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Assets/Standard Assets/2D/Materials/SpriteLit.mat
generated
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34
Assets/Standard Assets/2D/Materials/SpriteLit.mat
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59
Assets/Standard Assets/2D/Prefabs/CollisionSlider.prefab
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59
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5
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72
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3028
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|
||||
NativeFormatImporter:
|
||||
userData:
|
||||
assetBundleName:
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1013
Assets/Standard Assets/2D/Prefabs/PlatformRamp.prefab
generated
Normal file
1013
Assets/Standard Assets/2D/Prefabs/PlatformRamp.prefab
generated
Normal file
File diff suppressed because it is too large
Load Diff
5
Assets/Standard Assets/2D/Prefabs/PlatformRamp.prefab.meta
generated
Normal file
5
Assets/Standard Assets/2D/Prefabs/PlatformRamp.prefab.meta
generated
Normal file
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|
||||
fileFormatVersion: 2
|
||||
guid: 47d3e747b2e87de4c8358aaa436365ea
|
||||
NativeFormatImporter:
|
||||
userData:
|
||||
assetBundleName:
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6
Assets/Standard Assets/2D/Scripts.meta
generated
Normal file
6
Assets/Standard Assets/2D/Scripts.meta
generated
Normal file
@ -0,0 +1,6 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b656cca21e797074a84563027a508ce1
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
53
Assets/Standard Assets/2D/Scripts/Camera2DFollow.cs
Normal file
53
Assets/Standard Assets/2D/Scripts/Camera2DFollow.cs
Normal file
@ -0,0 +1,53 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityStandardAssets._2D
|
||||
{
|
||||
public class Camera2DFollow : MonoBehaviour
|
||||
{
|
||||
public Transform target;
|
||||
public float damping = 1;
|
||||
public float lookAheadFactor = 3;
|
||||
public float lookAheadReturnSpeed = 0.5f;
|
||||
public float lookAheadMoveThreshold = 0.1f;
|
||||
|
||||
private float m_OffsetZ;
|
||||
private Vector3 m_LastTargetPosition;
|
||||
private Vector3 m_CurrentVelocity;
|
||||
private Vector3 m_LookAheadPos;
|
||||
|
||||
// Use this for initialization
|
||||
private void Start()
|
||||
{
|
||||
m_LastTargetPosition = target.position;
|
||||
m_OffsetZ = (transform.position - target.position).z;
|
||||
transform.parent = null;
|
||||
}
|
||||
|
||||
|
||||
// Update is called once per frame
|
||||
private void Update()
|
||||
{
|
||||
// only update lookahead pos if accelerating or changed direction
|
||||
float xMoveDelta = (target.position - m_LastTargetPosition).x;
|
||||
|
||||
bool updateLookAheadTarget = Mathf.Abs(xMoveDelta) > lookAheadMoveThreshold;
|
||||
|
||||
if (updateLookAheadTarget)
|
||||
{
|
||||
m_LookAheadPos = lookAheadFactor*Vector3.right*Mathf.Sign(xMoveDelta);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_LookAheadPos = Vector3.MoveTowards(m_LookAheadPos, Vector3.zero, Time.deltaTime*lookAheadReturnSpeed);
|
||||
}
|
||||
|
||||
Vector3 aheadTargetPos = target.position + m_LookAheadPos + Vector3.forward*m_OffsetZ;
|
||||
Vector3 newPos = Vector3.SmoothDamp(transform.position, aheadTargetPos, ref m_CurrentVelocity, damping);
|
||||
|
||||
transform.position = newPos;
|
||||
|
||||
m_LastTargetPosition = target.position;
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/Standard Assets/2D/Scripts/Camera2DFollow.cs.meta
generated
Normal file
9
Assets/Standard Assets/2D/Scripts/Camera2DFollow.cs.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5d8238cc53530b64fbb7828c3d3bb591
|
||||
MonoImporter:
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serializedVersion: 2
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||||
defaultReferences: []
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executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
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74
Assets/Standard Assets/2D/Scripts/CameraFollow.cs
Normal file
74
Assets/Standard Assets/2D/Scripts/CameraFollow.cs
Normal file
@ -0,0 +1,74 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
namespace UnityStandardAssets._2D
|
||||
{
|
||||
public class CameraFollow : MonoBehaviour
|
||||
{
|
||||
public float xMargin = 1f; // Distance in the x axis the player can move before the camera follows.
