wcc
|
||||
Profession: 0
|
||||
StarLevel: 0
|
||||
Health:
|
||||
AttackDamage:
|
||||
AttackSpeed: []
|
||||
Mana:
|
||||
StartingMana:
|
||||
AttackRange:
|
||||
CriticalHitChance:
|
||||
Armor:
|
||||
MagicResistance:
|
||||
Ability:
|
||||
AbilityName:
|
||||
AbilityDescription:
|
||||
TriggerMode: 0
|
||||
AbilityDamage:
|
||||
Cooldown:
|
||||
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|
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|
||||
Name:
|
||||
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|
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@ -0,0 +1,22 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
|
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--- !u!114 &11400000
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MonoBehaviour:
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m_CorrespondingSourceObject: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 1549551891, guid: 74721b9f0af448f5ae2e91102a1a5edd, type: 3}
|
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m_Name: GlobalSerializationConfig
|
||||
m_EditorClassIdentifier:
|
||||
HideSerializationCautionaryMessage: 1
|
||||
HidePrefabCautionaryMessage: 0
|
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HideOdinSerializeAttributeWarningMessages: 0
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HideNonSerializedShowInInspectorWarningMessages: 0
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buildSerializationFormat: 0
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editorSerializationFormat: 2
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loggingPolicy: 0
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errorHandlingPolicy: 0
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fileFormatVersion: 2
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 11400000
|
|
@ -19,9 +19,7 @@ namespace ZEditor
|
|||
[LabelText("路径")] [FolderPath] public string savePath = "Assets/Configs/Character";
|
||||
|
||||
[LabelText("英雄配置")] [ReadOnly] public string title = "英雄配置";
|
||||
[LabelText("基本属性")] public BasicStats BasicStats = new BasicStats();
|
||||
[LabelText("技能")] public Ability Ability = new Ability();
|
||||
[LabelText("职业/羁绊")] public Profession Profession = new Profession();
|
||||
[LabelText("基本属性")] public HeroConfig HeroConfig = new HeroConfig();
|
||||
|
||||
[Button("保存Config")]
|
||||
void SaveConfig()
|
||||
|
@ -29,14 +27,13 @@ namespace ZEditor
|
|||
if (!Directory.Exists(savePath))
|
||||
Directory.CreateDirectory(savePath);
|
||||
|
||||
if (string.IsNullOrEmpty(BasicStats.Name))
|
||||
if (string.IsNullOrEmpty(HeroConfig.BasicStats.Name))
|
||||
return;
|
||||
|
||||
string path = $"{savePath}/{BasicStats.Name}.asset";
|
||||
var config = CreateInstance<HeroConfig>();
|
||||
config.BasicStats = BasicStats;
|
||||
config.Ability = Ability;
|
||||
config.Profession = Profession;
|
||||
string path = $"{savePath}/{HeroConfig.BasicStats.Name}.asset";
|
||||
var config = CreateInstance<HeroConfigObject>();
|
||||
config.heroConfig = HeroConfig;
|
||||
|
||||
AssetDatabase.CreateAsset(config, path);
|
||||
AssetDatabase.SaveAssets();
|
||||
AssetDatabase.Refresh();
|
||||
|
@ -45,9 +42,7 @@ namespace ZEditor
|
|||
|
||||
void Refresh()
|
||||
{
|
||||
BasicStats = new BasicStats();
|
||||
Ability = new Ability();
|
||||
Profession = new Profession();
|
||||
HeroConfig = new HeroConfig();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1,7 +1,47 @@
|
|||
namespace ZEditor
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using Game;
|
||||
using Sirenix.OdinInspector;
|
||||
using Sirenix.OdinInspector.Editor;
