Compare commits

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3 Commits

  1. 132
      .gitignore
  2. 3
      .gitmodules
  3. 6
      .vsconfig
  4. 8
      Assets/Editor.meta
  5. 71
      Assets/Editor/DeleteMissingScripts.cs
  6. 11
      Assets/Editor/DeleteMissingScripts.cs.meta
  7. 1
      Assets/ShiYanMscPublic
  8. 8
      Assets/ShiYanMscPublic.meta
  9. 8
      Assets/StreamingAssets.meta
  10. 8
      Assets/StreamingAssets/AssetBundles.meta
  11. 8
      Assets/StreamingAssets/AssetBundles/WuYueGuangChangAB_2.meta
  12. BIN
      Assets/StreamingAssets/AssetBundles/WuYueGuangChangAB_2/WuYueGuangChangAB_2
  13. 7
      Assets/StreamingAssets/AssetBundles/WuYueGuangChangAB_2/WuYueGuangChangAB_2.manifest
  14. 7
      Assets/StreamingAssets/AssetBundles/WuYueGuangChangAB_2/WuYueGuangChangAB_2.manifest.meta
  15. 7
      Assets/StreamingAssets/AssetBundles/WuYueGuangChangAB_2/WuYueGuangChangAB_2.meta
  16. BIN
      Assets/StreamingAssets/AssetBundles/WuYueGuangChangAB_2/buildingscene
  17. 88
      Assets/StreamingAssets/AssetBundles/WuYueGuangChangAB_2/buildingscene.manifest
  18. 7
      Assets/StreamingAssets/AssetBundles/WuYueGuangChangAB_2/buildingscene.manifest.meta
  19. 7
      Assets/StreamingAssets/AssetBundles/WuYueGuangChangAB_2/buildingscene.meta
  20. 8
      Assets/WuYueGuangChang.meta
  21. 8
      Assets/WuYueGuangChang/BuildingScene.meta
  22. 1001
      Assets/WuYueGuangChang/BuildingScene.unity
  23. 7
      Assets/WuYueGuangChang/BuildingScene.unity.meta
  24. BIN
      Assets/WuYueGuangChang/BuildingScene/NavMesh-NavMesh Surface 1.asset
  25. 8
      Assets/WuYueGuangChang/BuildingScene/NavMesh-NavMesh Surface 1.asset.meta
  26. BIN
      Assets/WuYueGuangChang/BuildingScene/NavMesh-NavMesh Surface.asset
  27. 8
      Assets/WuYueGuangChang/BuildingScene/NavMesh-NavMesh Surface.asset.meta
  28. 8
      Assets/WuYueGuangChang/Indoor.meta
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      Assets/WuYueGuangChang/Indoor/BF.FBX
  30. 210
      Assets/WuYueGuangChang/Indoor/BF.FBX.meta
  31. 8
      Assets/WuYueGuangChang/Indoor/Materials.meta
  32. 78
      Assets/WuYueGuangChang/Indoor/Materials/BFSXZi 1.mat
  33. 8
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  34. 78
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  35. 8
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  36. 77
      Assets/WuYueGuangChang/Indoor/Materials/Bemgfangshuixiang 1.mat
  37. 8
      Assets/WuYueGuangChang/Indoor/Materials/Bemgfangshuixiang 1.mat.meta
  38. 77
      Assets/WuYueGuangChang/Indoor/Materials/Bemgfangshuixiang 2.mat
  39. 8
      Assets/WuYueGuangChang/Indoor/Materials/Bemgfangshuixiang 2.mat.meta
  40. 77
      Assets/WuYueGuangChang/Indoor/Materials/Bemgfangshuixiang 3.mat
  41. 8
      Assets/WuYueGuangChang/Indoor/Materials/Bemgfangshuixiang 3.mat.meta
  42. 77
      Assets/WuYueGuangChang/Indoor/Materials/BoLiN 1.mat
  43. 8
      Assets/WuYueGuangChang/Indoor/Materials/BoLiN 1.mat.meta
  44. 78
      Assets/WuYueGuangChang/Indoor/Materials/BoLiN 2.mat
  45. 8
      Assets/WuYueGuangChang/Indoor/Materials/BoLiN 2.mat.meta
  46. 78
      Assets/WuYueGuangChang/Indoor/Materials/BoLiw 1.mat
  47. 8
      Assets/WuYueGuangChang/Indoor/Materials/BoLiw 1.mat.meta
  48. 77
      Assets/WuYueGuangChang/Indoor/Materials/FHFQ_Color 1.mat
  49. 8
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  50. 77
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  54. 78
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  56. 77
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  57. 8
      Assets/WuYueGuangChang/Indoor/Materials/KZG.mat.meta
  58. 77
      Assets/WuYueGuangChang/Indoor/Materials/LTcolor 1.mat
  59. 8
      Assets/WuYueGuangChang/Indoor/Materials/LTcolor 1.mat.meta
  60. 77
      Assets/WuYueGuangChang/Indoor/Materials/Material #320.mat
  61. 8
      Assets/WuYueGuangChang/Indoor/Materials/Material #320.mat.meta
  62. 77
      Assets/WuYueGuangChang/Indoor/Materials/No Name.mat
  63. 8
      Assets/WuYueGuangChang/Indoor/Materials/No Name.mat.meta
  64. 77
      Assets/WuYueGuangChang/Indoor/Materials/SXT.mat
  65. 8
      Assets/WuYueGuangChang/Indoor/Materials/SXT.mat.meta
  66. 78
      Assets/WuYueGuangChang/Indoor/Materials/ShiNeiSheShi_Wenzi 1.mat
  67. 8
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  68. 77
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  69. 8
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  70. 77
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  72. 78
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  76. 78
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  77. 8
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  78. 78
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  79. 8
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  80. 78
      Assets/WuYueGuangChang/Indoor/Materials/XHSwenzi61_91.mat
  81. 8
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  82. 78
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  83. 8
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  84. 77
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  85. 8
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  86. BIN
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  88. 8
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  89. BIN
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  91. BIN
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  93. BIN
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132
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# ---> Unity
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
# Autogenerated VS/MD solution and project files
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
# Unity3D generated meta files
# Unity3D Generated File On Crash Reports
sysinfo.txt
# ---> C Sharp
# Build Folders (you can keep bin if you'd like, to store dlls and pdbs)
[Bb]in/
[Oo]bj/
# mstest test results
TestResults
## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
# User-specific files
*.suo
*.user
*.sln.docstates
# Build results
[Dd]ebug/
[Rr]elease/
x64/
*_i.c
*_p.c
*.ilk
*.obj
*.pch
*.pdb
*.pgc
*.pgd
*.rsp
*.sbr
*.tlb
*.tli
*.tlh
*.tmp
*.log
*.vspscc
*.vssscc
.builds
# Visual C++ cache files
ipch/
*.aps
*.ncb
*.opensdf
*.sdf
# Visual Studio profiler
*.psess
*.vsp
*.vspx
# Guidance Automation Toolkit
*.gpState
# ReSharper is a .NET coding add-in
_ReSharper*
# NCrunch
*.ncrunch*
.*crunch*.local.xml
# Installshield output folder
[Ee]xpress
# DocProject is a documentation generator add-in
DocProject/buildhelp/
DocProject/Help/*.HxT
DocProject/Help/*.HxC
DocProject/Help/*.hhc
DocProject/Help/*.hhk
DocProject/Help/*.hhp
DocProject/Help/Html2
DocProject/Help/html
# Click-Once directory
publish
# Publish Web Output
*.Publish.xml
# NuGet Packages Directory
packages
# Windows Azure Build Output
csx
*.build.csdef
# Windows Store app package directory
AppPackages/
# Others
[Bb]in
[Oo]bj
sql
TestResults
[Tt]est[Rr]esult*
*.Cache
ClientBin
[Ss]tyle[Cc]op.*
~$*
*.dbmdl
Generated_Code #added for RIA/Silverlight projects
# Backup & report files from converting an old project file to a newer
# Visual Studio version. Backup files are not needed, because we have git ;-)
_UpgradeReport_Files/
Backup*/
UpgradeLog*.XML
/Logs
/.vs

