Browse Source

场景暂时合成

mscpublic
杨栋梁 3 months ago
parent
commit
315e4fca62
  1. 107
      Assets/CloneTypesTemplate/Editor/RemoveMissingScripts.cs
  2. 2
      Assets/CloneTypesTemplate/Editor/RemoveMissingScripts.cs.meta
  3. 42
      Assets/CloneTypesTemplate/Editor/SceneTool.cs
  4. 999
      Assets/CloneTypesTemplate/xunlu.prefab
  5. 956
      Assets/Scenes/SampleScene.unity
  6. 957
      Assets/ScenesKH/BuildingScene.unity
  7. BIN
      Assets/ScenesKH/BuildingScene/NavMesh-Car.asset
  8. BIN
      Assets/ScenesKH/BuildingScene/NavMesh-Man.asset
  9. 14672
      Assets/ScenesKH/DiKuaiQuanYaLiGuanQu.prefab
  10. 2
      Assets/ScenesKH/PLs.meta
  11. 21
      Assets/ScenesKH/PLs/DeviceFireProtectionControl.cs
  12. 2
      Assets/ScenesKH/PLs/DeviceFireProtectionControl.cs.meta
  13. 123
      Assets/ScenesKH/PLs/Directional Light.prefab
  14. 2
      Assets/ScenesKH/PLs/Directional Light.prefab.meta
  15. 3197
      Assets/ScenesKH/PLs/Links.prefab
  16. 4
      Assets/ScenesKH/PLs/Links.prefab.meta
  17. 10
      Assets/ScenesKH/PLs/LookAtGuan.cs
  18. 2
      Assets/ScenesKH/PLs/LookAtGuan.cs.meta
  19. 141
      Assets/ScenesKH/PLs/New Material.mat
  20. 8
      Assets/ScenesKH/PLs/New Material.mat.meta
  21. 1212167
      Assets/ScenesKH/PLs/PLDa.prefab
  22. 4
      Assets/ScenesKH/PLs/PLDa.prefab.meta
  23. 804905
      Assets/ScenesKH/PLs/PLXiao.prefab
  24. 7
      Assets/ScenesKH/PLs/PLXiao.prefab.meta
  25. 917711
      Assets/ScenesKH/PLs/PLZhong.prefab
  26. 7
      Assets/ScenesKH/PLs/PLZhong.prefab.meta
  27. 733983
      Assets/ScenesKH/PLs/PenLin.prefab
  28. 7
      Assets/ScenesKH/PLs/PenLin.prefab.meta
  29. 2
      Assets/ScenesKH/PLs/WaterStraight.meta
  30. 9
      Assets/ScenesKH/PLs/WaterStraight/Materials.meta
  31. 78
      Assets/ScenesKH/PLs/WaterStraight/Materials/ParticleGlow.mat
  32. 5
      Assets/ScenesKH/PLs/WaterStraight/Materials/ParticleGlow.mat.meta
  33. 39
      Assets/ScenesKH/PLs/WaterStraight/Materials/ParticleSmokeWhite.mat
  34. 7
      Assets/ScenesKH/PLs/WaterStraight/Materials/ParticleSmokeWhite.mat.meta
  35. 37
      Assets/ScenesKH/PLs/WaterStraight/Materials/ParticleSpark.mat
  36. 7
      Assets/ScenesKH/PLs/WaterStraight/Materials/ParticleSpark.mat.meta
  37. 39
      Assets/ScenesKH/PLs/WaterStraight/Materials/ParticleSpray.mat
  38. 7
      Assets/ScenesKH/PLs/WaterStraight/Materials/ParticleSpray.mat.meta
  39. 37
      Assets/ScenesKH/PLs/WaterStraight/Materials/Sparks_01.mat
  40. 8
      Assets/ScenesKH/PLs/WaterStraight/Materials/Sparks_01.mat.meta
  41. 84
      Assets/ScenesKH/PLs/WaterStraight/NatureWater.mat
  42. 8
      Assets/ScenesKH/PLs/WaterStraight/NatureWater.mat.meta
  43. 9
      Assets/ScenesKH/PLs/WaterStraight/Textures.meta
  44. BIN
      Assets/ScenesKH/PLs/WaterStraight/Textures/ParticleCloudWhite.png
  45. 52
      Assets/ScenesKH/PLs/WaterStraight/Textures/ParticleCloudWhite.png.meta
  46. BIN