|
||||
using UnityEditor;
|
||||
|
||||
namespace ZEditor
|
||||
{
|
||||
public class EquipmentEditor
|
||||
public class EquipmentEditor : OdinEditorWindow
|
||||
{
|
||||
|
||||
[MenuItem("Game/Editor Equipment Editor")]
|
||||
static void GetWindow()
|
||||
{
|
||||
GetWindow<EquipmentEditor>("EquipmentEditor").Show();
|
||||
}
|
||||
|
||||
[LabelText("路径")] [FolderPath] public string savePath = "Assets/Configs/Equipment";
|
||||
|
||||
[LabelText("装备配置")] [ReadOnly] public string title = "装备配置";
|
||||
[LabelText("基本属性")] public EquipmentConfig Equipment = new EquipmentConfig();
|
||||
|
||||
[Button("保存Config")]
|
||||
void SaveConfig()
|
||||
{
|
||||
if (!Directory.Exists(savePath))
|
||||
Directory.CreateDirectory(savePath);
|
||||
|
||||
if (string.IsNullOrEmpty(Equipment.Name))
|
||||
return;
|
||||
|
||||
string path = $"{savePath}/{Equipment.Name}.asset";
|
||||
var config = CreateInstance<EquipmentConfigObject>();
|
||||
config.equipmentConfig = Equipment;
|
||||
|
||||
AssetDatabase.CreateAsset(config, path);
|
||||
AssetDatabase.SaveAssets();
|
||||
AssetDatabase.Refresh();
|
||||
Refresh();
|
||||
}
|
||||
|
||||
void Refresh()
|
||||
{
|
||||
Equipment = new EquipmentConfig();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,47 +0,0 @@
|
|||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace ZEditor
|
||||
{
|
||||
public class TestCharacterEditor: EditorWindow
|
||||
{
|
||||
private string newName = "NewObjectName";
|
||||
private int startNumber = 1;
|
||||
|
||||
// 在菜单中添加一个选项以打开自定义窗口
|
||||
[MenuItem("Tools/Rename Selected Objects")]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
// 获取或创建窗口实例
|
||||
GetWindow<TestCharacterEditor>("Rename Selected Objects");
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
// 显示一个文本框,用于输入新的名称
|
||||
newName = EditorGUILayout.TextField("New Name", newName);
|
||||
// 显示一个整数输入框,用于设置起始编号
|
||||
startNumber = EditorGUILayout.IntField("Start Number", startNumber);
|
||||
|
||||
if (GUILayout.Button("Rename Selected"))
|
||||
{
|
||||
// 调用重命名方法
|
||||
RenameSelectedObjects();
|
||||
}
|
||||
}
|
||||
|
||||
private void RenameSelectedObjects()
|
||||
{
|
||||
// 获取当前选中的所有游戏对象
|
||||
GameObject[] selectedObjects = Selection.gameObjects;
|
||||
int currentNumber = startNumber;
|
||||
|
||||
foreach (GameObject obj in selectedObjects)
|
||||
{
|
||||
// 按照设定的规则生成新名称
|
||||
obj.name = $"{newName}_{currentNumber}";
|
||||
currentNumber++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,3 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 72b8c3711c024a72bf20d21a70ea29ad
|
||||
timeCreated: 1739516980
|
|
@ -29,6 +29,8 @@ namespace Game
|
|||
|
||||
bool AddEquipment(IEquipment equipment);
|
||||
bool RemoveAllEquipment(out List<IEquipment> equipments);
|
||||
|
||||
void OnAttack(Character character);
|
||||
}
|
||||
|
||||
public class Character : ICharacter
|
||||
|
@ -99,30 +101,38 @@ namespace Game
|
|||
// return false;
|
||||
|
||||
_equipments.Add(equipment);
|
||||
tmphp += equipment.Config.Hp;
|
||||
tmpmp += equipment.Config.Mp;
|
||||
tmpattack += equipment.Config.Attack;
|
||||
tmpdefense += equipment.Config.Defense;
|
||||
tmpmoveSpeed += equipment.Config.MoveSpeed;
|
||||
tmpattackSpeed += equipment.Config.AttackSpeed;
|
||||
// tmphp += equipment.Config.Hp;
|
||||
// tmpmp += equipment.Config.Mp;
|
||||
// tmpattack += equipment.Config.Attack;
|
||||
// tmpdefense += equipment.Config.Defense;
|
||||
// tmpmoveSpeed += equipment.Config.MoveSpeed;
|
||||
// tmpattackSpeed += equipment.Config.AttackSpeed;
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool RemoveAllEquipment(out List<IEquipment> equipments)
