Refactor system code

This commit is contained in:
MarcUs7i 2024-09-30 13:03:01 +02:00
parent d3faa70e5f
commit 95f98847ca
20 changed files with 360 additions and 2230 deletions

View file

@ -16,8 +16,8 @@ public class SC_2DCoin : MonoBehaviour
{
//Make Collider2D as trigger
GetComponent<Collider2D>().isTrigger = true;
PlayerSaving.LoadingPlayer = true;
totalCoins = PlayerSaving.savedCoins;
//PlayerSaving.LoadPlayer();
totalCoins = PlayerSaving.coins;
}
void OnTriggerEnter2D(Collider2D c2d)
@ -28,7 +28,6 @@ public class SC_2DCoin : MonoBehaviour
//Add coin to counter
totalCoins++;
//Test: Print total number of coins
Debug.Log("You currently have " + SC_2DCoin.totalCoins + " Coins.");
IsPlaying = true;
//Destroy coin
Destroy(gameObject);
@ -46,11 +45,10 @@ public class SC_2DCoin : MonoBehaviour
void Update()
{
if (totalCoins != PlayerSaving.savedCoins && PlayerSaving.Deleteing == false)
if (totalCoins != PlayerSaving.coins && !PlayerSaving.Deleteing)
{
PlayerSaving.savedCoins = totalCoins;
PlayerSaving.SavingPlayer = true;
Debug.Log("Saved " + PlayerSaving.savedCoins);
PlayerSaving.coins = totalCoins;
PlayerSaving.SavePlayer();
}
}
}

View file

@ -27,11 +27,10 @@ public class minusCounter : MonoBehaviour
PlayerHealth.minus = false;
Destroy(gameObject);
}
if (Endlevel.LevelForCoinBool <= 5 && PlayerHealth.minus == true)
if (PlayerSaving.level <= 5 && PlayerHealth.minus == true)
{
if (SC_2DCoin.totalCoins < 5)
{
//counterText.text = "-" + SC_2DCoin.totalCoins + " ";
Destroy(gameObject);
}
if (SC_2DCoin.totalCoins >= 5)
@ -41,11 +40,10 @@ public class minusCounter : MonoBehaviour
PlayerHealth.minus = false;
StartCoroutine(Animation());
}
if (Endlevel.LevelForCoinBool <= 9 && Endlevel.LevelForCoinBool >= 6 && PlayerHealth.minus == true)
if (PlayerSaving.level <= 9 && PlayerSaving.level >= 6 && PlayerHealth.minus == true)
{
if (SC_2DCoin.totalCoins < 10)
{
//counterText.text = "-" + SC_2DCoin.totalCoins;
Destroy(gameObject);
}
if (SC_2DCoin.totalCoins >= 10)
@ -55,11 +53,10 @@ public class minusCounter : MonoBehaviour
PlayerHealth.minus = false;
StartCoroutine(Animation());
}
if (Endlevel.LevelForCoinBool <= 15 && Endlevel.LevelForCoinBool >= 10 && PlayerHealth.minus == true)
if (PlayerSaving.level <= 15 && PlayerSaving.level >= 10 && PlayerHealth.minus == true)
{
if (SC_2DCoin.totalCoins < 15)
{
//counterText.text = "-" + SC_2DCoin.totalCoins;
Destroy(gameObject);
}
if (SC_2DCoin.totalCoins >= 15)
@ -69,11 +66,10 @@ public class minusCounter : MonoBehaviour
PlayerHealth.minus = false;
StartCoroutine(Animation());
}
if (Endlevel.LevelForCoinBool <= 20 && Endlevel.LevelForCoinBool >= 16 && PlayerHealth.minus == true)
if (PlayerSaving.level <= 20 && PlayerSaving.level >= 16 && PlayerHealth.minus == true)
{
if (SC_2DCoin.totalCoins < 20)
{
//counterText.text = "-" + SC_2DCoin.totalCoins;
Destroy(gameObject);
}
if (SC_2DCoin.totalCoins >= 20)