|
||||
public float yMargin = 1f; // Distance in the y axis the player can move before the camera follows.
|
||||
public float xSmooth = 8f; // How smoothly the camera catches up with it's target movement in the x axis.
|
||||
public float ySmooth = 8f; // How smoothly the camera catches up with it's target movement in the y axis.
|
||||
public Vector2 maxXAndY; // The maximum x and y coordinates the camera can have.
|
||||
public Vector2 minXAndY; // The minimum x and y coordinates the camera can have.
|
||||
|
||||
private Transform m_Player; // Reference to the player's transform.
|
||||
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// Setting up the reference.
|
||||
m_Player = GameObject.FindGameObjectWithTag("Player").transform;
|
||||
}
|
||||
|
||||
|
||||
private bool CheckXMargin()
|
||||
{
|
||||
// Returns true if the distance between the camera and the player in the x axis is greater than the x margin.
|
||||
return Mathf.Abs(transform.position.x - m_Player.position.x) > xMargin;
|
||||
}
|
||||
|
||||
|
||||
private bool CheckYMargin()
|
||||
{
|
||||
// Returns true if the distance between the camera and the player in the y axis is greater than the y margin.
|
||||
return Mathf.Abs(transform.position.y - m_Player.position.y) > yMargin;
|
||||
}
|
||||
|
||||
|
||||
private void Update()
|
||||
{
|
||||
TrackPlayer();
|
||||
}
|
||||
|
||||
|
||||
private void TrackPlayer()
|
||||
{
|
||||
// By default the target x and y coordinates of the camera are it's current x and y coordinates.
|
||||
float targetX = transform.position.x;
|
||||
float targetY = transform.position.y;
|
||||
|
||||
// If the player has moved beyond the x margin...
|
||||
if (CheckXMargin())
|
||||
{
|
||||
// ... the target x coordinate should be a Lerp between the camera's current x position and the player's current x position.
|
||||
targetX = Mathf.Lerp(transform.position.x, m_Player.position.x, xSmooth*Time.deltaTime);
|
||||
}
|
||||
|
||||
// If the player has moved beyond the y margin...
|
||||
if (CheckYMargin())
|
||||
{
|
||||
// ... the target y coordinate should be a Lerp between the camera's current y position and the player's current y position.
|
||||
targetY = Mathf.Lerp(transform.position.y, m_Player.position.y, ySmooth*Time.deltaTime);
|
||||
}
|
||||
|
||||
// The target x and y coordinates should not be larger than the maximum or smaller than the minimum.
|
||||
targetX = Mathf.Clamp(targetX, minXAndY.x, maxXAndY.x);
|
||||
targetY = Mathf.Clamp(targetY, minXAndY.y, maxXAndY.y);
|
||||
|
||||
// Set the camera's position to the target position with the same z component.