|
||||
{
|
||||
equipments = _equipments.ToList();
|
||||
foreach (var equipment in _equipments)
|
||||
{
|
||||
tmphp -= equipment.Config.Hp;
|
||||
tmpmp -= equipment.Config.Mp;
|
||||
tmpattack -= equipment.Config.Attack;
|
||||
tmpdefense -= equipment.Config.Defense;
|
||||
tmpmoveSpeed -= equipment.Config.MoveSpeed;
|
||||
tmpattackSpeed -= equipment.Config.AttackSpeed;
|
||||
}
|
||||
// foreach (var equipment in _equipments)
|
||||
// {
|
||||
// tmphp -= equipment.Config.Hp;
|
||||
// tmpmp -= equipment.Config.Mp;
|
||||
// tmpattack -= equipment.Config.Attack;
|
||||
// tmpdefense -= equipment.Config.Defense;
|
||||
// tmpmoveSpeed -= equipment.Config.MoveSpeed;
|
||||
// tmpattackSpeed -= equipment.Config.AttackSpeed;
|
||||
// }
|
||||
|
||||
_equipments.Clear();
|
||||
return equipments.Count != 0;
|
||||
return true;
|
||||
}
|
||||
|
||||
public void OnAttack(Character target)
|
||||
{
|
||||
foreach (var equipment in _equipments)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,58 +1,85 @@
|
|||
using System.Collections.Generic;
|
||||
using System.Collections.Generic;
|
||||
using Sirenix.OdinInspector;
|
||||
|
||||
namespace Game
|
||||
{
|
||||
/// <summary>
|
||||
/// 装备配置
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
public class EquipmentConfig
|
||||
{
|
||||
/// <summary>
|
||||
/// ID
|
||||
/// </summary>
|
||||
public int ID;
|
||||
[LabelText("装备名称")] public string Name; // 装备名称
|
||||
[LabelText("装备描述")] public string Description; // 装备描述
|
||||
[LabelText("装备类型")] public EquipmentType Type; // 装备类型(基础装备、合成装备)
|
||||
[LabelText("装备的属性加成")] public List<StatModifier> Stats; // 装备的属性加成(攻击力、生命值等)
|
||||
[LabelText("装备附带的技能效果")] public List<Effect> Effects; // 装备附带的技能效果
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 名字
|
||||
/// </summary>
|
||||
public string Name;
|
||||
/// <summary>
|
||||
/// 装备类型
|
||||
/// </summary>
|
||||
public enum EquipmentType
|
||||
{
|
||||
[LabelText("基础装备")] Base = 0,
|
||||
[LabelText("合成装备")] Composite // 合成装备
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 描述
|
||||
/// </summary>
|
||||
public string Description;
|
||||
/// <summary>
|
||||
/// 装备的属性加成
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
public class StatModifier
|
||||
{
|
||||
[LabelText("属性加成类型")] public StatType StatType; // 攻击力、生命值等
|
||||
[LabelText("属性加成数值")] public float Value; // 数值
|
||||
|
||||
/// <summary>
|
||||
/// 血量
|
||||
/// </summary>
|
||||
public int Hp;
|
||||
public StatModifier(StatType statType, float value)
|
||||
{
|
||||
StatType = statType;
|
||||
Value = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 蓝量
|
||||
/// </summary>
|
||||
public int Mp;
|
||||
/// <summary>
|
||||
/// 属性加成类型
|
||||
/// </summary>
|
||||
public enum StatType
|
||||
{
|
||||
[LabelText("攻击伤害")] AttackDamage = 0,
|
||||
[LabelText("护甲")] Armor,
|
||||
[LabelText("魔法抗性")] MagicResist,
|
||||
[LabelText("血量")] Health,
|
||||
[LabelText("攻击速度")] AttackSpeed,
|
||||
[LabelText("法术强度")] AbilityPower
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 攻击力
|
||||
/// </summary>
|
||||
public float Attack;
|
||||
/// <summary>
|
||||
/// 特效
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
public class Effect
|
||||
{
|
||||
[LabelText("特效名称")] public string Name; // 特效名称
|
||||
[LabelText("特效描述")] public string Description; // 特效描述
|
||||
[LabelText("特效类型")] public EffectType EffectType; // 特效类型
|
||||
[LabelText("特效的数值")] public float Value; // 特效的数值
|
||||
|
||||
/// <summary>
|
||||
/// 防御力
|
||||
/// </summary>
|
||||
public float Defense;
|
||||