File diff suppressed because it is too large Load diff

View file

@ -7,22 +7,21 @@ public class Endlevel : MonoBehaviour
public string levelToLoad = "Level2";
public SceneFader sceneFader;
public static int level = 0;
public int SetLevel = 1;
private int SetLevel;
public static bool nextLevel = false;
public static int LevelForCoinBool = 0;
void Awake()
{
//Make Collider2D as trigger
GetComponent<Collider2D>().isTrigger = true;
level = PlayerSaving.levels;
PlayerSaving.LoadingPlayer = true;
level = PlayerSaving.level;
//PlayerSaving.LoadPlayer();
Debug.Log(level);
SetLevel = GetValueForSetLevel();
}
void OnTriggerEnter2D(Collider2D c2d)
{
//Destroy the coin if Object tagged Player comes in contact with it
if (c2d.CompareTag("Player"))
{
level = SetLevel;
@ -34,19 +33,16 @@ public class Endlevel : MonoBehaviour
void Update()
{
//Debug.Log(level);
if (level != PlayerSaving.levels && PlayerSaving.Deleteing == false)
if (level != PlayerSaving.level && !PlayerSaving.Deleteing)
{
if (PlayerSaving.levels < level)
if (PlayerSaving.level < level)
{
PlayerSaving.levels = level;
PlayerSaving.SavingPlayer = true;
PlayerSaving.level = level;
PlayerSaving.SavePlayer();
//Debug.Log("Saved " + PlayerSaving.levels + " Level");
}
}
// this one is not just for coin bool used. It's used in Pause.cs too!
LevelForCoinBool = SetLevel;
if (nextLevel == true)
{
nextLevel = false;
@ -55,4 +51,17 @@ public class Endlevel : MonoBehaviour
sceneFader.FadeTo(levelToLoad);
}
}
public int GetValueForSetLevel()
{
string levelInString = "";
for(int i = 0; i < levelToLoad.Length; i++)
{
if (char.IsDigit(levelToLoad[i]))
{
levelInString += levelToLoad[i];
}
}
return int.Parse(levelInString);
}
}

View file

@ -5,16 +5,16 @@ using UnityEngine;
[System.Serializable]
public class PlayerData
{
public int level = 0;
public int coins = 0;
public int tutorial = 0;
public int cloudsMoveData = 0;
public int savedLevels = 0;
public int savedCoins = 0;
public bool tutorial = false;
public bool cloudsMove = true;
public PlayerData (PlayerSaving player)
public PlayerData ()
{
level = PlayerSaving.levels;
coins = PlayerSaving.savedCoins;
tutorial = PlayerSaving.tutorial;
cloudsMoveData = PlayerSaving.cloudMove;
savedLevels = PlayerSaving.level;
savedCoins = PlayerSaving.coins;
tutorial = PlayerSaving.hasCompletedTutorial;
cloudsMove = PlayerSaving.movingClouds;
}
}

View file

@ -4,74 +4,46 @@ using UnityEngine;
public class PlayerSaving : MonoBehaviour
{
public static int levels = 0;
public static int savedCoins = 0;
public static int tutorial = 0;
public static int cloudMove = 0;
public static bool SavingPlayer = false;
public static bool LoadingPlayer = false;
public static bool DeleteingPlayer = false;
public static int level = 0;
public static int coins = 0;
public static bool hasCompletedTutorial = false;
public static bool movingClouds = true;
public static bool Deleteing = false;
void Update()
void Awake()
{
/*if (levels != Endlevel.level)
{
Endlevel.level = levels;
}
if (savedCoins != SC_2DCoin.totalCoins && Loading == false)
{
SC_2DCoin.totalCoins = savedCoins;
}*/
if(SavingPlayer == true)
{
SavingPlayer = false;
SavePlayer();
}
if (LoadingPlayer == true)
{
LoadingPlayer = false;
LoadPlayer();
}
if (DeleteingPlayer == true)
{
DeleteingPlayer = false;
DeletePlayer();
}
/*if (Input.GetKeyDown(KeyCode.L))
{
levels = 1;
SavingPlayer = true;
}*/
}
public void SavePlayer()
public static void SavePlayer()
{
SaveSystem.SavePlayer(this);
SaveSystem.SavePlayer();
Debug.Log("Saved");
Debug.Log($"Saved level: {level}, coins: {coins}, tutorial: {hasCompletedTutorial}, cloudsMove: {movingClouds}");
}
public void LoadPlayer()
public static void LoadPlayer()
{
PlayerData data = SaveSystem.LoadPlayer();
levels = data.level;
savedCoins = data.coins;
tutorial = data.tutorial;
cloudMove = data.cloudsMoveData;
level = data.savedLevels;
coins = data.savedCoins;
hasCompletedTutorial = data.tutorial;
movingClouds = data.cloudsMove;
Debug.Log("Loaded");
SC_2DCoin.totalCoins = savedCoins;
Endlevel.level = levels;
Debug.Log($"Loaded level: {level}, coins: {coins}, tutorial: {hasCompletedTutorial}, cloudsMove: {movingClouds}");
SC_2DCoin.totalCoins = coins;
Endlevel.level = level;
}
public void DeletePlayer()
public static void DeletePlayer()
{
Deleteing = true;
savedCoins = 0;
levels = 0;
tutorial = 0;
cloudMove = 0;
level = 0;
coins = 0;
hasCompletedTutorial = false;
movingClouds = true;
// For MusicToggle.cs
PlayerPrefs.SetInt("MusicToggled", 1);
@ -81,7 +53,7 @@ public class PlayerSaving : MonoBehaviour
PlayerPrefs.SetFloat("SoundVolume", 0.75f);
PlayerPrefs.Save();
SaveSystem.SavePlayer(this);
SaveSystem.SavePlayer();
Debug.Log("Deleted");
}
}