3
.gitmodules vendored

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[submodule "Assets/ShiYanMscPublic"]
path = Assets/ShiYanMscPublic
url = http://121.36.37.70:3000/AX-ORG/ShiYanMscPublic.git

6
.vsconfig

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"version": "1.0",
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8
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
public class DeleteMissingScripts : EditorWindow
{
[MenuItem("Tools/移除丢失的脚本")]
public static void RemoveMissingScript()
{
GameObject[] pAllObjects = (GameObject[])Resources.FindObjectsOfTypeAll(typeof(GameObject));
int r;
int j;
for (int i = 0; i < pAllObjects.Length; i++)
{
if (pAllObjects[i].hideFlags == HideFlags.None)//HideFlags.None 获取Hierarchy面板所有Object
{
var components = pAllObjects[i].GetComponents<Component>();
var serializedObject = new SerializedObject(pAllObjects[i]); // 将object序列化
var prop = serializedObject.FindProperty("m_Component"); //得到object的Component序列化数组
r = 0;
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if (components[j] == null)
{
prop.DeleteArrayElementAtIndex(j - r);
r++;
}
}
serializedObject.ApplyModifiedProperties();
}
}
}
[MenuItem("Tools/添加缺失克隆类型")]
public static void AddCloneTypes()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Deep);
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].GetComponent<CloneableEnums>())
{
var types = obj[i].GetComponent<CloneableEnums>().CloneableTypes;
if (types.Contains(CloneObjType.Ambulance))
{
Debug.Log(obj[i].name);
if (!types.Contains(CloneObjType.LiveBuildCar))
{
types.Add(CloneObjType.LiveBuildCar);
}
if (!types.Contains(CloneObjType.EmergencyVehicle))
{
types.Add(CloneObjType.EmergencyVehicle);
}
if (!types.Contains(CloneObjType.Cruiser))
{
types.Add(CloneObjType.Cruiser);
}
}
}
}
}
}

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