      Assets/ScenesKH/PLs/WaterStraight/Textures/Spark.png
  47. 52
      Assets/ScenesKH/PLs/WaterStraight/Textures/Spark.png.meta
  48. BIN
      Assets/ScenesKH/PLs/WaterStraight/Textures/Sprite.tga
  49. 143
      Assets/ScenesKH/PLs/WaterStraight/Textures/Sprite.tga.meta
  50. 4775
      Assets/ScenesKH/PLs/WaterStraight/WaterStraight.prefab
  51. 7
      Assets/ScenesKH/PLs/WaterStraight/WaterStraight.prefab.meta
  52. 74
      Assets/ScenesKH/PLs/part_spark 1.mat
  53. 5
      Assets/ScenesKH/PLs/part_spark 1.mat.meta
  54. BIN
      Assets/ScenesKH/PLs/part_spark_dff 1.png
  55. 68
      Assets/ScenesKH/PLs/part_spark_dff 1.png.meta
  56. 12245
      Assets/ScenesYL/BuildingScene.unity
  57. BIN
      Assets/ZhenHaiLiaHua/1700FullPressureTankArea/Models/1700-Pipline.fbx
  58. BIN
      Assets/ZhenHaiLiaHua/1700FullPressureTankArea/Models/1700-jiazi_DZ.FBX
  59. 112
      Assets/ZhenHaiLiaHua/1700FullPressureTankArea/Models/1700-jiazi_DZ.FBX.meta
  60. BIN
      Assets/ZhenHaiLiaHua/1700FullPressureTankArea/Models/DZ.FBX
  61. 112
      Assets/ZhenHaiLiaHua/1700FullPressureTankArea/Models/DZ.FBX.meta
  62. BIN
      Assets/ZhenHaiLiaHua/1700FullPressureTankArea/Models/Famen.FBX
  63. 7
      Assets/ZhenHaiLiaHua/1700FullPressureTankArea/Models/Famen.FBX.meta
  64. 17
      Assets/ZhenHaiLiaHua/Materials/4K_hulan1.mat
  65. 17
      Assets/ZhenHaiLiaHua/Materials/4K_hulan2.mat
  66. 4
      Assets/ZhenHaiLiaHua/Materials/4K_hulan3.mat
  67. 4
      Assets/ZhenHaiLiaHua/Materials/4K_hulan4.mat
  68. 4
      Assets/ZhenHaiLiaHua/Materials/FY_SeKuai.mat
  69. 4
      Assets/ZhenHaiLiaHua/Materials/FY_ShuiNi1.mat
  70. 4
      Assets/ZhenHaiLiaHua/Materials/GX1_AlbedoTransparency.mat
  71. 4
      Assets/ZhenHaiLiaHua/Materials/GX2_AlbedoTransparency.mat
  72. 2
      Assets/ZhenHaiLiaHua/Materials/HL_AA_HunNingTuDiMian_JiaoCuo.mat
  73. 4
      Assets/ZhenHaiLiaHua/Materials/HL_C_JiaZi.mat
  74. 4
      Assets/ZhenHaiLiaHua/Materials/HL_YouQi_Y_LG.mat
  75. 4
      Assets/ZhenHaiLiaHua/Materials/HL_ZhuangZhiWeiYan.mat
  76. 2
      Assets/ZhenHaiLiaHua/Materials/Hydrant_AlbedoTransparency.mat
  77. 4
      Assets/ZhenHaiLiaHua/Materials/Red_XiaoFang.mat
  78. 4
      Assets/ZhenHaiLiaHua/Materials/ShiPao-H_Shipao_H_AlbedoTransparency.mat
  79. 4
      Assets/ZhenHaiLiaHua/Materials/Tag20(1700全压力罐区).mat
  80. 4
      Assets/ZhenHaiLiaHua/Materials/YL_LvBan_1.mat
  81. 4
      Assets/ZhenHaiLiaHua/Materials/YL_malu_1.mat
  82. 4
      Assets/ZhenHaiLiaHua/Materials/ZhuZi_AlbedoTransparency.mat
  83. 4
      Assets/ZhenHaiLiaHua/Materials/jianzhu_04.mat
  84. 4
      Assets/ZhenHaiLiaHua/Materials/jinsuwang03.mat
  85. 17
      Assets/ZhenHaiLiaHua/Materials/taijie1.mat
  86. 4
      Assets/ZhenHaiLiaHua/Materials/taijie2.mat
  87. 4
      Assets/ZhenHaiLiaHua/Scenes/0MT/CJ_LvLi.mat
  88. 6
      ProjectSettings/PackageManagerSettings.asset
  89. 4
      ProjectSettings/ProjectVersion.txt