|
||||
transform.position = new Vector3(targetX, targetY, transform.position.z);
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/Standard Assets/2D/Scripts/CameraFollow.cs.meta
generated
Normal file
9
Assets/Standard Assets/2D/Scripts/CameraFollow.cs.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a9dfad760b6e9455593192a6d869f7ed
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
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40
Assets/Standard Assets/2D/Scripts/Platformer2DUserControl.cs
Normal file
40
Assets/Standard Assets/2D/Scripts/Platformer2DUserControl.cs
Normal file
@ -0,0 +1,40 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityStandardAssets.CrossPlatformInput;
|
||||
|
||||
namespace UnityStandardAssets._2D
|
||||
{
|
||||
[RequireComponent(typeof (PlatformerCharacter2D))]
|
||||
public class Platformer2DUserControl : MonoBehaviour
|
||||
{
|
||||
private PlatformerCharacter2D m_Character;
|
||||
private bool m_Jump;
|
||||
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
m_Character = GetComponent<PlatformerCharacter2D>();
|
||||
}
|
||||
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!m_Jump)
|
||||
{
|
||||
// Read the jump input in Update so button presses aren't missed.
|
||||
m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
// Read the inputs.
|
||||
bool crouch = Input.GetKey(KeyCode.LeftControl);
|
||||
float h = CrossPlatformInputManager.GetAxis("Horizontal");
|
||||
// Pass all parameters to the character control script.
|
||||
m_Character.Move(h, crouch, m_Jump);
|
||||
m_Jump = false;
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/Standard Assets/2D/Scripts/Platformer2DUserControl.cs.meta
generated
Normal file
9
Assets/Standard Assets/2D/Scripts/Platformer2DUserControl.cs.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c3d7b34a3bb2d4e4b926e7e729d3d410
|
||||
MonoImporter:
|
||||
serializedVersion: 2
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||||
defaultReferences: []
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||||
executionOrder: 0
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||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
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115
Assets/Standard Assets/2D/Scripts/PlatformerCharacter2D.cs
Normal file
115
Assets/Standard Assets/2D/Scripts/PlatformerCharacter2D.cs
Normal file
@ -0,0 +1,115 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
#pragma warning disable 649
|
||||
namespace UnityStandardAssets._2D
|
||||
{
|
||||
public class PlatformerCharacter2D : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private float m_MaxSpeed = 10f; // The fastest the player can travel in the x axis.
|
||||
[SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps.
|
||||
[Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
|
||||
[SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping;
|
||||
[SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character
|
||||
|
||||
private Transform m_GroundCheck; // A position marking where to check if the player is grounded.
|
||||
const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
|
||||
private bool m_Grounded; // Whether or not the player is grounded.
|
||||
private Transform m_CeilingCheck; // A position marking where to check for ceilings
|
||||
const float k_CeilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up
|
||||
private Animator m_Anim; // Reference to the player's animator component.
|
||||
private Rigidbody2D m_Rigidbody2D;
|
||||
private bool m_FacingRight = true; // For determining which way the player is currently facing.
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// Setting up references.
|
||||
m_GroundCheck = transform.Find("GroundCheck");
|
||||
m_CeilingCheck = transform.Find("CeilingCheck");
|
||||
m_Anim = GetComponent<Animator>();
|
||||
m_Rigidbody2D = GetComponent<Rigidbody2D>();
|
||||
}
|
||||
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
m_Grounded = false;
|
||||
|
||||
// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
|
||||
// This can be done using layers instead but Sample Assets will not overwrite your project settings.
|
||||
Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
|
||||
for (int i = 0; i < colliders.Length; i++)
|
||||
{
|
||||
if (colliders[i].gameObject != gameObject)
|
||||
m_Grounded = true;
|
||||
}
|
||||
m_Anim.SetBool("Ground", m_Grounded);
|
||||
|
||||
// Set the vertical animation
|
||||
m_Anim.SetFloat("vSpeed", m_Rigidbody2D.velocity.y);
|
||||
}
|
||||
|
||||
|
||||
public void Move(float move, bool crouch, bool jump)
|
||||
{
|
||||
// If crouching, check to see if the character can stand up
|
||||
if (!crouch && m_Anim.GetBool("Crouch"))
|
||||
{
|
||||
// If the character has a ceiling preventing them from standing up, keep them crouching
|
||||
if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
|
||||
{
|
||||
crouch = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Set whether or not the character is crouching in the animator
|
||||
m_Anim.SetBool("Crouch", crouch);
|
||||
|
||||
//only control the player if grounded or airControl is turned on
|
||||
if (m_Grounded || m_AirControl)
|
||||
{
|
||||
// Reduce the speed if crouching by the crouchSpeed multiplier
|
||||
move = (crouch ? move*m_CrouchSpeed : move);
|
||||
|
||||
// The Speed animator parameter is set to the absolute value of the horizontal input.