View file

@ -4,7 +4,7 @@ MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
executionOrder: -32000
icon: {instanceID: 0}
userData:
assetBundleName:

View file

@ -4,13 +4,13 @@ using System.Runtime.Serialization.Formatters.Binary;
public static class SaveSystem
{
public static void SavePlayer (PlayerSaving player)
public static void SavePlayer ()
{
BinaryFormatter formatter = new BinaryFormatter();
string path = Application.persistentDataPath + "/player.save";
FileStream stream = new FileStream(path, FileMode.Create);
PlayerData data = new PlayerData(player);
PlayerData data = new PlayerData();
formatter.Serialize(stream, data);
stream.Close();

View file

@ -21,13 +21,13 @@ public class Clouds : MonoBehaviour
void Update()
{
float distance = Vector2.Distance(transform.position, destroyPoint.position);
int distanceOfDestroyPoint = (int)Math.Round(distance);
float distanceX = destroyPoint.position.x - transform.position.x;
if (!Pause.IsPause && CloudsToggle.cloudsCanMove)
{
transform.position += Vector3.right * Time.deltaTime * speed;
//rb.velocity = transform.right * speed;
if (distanceOfDestroyPoint <= 0)
if (distanceX <= 0)
{
Instantiate(cloudPrefab, clonePoint.position, Quaternion.identity);
Destroy(gameObject);
@ -35,7 +35,6 @@ public class Clouds : MonoBehaviour
}
UpdateYPosition(transform);
UpdateYPosition(destroyPoint);
UpdateYPosition(clonePoint);
}