107
Assets/CloneTypesTemplate/Editor/RemoveMissingScripts.cs

@ -0,0 +1,107 @@
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using System.Linq;
public class RemoveMissingScripts
{
[MenuItem("Tools/RemoveMissingScripts")]
public static void StartRemoveMissingScripts()
{
FindAll();
}
[MenuItem("Assets/清理选中GameObject中丢失的引用.", priority = -100)]
private static void FindInSelected()
{
GameObject[] _go = Selection.gameObjects;
int _count = _go.Length;
int _cur = 0;
foreach (GameObject _gameObject in _go)
{
FindInGO(_gameObject);
_cur++;
EditorUtility.DisplayCancelableProgressBar("Processing...", $"{(_cur + 1)}/{_count}", (float)_cur / _count);
}
EditorUtility.ClearProgressBar();
}
private static void FindAll()
{
string[] _assetsPaths = AssetDatabase.GetAllAssetPaths();
int _count = _assetsPaths.Length;
int _cur = 0;
foreach (string _assetPath in _assetsPaths)
{
Object[] _objects = LoadAllAssetsAtPath(_assetPath);
foreach (Object _o in _objects)
{
if (_o != null)
{
if (_o is GameObject _gameObject)
{
FindInGO(_gameObject);
}
}
}
_cur++;
EditorUtility.DisplayCancelableProgressBar("Processing...", $"{(_cur + 1)}/{_count}", (float)_cur / _count);
}
EditorUtility.ClearProgressBar();
}
public static Object[] LoadAllAssetsAtPath(string assetPath)
{
return typeof(SceneAsset) == AssetDatabase.GetMainAssetTypeAtPath(assetPath) ?
new[] { AssetDatabase.LoadMainAssetAtPath(assetPath) } :
AssetDatabase.LoadAllAssetsAtPath(assetPath);
}
private static void FindInGO(GameObject _gameObject)
{
Component[] _components = _gameObject.GetComponents<Component>();
bool _flag = false;
for (int i = 0; i < _components.Length; i++)
{
if (_components[i] == null)
{
_flag = true;
break;
}
}
if (_flag)
{
RemoveRecursively(_gameObject);
}
foreach (Transform _transform in _gameObject.transform)
{
FindInGO(_transform.gameObject);
}
}
private static void RemoveRecursively(GameObject _gameObject)
{
GameObjectUtility.RemoveMonoBehavioursWithMissingScript(_gameObject);
foreach (Transform _transform in _gameObject.transform)
{
RemoveRecursively(_transform.gameObject);
}
}
}

2
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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: ac284ff0d6411a1439bda2614c494d69