|
||||
m_Anim.SetFloat("Speed", Mathf.Abs(move));
|
||||
|
||||
// Move the character
|
||||
m_Rigidbody2D.velocity = new Vector2(move*m_MaxSpeed, m_Rigidbody2D.velocity.y);
|
||||
|
||||
// If the input is moving the player right and the player is facing left...
|
||||
if (move > 0 && !m_FacingRight)
|
||||
{
|
||||
// ... flip the player.
|
||||
Flip();
|
||||
}
|
||||
// Otherwise if the input is moving the player left and the player is facing right...
|
||||
else if (move < 0 && m_FacingRight)
|
||||
{
|
||||
// ... flip the player.
|
||||
Flip();
|
||||
}
|
||||
}
|
||||
// If the player should jump...
|
||||
if (m_Grounded && jump && m_Anim.GetBool("Ground"))
|
||||
{
|
||||
// Add a vertical force to the player.
|
||||
m_Grounded = false;
|
||||
m_Anim.SetBool("Ground", false);
|
||||
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private void Flip()
|
||||
{
|
||||
// Switch the way the player is labelled as facing.
|
||||
m_FacingRight = !m_FacingRight;
|
||||
|
||||
// Multiply the player's x local scale by -1.
|
||||
Vector3 theScale = transform.localScale;
|
||||
theScale.x *= -1;
|
||||
transform.localScale = theScale;
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/Standard Assets/2D/Scripts/PlatformerCharacter2D.cs.meta
generated
Normal file
9
Assets/Standard Assets/2D/Scripts/PlatformerCharacter2D.cs.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d08f91df3bd212f429df17f53ce2f364
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
17
Assets/Standard Assets/2D/Scripts/Restarter.cs
Normal file
17
Assets/Standard Assets/2D/Scripts/Restarter.cs
Normal file
@ -0,0 +1,17 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace UnityStandardAssets._2D
|
||||
{
|
||||
public class Restarter : MonoBehaviour
|
||||
{
|
||||
private void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if (other.tag == "Player")
|
||||
{
|
||||
SceneManager.LoadScene(SceneManager.GetSceneAt(0).name);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/Standard Assets/2D/Scripts/Restarter.cs.meta
generated
Normal file
9
Assets/Standard Assets/2D/Scripts/Restarter.cs.meta
generated
Normal file
@ -0,0 +1,9 @@
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||||
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||||
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||||
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||||
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|
||||
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9
Assets/Standard Assets/2D/Sprites.meta
generated
Normal file
9
Assets/Standard Assets/2D/Sprites.meta
generated
Normal file
@ -0,0 +1,9 @@
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||||
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||||
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||||
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||||
DefaultImporter:
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||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
|
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Assets/Standard Assets/2D/Sprites/BackgroundGreyGridSprite.png
(Stored with Git LFS)
Normal file
BIN
Assets/Standard Assets/2D/Sprites/BackgroundGreyGridSprite.png
(Stored with Git LFS)
Normal file
Binary file not shown.
89
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generated
Normal file
89
Assets/Standard Assets/2D/Sprites/BackgroundGreyGridSprite.png.meta
generated
Normal file
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||||
fileFormatVersion: 2
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||||
guid: cbbabe9e292f5604897926494bb38fef
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||||
TextureImporter:
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||||
fileIDToRecycleName:
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|
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externalObjects: {}
|
||||
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||||
mipmaps:
|
||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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textureType: 8
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user