View file

@ -5,108 +5,51 @@ using UnityEngine.UI;
public class CloudsToggle : MonoBehaviour
{
public static int cloudsMoveInt;
public static bool cloudsCanMove = true;
public static bool cloudsCanMove;
public Toggle cloudsToggle;
//public GameObject imageOfToggleOn;
int checkInStorage = 0;
bool previousCloudsCanMoveState;
bool loaded = false;
bool changingStates = false;
void Start()
{
PlayerSaving.LoadingPlayer = true;
checkInStorage = 0;
StartCoroutine(waitToLoadData());
changingStates = true;
cloudsCanMove = PlayerSaving.movingClouds;
cloudsToggle.isOn = cloudsCanMove;
previousCloudsCanMoveState = cloudsCanMove;
changingStates = false;
}
// Update is called once per frame
void Update()
{
if(checkInStorage == 0)
{
checkInStorage++;
cloudsMoveInt = PlayerSaving.cloudMove;
if(cloudsMoveInt == 0)
{
cloudsToggle.isOn = true;
//imageOfToggleOn.SetActive(true);
cloudsCanMove = true;
}
if(cloudsMoveInt == 1)
{
//imageOfToggleOn.SetActive(false);
cloudsToggle.isOn = false;
cloudsCanMove = false;
}
}
if (Input.GetKeyDown(KeyCode.C))
{
ChangeBool();
}
/*if ((PlayerSaving.cloudMove != 0 && cloudsCanMove) && checkInStorage != 1)
{
PlayerSaving.cloudMove = 0;
PlayerSaving.SavingPlayer = true;
}
else if ((PlayerSaving.cloudMove != 1 && !cloudsCanMove) && checkInStorage != 1)
{
PlayerSaving.cloudMove = 1;
PlayerSaving.SavingPlayer = true;
}*/
if (cloudsCanMove != previousCloudsCanMoveState && loaded)
if (cloudsCanMove != previousCloudsCanMoveState)
{
//Debug.Log("State changed. Saving Clouds state: " + cloudsCanMove);
PlayerSaving.cloudMove = cloudsCanMove ? 0 : 1;
PlayerSaving.SavingPlayer = true;
PlayerSaving.movingClouds = cloudsCanMove;
PlayerSaving.SavePlayer();
previousCloudsCanMoveState = cloudsCanMove;
}
checkInStorage++;
}
public void ChangeBool()
{
if(cloudsCanMove)
if (changingStates)
{
cloudsToggle.isOn = false;
//imageOfToggleOn.SetActive(false);
cloudsCanMove = false;
}
else if(!cloudsCanMove)
{
cloudsToggle.isOn = true;
//imageOfToggleOn.SetActive(true);
cloudsCanMove = true;
return;
}
changingStates = true;
cloudsToggle.isOn = !cloudsCanMove;
cloudsCanMove = !cloudsCanMove;
changingStates = false;
//Debug.Log("Clouds state changed by user: " + cloudsCanMove);
}
IEnumerator waitToLoadData()
{
yield return new WaitForSeconds(0.1f);
cloudsMoveInt = PlayerSaving.cloudMove;
/*if(cloudsMoveInt == 0)
{
cloudsToggle.isOn = true;
//imageOfToggleOn.SetActive(true);
cloudsCanMove = true;
}
if(cloudsMoveInt == 1)
{
//imageOfToggleOn.SetActive(false);
cloudsToggle.isOn = false;
cloudsCanMove = false;
}*/
cloudsToggle.isOn = (cloudsMoveInt == 0);
cloudsCanMove = (cloudsMoveInt == 0);
previousCloudsCanMoveState = cloudsCanMove;
//Debug.Log("Clouds state changed by user: " + cloudsCanMove);
loaded = true;
}
}

View file

@ -41,7 +41,7 @@ public class CheckDeleted : MonoBehaviour
}
count++;
Exit = 0;
if (PlayerSaving.levels == 0 && PlayerSaving.savedCoins == 0 && PlayerSaving.tutorial == 0 && PlayerSaving.cloudMove == 0)
if (PlayerSaving.level == 0 && PlayerSaving.coins == 0 && !PlayerSaving.hasCompletedTutorial && PlayerSaving.movingClouds)
{
Deleted.SetActive(true);
@ -52,7 +52,7 @@ public class CheckDeleted : MonoBehaviour
}
if (count == 1 || count == 2)
{
PlayerSaving.DeleteingPlayer = true;
PlayerSaving.DeletePlayer();
if (Delete == 0)
{
StartCoroutine(WaitForDelete());
@ -61,10 +61,10 @@ public class CheckDeleted : MonoBehaviour
{
return;
}
PlayerSaving.LoadingPlayer = true;
PlayerSaving.LoadPlayer();
count++;
Delete = 0;
if (PlayerSaving.levels == 0 && PlayerSaving.savedCoins == 0 && PlayerSaving.tutorial == 0 && PlayerSaving.cloudMove == 0)
if (PlayerSaving.level == 0 && PlayerSaving.coins == 0 && !PlayerSaving.hasCompletedTutorial && PlayerSaving.movingClouds)
{
Deleted.SetActive(true);
Debug.Log("Done Stage: " + count);

View file

@ -49,7 +49,7 @@ public class Pause : MonoBehaviour
Jump.SetActive(!IsPause);
Crouch.SetActive(!IsPause);
Fire.SetActive(!IsPause);
if (Image != null && !IsPause)
if (Image != null && IsPause)
{
Image.SetActive(false);
}