public Effect(string name, string description, EffectType effectType, float value)
|
||||
{
|
||||
Name = name;
|
||||
Description = description;
|
||||
EffectType = effectType;
|
||||
Value = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 移动速度
|
||||
/// </summary>
|
||||
public float MoveSpeed;
|
||||
|
||||
/// <summary>
|
||||
/// 攻击速度
|
||||
/// </summary>
|
||||
public float AttackSpeed;
|
||||
|
||||
public List<Buff> Buffs;
|
||||
/// <summary>
|
||||
/// 特效类型
|
||||
/// </summary>
|
||||
public enum EffectType
|
||||
{
|
||||
[LabelText("攻击")] OnAttack = 0,
|
||||
[LabelText("受伤")] OnHit,
|
||||
[LabelText("被动")] Passive,
|
||||
[LabelText("死亡")] OnDeath,
|
||||
[LabelText("活着")] Active
|
||||
}
|
||||
}
|
|
@ -1,3 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 47a7d9b0ed9e47da9853f87dab16a22d
|
||||
timeCreated: 1739341647
|
||||
fileFormatVersion: 2
|
||||
guid: 42237bc46d9e421b94e6a470cc444ea0
|
||||
timeCreated: 1739781022
|
|
@ -1,10 +1,9 @@
|
|||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Game
|
||||
{
|
||||
public class EquipmentConfigObject : ScriptableObject
|
||||
{
|
||||
public List<EquipmentConfig> configs = new List<EquipmentConfig>();
|
||||
public EquipmentConfig equipmentConfig;
|
||||
}
|
||||
}
|
|
@ -1,3 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 9760057cf54c41f5a73fd4c9bf233107
|
||||
timeCreated: 1739501374
|
||||
guid: 801ddbf83bed40c68c1fb4410ffa1b26
|
||||
timeCreated: 1739781541
|
|
@ -1,11 +1,10 @@
|
|||
using Game;
|
||||
using Sirenix.OdinInspector;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Game
|
||||
{
|
||||
[System.Serializable]
|
||||
public class HeroConfig : ScriptableObject
|
||||
public class HeroConfig
|
||||
{
|
||||
[LabelText("基本属性")] public BasicStats BasicStats = new BasicStats();
|
||||
[LabelText("技能")] public Ability Ability = new Ability();
|
||||
|
|
|
@ -0,0 +1,9 @@
|
|||
using UnityEngine;
|
||||
|
||||
namespace Game
|
||||
{
|
||||
public class HeroConfigObject : ScriptableObject
|
||||
{
|
||||
public HeroConfig heroConfig;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f5857a6e57b946778e3be8421becb813
|
||||
timeCreated: 1739781602
|
|
@ -0,0 +1,38 @@
|
|||
using System.Collections.Generic;
|
||||
|
||||
namespace Game
|
||||
{
|
||||
public interface IEquipment
|
||||
{
|
||||
string Name { get; }
|
||||
string Description { get; }
|
||||
EquipmentType Type { get; }
|
||||
List<StatModifier> Stats { get; }
|
||||
List<Effect> Effects { get; }
|
||||
}
|
||||
|
||||
public class Equipment : IEquipment
|
||||
{
|
||||
private string _name;
|
||||
private string _description;
|
||||
private EquipmentType _type;
|
||||
private List<StatModifier> _stats;
|
||||
private List<Effect> _effects;
|
||||
|
||||
public string Name => _name; // 装备名称
|
||||
public string Description => _description; // 装备描述
|
||||
public EquipmentType Type => _type; // 装备类型(基础装备、合成装备)
|
||||
public List<StatModifier> Stats => _stats; // 装备的属性加成(攻击力、生命值等)
|
||||
public List<Effect> Effects => _effects; // 装备附带的技能效果
|
||||
|
||||
public Equipment(string name, string description, EquipmentType type, List<StatModifier> stats,
|
||||
List<Effect> effects)
|
||||
{
|
||||
_name = name;
|
||||
_description = description;
|
||||
_type = type;
|
||||
_stats = stats;
|
||||
_effects = effects;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 08abb694332d4d68addfd7eeca9e0a00
|
||||
timeCreated: 1739772915
|
|
@ -0,0 +1,24 @@
|
|||
using System.Collections.Generic;
|
||||
|
||||
namespace Game
|
||||
{
|
||||
/// <summary>
|
||||
/// 装备合成系统
|
||||
/// </summary>
|
||||
public class EquipmentCraftingSystem
|
||||
{