42
Assets/CloneTypesTemplate/Editor/SceneTool.cs

@ -22,7 +22,7 @@ public class SceneTool
{
if (obj[i].GetComponent<MeshRenderer>())
{
if (obj[i].gameObject.layer ==LayerMask.NameToLayer("SoldierRoad"))
if (obj[i].gameObject.layer == LayerMask.NameToLayer("SoldierRoad"))
{
if (!obj[i].gameObject.GetComponent<MeshCollider>())
{
@ -43,9 +43,9 @@ public class SceneTool
CloneEnumsHelp cloneEnumsHelp = obj[i].gameObject.GetComponent<CloneEnumsHelp>();
cloneEnumsHelp.cloneOnFloorType = CloneOnFloorType.ShiWaiMan;
}
if (obj[i].gameObject.layer == LayerMask.NameToLayer("CarRoad"))
if (obj[i].gameObject.layer == LayerMask.NameToLayer("CarRoad"))
{
if (obj[i].gameObject.GetComponent<NavMeshModifier>())
if (obj[i].gameObject.GetComponent<NavMeshModifier>())
{
if (obj[i].gameObject.GetComponent<PathFindable>())
{
@ -59,10 +59,10 @@ public class SceneTool
{
UnityEngine.Object.DestroyImmediate(obj[i].GetComponent<CloneableEnums>(), true);
}
return;
}
if (obj[i].gameObject.GetComponent<NavMeshModifierVolume>())
if (obj[i].gameObject.GetComponent<NavMeshModifierVolume>())
{
if (obj[i].gameObject.GetComponent<PathFindable>())
{
@ -76,7 +76,7 @@ public class SceneTool
{
UnityEngine.Object.DestroyImmediate(obj[i].GetComponent<CloneableEnums>(), true);
}
return;
}
if (!obj[i].gameObject.GetComponent<MeshCollider>())
@ -98,10 +98,10 @@ public class SceneTool
CloneEnumsHelp cloneEnumsHelp = obj[i].gameObject.GetComponent<CloneEnumsHelp>();
cloneEnumsHelp.cloneOnFloorType = CloneOnFloorType.ShiWaiCar;
}
}
}
}
}
[MenuItem("SceneTool/RemoveColider")]//移除碰撞器
@ -515,14 +515,36 @@ public class SceneTool
}
}
}
[MenuItem("SceneTool/AddInfo")]
public static void AddInfo()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Deep);
{
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].GetComponent<DeviceFireProtectionControl>())
{
if (!obj[i].gameObject.GetComponent<CloneGameObjInfo>())
{
obj[i].gameObject.AddComponent<CloneGameObjInfo>();
}
obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjType = CloneObjType.StaticGameObject;
obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjID = (long)GUID.NewGuid(100, 100);
obj[i].gameObject.GetComponent<DeviceFireProtectionControl>().DeviceName = obj[i].name;
obj[i].gameObject.GetComponent<DeviceFireProtectionControl>().FireProtectionType = "喷淋";
obj[i].gameObject.GetComponent<DeviceFireProtectionControl>().controlObject = obj[i].GetChild(obj[i].childCount - 1).gameObject;
}
}
}
}
[MenuItem("SceneTool/AddColider")]
public static void AddColider()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Unfiltered);
Transform[] obj = Selection.GetTransforms(SelectionMode.Deep);
{
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].GetComponent<NavMeshModifier>())
if (obj[i].GetComponent<MeshRenderer>())
{
if (!obj[i].gameObject.GetComponent<MeshCollider>())
{

999
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14672
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using UnityEngine;
/// <summary>
/// 装置固定消防系统控制脚本(DeviceName和FireProtectionType组合决定唯一性)
/// </summary>
public class DeviceFireProtectionControl : MonoBehaviour
{
public string DeviceName;
public string FireProtectionType;
public GameObject controlObject;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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Assets/ZhenHaiLiaHua/Materials/4K_hulan3.mat

@ -132,8 +132,8 @@ Material:
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m_Colors:
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m_BuildTextureStacks: []

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Assets/ZhenHaiLiaHua/Materials/4K_hulan4.mat

@ -132,8 +132,8 @@ Material:
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- _ZWrite: 0
m_Colors:
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m_BuildTextureStacks: []

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Assets/ZhenHaiLiaHua/Materials/FY_SeKuai.mat

@ -159,8 +159,8 @@ Material:
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m_Colors:
- _BASE_COLOR: {r: 1, g: 1, b: 1, a: 1}
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Assets/ZhenHaiLiaHua/Materials/FY_ShuiNi1.mat

@ -172,8 +172,8 @@ Material:
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m_Colors:
- _BASE_COLOR: {r: 1, g: 1, b: 1, a: 1}
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Assets/ZhenHaiLiaHua/Materials/GX1_AlbedoTransparency.mat

@ -130,8 +130,8 @@ Material:
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- _ZWrite: 1
m_Colors:
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m_BuildTextureStacks: []

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Assets/ZhenHaiLiaHua/Materials/GX2_AlbedoTransparency.mat

@ -132,8 +132,8 @@ Material:
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m_Colors:
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m_BuildTextureStacks: []