|
||||
// 合成装备的方法
|
||||
public Equipment Combine(Equipment base1, Equipment base2)
|
||||
{
|
||||
if (base1.Name == "长剑" && base2.Name == "锁子甲")
|
||||
{
|
||||
return new Equipment("巨人杀手", "增加对高生命值单位的伤害", EquipmentType.Composite,
|
||||
new List<StatModifier> { new StatModifier(StatType.AttackDamage, 25) },
|
||||
new List<Effect> { new Effect("巨人杀手效果", "对高生命值单位造成额外伤害", EffectType.OnAttack, 0.5f) });
|
||||
}
|
||||
// 可以加入更多合成配方
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 74d23ffeab1f4a7eb1e64aee0f83a542
|
||||
timeCreated: 1739772807
|
|
@ -1,23 +0,0 @@
|
|||
|
||||
|
||||
namespace Game
|
||||
{
|
||||
public interface IEquipment
|
||||
{
|
||||
public EquipmentConfig Config { get; }
|
||||
}
|
||||
|
||||
public class Equipment: IEquipment
|
||||
{
|
||||
private readonly EquipmentConfig _config;
|
||||
|
||||
public EquipmentConfig Config => _config;
|
||||
|
||||
public Equipment(EquipmentConfig config)
|
||||
{
|
||||
_config = config;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
|
@ -1,3 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 9d49492e3d874d77bcfd8d0c6f8c9cdf
|
||||
timeCreated: 1739341157
|
|
@ -1,30 +1,30 @@
|
|||
|
||||
Microsoft Visual Studio Solution File, Format Version 11.00
|
||||
# Visual Studio 2010
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{db430628-afcc-15b9-a13d-1b1445c0ac9e}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UniTask", "UniTask.csproj", "{b33caf15-00db-b242-2798-94edfc2cf1ca}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UniTask.Linq", "UniTask.Linq.csproj", "{1e901612-5c3c-b94d-9db5-2be9b9df0073}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "IngameDebugConsole.Runtime", "IngameDebugConsole.Runtime.csproj", "{7be0dff6-09ef-113f-7cd3-fef37a443a86}"
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{db430628-afcc-15b9-a13d-1b1445c0ac9e}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-firstpass", "Assembly-CSharp-firstpass.csproj", "{661b6135-93f9-52e6-06de-5ff2d18ce282}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UniTask.TextMeshPro", "UniTask.TextMeshPro.csproj", "{c8404026-038c-5766-1448-fc8a21f634ef}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UniTask.DOTween", "UniTask.DOTween.csproj", "{d741516d-fe49-ad54-6737-d1a789d3fd68}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "IngameDebugConsole.Runtime", "IngameDebugConsole.Runtime.csproj", "{7be0dff6-09ef-113f-7cd3-fef37a443a86}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UniTask.TextMeshPro", "UniTask.TextMeshPro.csproj", "{c8404026-038c-5766-1448-fc8a21f634ef}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UniTask.Addressables", "UniTask.Addressables.csproj", "{984919b2-accc-eb35-0e1e-d329cdd4ed80}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor", "Assembly-CSharp-Editor.csproj", "{545f664e-4dc3-d197-fc2a-dc342731d9f8}"
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor-firstpass", "Assembly-CSharp-Editor-firstpass.csproj", "{01b899be-da25-212b-20cb-9f7efc1eb26d}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UniTask.Editor", "UniTask.Editor.csproj", "{1a76d137-0d21-c471-5d99-592d7abeae97}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor-firstpass", "Assembly-CSharp-Editor-firstpass.csproj", "{01b899be-da25-212b-20cb-9f7efc1eb26d}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "IngameDebugConsole.Editor", "IngameDebugConsole.Editor.csproj", "{ad421ac5-8ea7-b58b-bdb3-3168c60dfc12}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor", "Assembly-CSharp-Editor.csproj", "{545f664e-4dc3-d197-fc2a-dc342731d9f8}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Sirenix.OdinInspector.Modules.UnityMathematics", "Sirenix.OdinInspector.Modules.UnityMathematics.csproj", "{6e2d16b1-6570-c20b-4370-8c536f56d41b}"
|
||||
EndProject
|
||||
Global
|
||||
|
@ -32,30 +32,30 @@ Global
|
|||
Debug|Any CPU = Debug|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{db430628-afcc-15b9-a13d-1b1445c0ac9e}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{db430628-afcc-15b9-a13d-1b1445c0ac9e}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{b33caf15-00db-b242-2798-94edfc2cf1ca}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{b33caf15-00db-b242-2798-94edfc2cf1ca}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{1e901612-5c3c-b94d-9db5-2be9b9df0073}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{1e901612-5c3c-b94d-9db5-2be9b9df0073}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{7be0dff6-09ef-113f-7cd3-fef37a443a86}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{7be0dff6-09ef-113f-7cd3-fef37a443a86}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{db430628-afcc-15b9-a13d-1b1445c0ac9e}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{db430628-afcc-15b9-a13d-1b1445c0ac9e}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{661b6135-93f9-52e6-06de-5ff2d18ce282}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{661b6135-93f9-52e6-06de-5ff2d18ce282}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{c8404026-038c-5766-1448-fc8a21f634ef}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{c8404026-038c-5766-1448-fc8a21f634ef}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{d741516d-fe49-ad54-6737-d1a789d3fd68}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{d741516d-fe49-ad54-6737-d1a789d3fd68}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{7be0dff6-09ef-113f-7cd3-fef37a443a86}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{7be0dff6-09ef-113f-7cd3-fef37a443a86}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{c8404026-038c-5766-1448-fc8a21f634ef}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{c8404026-038c-5766-1448-fc8a21f634ef}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{984919b2-accc-eb35-0e1e-d329cdd4ed80}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{984919b2-accc-eb35-0e1e-d329cdd4ed80}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{545f664e-4dc3-d197-fc2a-dc342731d9f8}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{545f664e-4dc3-d197-fc2a-dc342731d9f8}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{1a76d137-0d21-c471-5d99-592d7abeae97}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{1a76d137-0d21-c471-5d99-592d7abeae97}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{01b899be-da25-212b-20cb-9f7efc1eb26d}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{01b899be-da25-212b-20cb-9f7efc1eb26d}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{1a76d137-0d21-c471-5d99-592d7abeae97}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{1a76d137-0d21-c471-5d99-592d7abeae97}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{ad421ac5-8ea7-b58b-bdb3-3168c60dfc12}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{ad421ac5-8ea7-b58b-bdb3-3168c60dfc12}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{545f664e-4dc3-d197-fc2a-dc342731d9f8}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{545f664e-4dc3-d197-fc2a-dc342731d9f8}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{6e2d16b1-6570-c20b-4370-8c536f56d41b}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{6e2d16b1-6570-c20b-4370-8c536f56d41b}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
EndGlobalSection
|
||||
|
|
Loading…
Reference in New Issue