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Assets/ZhenHaiLiaHua/Materials/HL_AA_HunNingTuDiMian_JiaoCuo.mat

@ -172,7 +172,7 @@ Material:
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m_Colors:
- _BASE_COLOR: {r: 1, g: 1, b: 1, a: 1}
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Assets/ZhenHaiLiaHua/Materials/HL_C_JiaZi.mat

@ -161,8 +161,8 @@ Material:
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m_Colors:
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Assets/ZhenHaiLiaHua/Materials/HL_YouQi_Y_LG.mat

@ -130,8 +130,8 @@ Material:
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m_BuildTextureStacks: []

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Assets/ZhenHaiLiaHua/Materials/HL_ZhuangZhiWeiYan.mat

@ -159,8 +159,8 @@ Material:
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m_Colors:
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Assets/ZhenHaiLiaHua/Materials/Hydrant_AlbedoTransparency.mat

@ -161,7 +161,7 @@ Material:
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m_Colors:
- _BASE_COLOR: {r: 1, g: 1, b: 1, a: 1}
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Assets/ZhenHaiLiaHua/Materials/Red_XiaoFang.mat

@ -132,8 +132,8 @@ Material:
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m_Colors:
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m_BuildTextureStacks: []

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Assets/ZhenHaiLiaHua/Materials/ShiPao-H_Shipao_H_AlbedoTransparency.mat

@ -174,8 +174,8 @@ Material:
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m_Colors:
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Assets/ZhenHaiLiaHua/Materials/Tag20(1700全压力罐区).mat

@ -134,8 +134,8 @@ Material:
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m_Colors:
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m_BuildTextureStacks: []

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Assets/ZhenHaiLiaHua/Materials/YL_LvBan_1.mat

@ -159,8 +159,8 @@ Material:
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Assets/ZhenHaiLiaHua/Materials/YL_malu_1.mat

@ -172,8 +172,8 @@ Material:
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Assets/ZhenHaiLiaHua/Materials/ZhuZi_AlbedoTransparency.mat

@ -117,8 +117,8 @@ Material:
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m_Colors:
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m_BuildTextureStacks: []

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Assets/ZhenHaiLiaHua/Materials/jianzhu_04.mat

@ -159,8 +159,8 @@ Material:
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m_Colors:
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Assets/ZhenHaiLiaHua/Materials/jinsuwang03.mat

@ -172,8 +172,8 @@ Material:
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m_Colors:
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17
Assets/ZhenHaiLiaHua/Materials/taijie1.mat

@ -8,18 +8,23 @@ Material:
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m_PrefabAsset: {fileID: 0}
m_Name: taijie1
m_Shader: {fileID: -6465566751694194690, guid: 9f5a418d4f6bac44893beb57058994bc, type: 3}
m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3}
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m_DoubleSidedGI: 0
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disabledShaderPasses:
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@ -121,9 +126,9 @@ Material:
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m_Colors:
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m_BuildTextureStacks: []

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Assets/ZhenHaiLiaHua/Materials/taijie2.mat

@ -119,8 +119,8 @@ Material:
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m_Colors:
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m_BuildTextureStacks: []

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Assets/ZhenHaiLiaHua/Scenes/0MT/CJ_LvLi.mat

@ -26,7 +26,7 @@ Material:
serializedVersion: 3
m_TexEnvs:
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m_Texture: {fileID: 2800000, guid: f9f38b91d71dc0f48bdf0b840d1ccc6e, type: 3}
m_Texture: {fileID: 2800000, guid: bcc3a2e3274b7354eb3f55f2e889415b, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
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m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 2800000, guid: f9f38b91d71dc0f48bdf0b840d1ccc6e, type: 3}
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m_Scale: {x: 1, y: 1}
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6
ProjectSettings/PackageManagerSettings.asset

@ -22,7 +22,7 @@ MonoBehaviour:
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m_Name:
m_Url: https://packages.unity.cn
m_Url: https://packages.unity.com
m_Scopes: []
m_IsDefault: 1
m_Capabilities: 7
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m_LoadAssets: 0

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ProjectSettings/ProjectVersion.txt

@ -1,2 +1,2 @@
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m_EditorVersion: 6000.0.13f1
m_EditorVersionWithRevision: 6000.0.13f1 (53a692e3fca9)

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