View file

@ -5,40 +5,59 @@ using UnityEngine.UI;
public class Tutorial : MonoBehaviour
{
public Button level1;
public static bool pressedBack = true;
public Button button;
public GameObject[] menus;
MainMenu mainMenu;
int currentPage = 0;
void Awake()
{
//level1 = GetComponent<Button>();
level1.interactable = false;
StartCoroutine(WaitForTutorial());
mainMenu = FindObjectOfType<MainMenu>().GetComponent<MainMenu>();
button.interactable = false;
button.onClick.AddListener(() => StartCoroutine(StartGame()));
}
void Update()
public void NextPage()
{
if(!pressedBack)
if (currentPage < menus.Length - 1)
{
StartCoroutine(WaitForTutorial());
menus[currentPage].SetActive(false);
currentPage++;
menus[currentPage].SetActive(true);
}
if (currentPage == menus.Length - 1)
{
StartCoroutine(ActivateStartLevelButton());
}
}
IEnumerator WaitForTutorial()
public void PreviousPage()
{
if (currentPage > 0)
{
menus[currentPage].SetActive(false);
currentPage--;
menus[currentPage].SetActive(true);
}
if (currentPage == menus.Length - 2)
{
StopAllCoroutines();
}
}
IEnumerator StartGame()
{
PlayerSaving.hasCompletedTutorial = true;
PlayerSaving.SavePlayer();
yield return new WaitForSeconds(0.5f);
mainMenu.StartLevel(1);
}
IEnumerator ActivateStartLevelButton()
{
yield return new WaitForSeconds(4.0f);
if(!pressedBack)
{
level1.interactable = true;
}
}
public void backButton()
{
pressedBack = true;
}
public void nextButton()
{
pressedBack = false;
button.interactable = true;
}
}

View file

@ -21,8 +21,8 @@ public class LevelButtons : MonoBehaviour
}
mainMenu = FindObjectOfType<MainMenu>().GetComponent<MainMenu>();
PlayerSaving.LoadingPlayer = true;
level = PlayerSaving.levels;
PlayerSaving.LoadPlayer();
level = PlayerSaving.level;
InitializeButtonListeners();
UpdateButtons();
@ -52,7 +52,7 @@ public class LevelButtons : MonoBehaviour
{
if (data.button.interactable)
{
data.button.onClick.AddListener(() => mainMenu.StartLevels(data.level));
data.button.onClick.AddListener(() => mainMenu.StartLevel(data.level));
}
}
}

View file

@ -3,13 +3,13 @@ using UnityEngine.SceneManagement;
public class MainMenu : MonoBehaviour {
public string[] scenes = {"Start", "LevelSelect", "levelTutorial", "level1", "level2", "level3", "level4", "level5", "level6", "level7", "level8", "level9", "level10", "level11", "level12", "level13", "level14", "level15", "level16", "level17", "level18", "level19", "level20", "bonus", "About"};
private string[] scenes = {"MarcPresents", "Start", "LevelSelect", "levelTutorial", "level1", "level2", "level3", "level4", "level5", "level6", "level7", "level8", "level9", "level10", "level11", "level12", "level13", "level14", "level15", "level16", "level17", "level18", "level19", "level20", "bonus", "About"};
public GameObject[] standardUI;
public GameObject[] secondUI;
public GameObject[] changeWhenEnabledUI;
public GameObject[] changeWhenDisabledUI;
public static int Tutorial;
public static bool tutorial;
public SceneFader sceneFader;
@ -17,31 +17,32 @@ public class MainMenu : MonoBehaviour {
void Awake()
{
PlayerSaving.LoadingPlayer = true;
Tutorial = PlayerSaving.tutorial;
//PlayerSaving.LoadPlayer();
tutorial = PlayerSaving.hasCompletedTutorial;
}
public void StartScene()
{
sceneFader.FadeTo(scenes[0]);
ExitLevel = true;
}
public void LevelSelect()
{
sceneFader.FadeTo(scenes[1]);
ExitLevel = true;
}
public void StartLevels(int level)
{
if (level == 1 && Tutorial == 0)
public void LevelSelect()
{
sceneFader.FadeTo(scenes[2]);
ExitLevel = true;
}
public void StartLevel(int level)
{
tutorial = PlayerSaving.hasCompletedTutorial;
if (level == 1 && !tutorial)
{
sceneFader.FadeTo(scenes[3]);
ExitLevel = false;
return;
}
level += 2;
level += 3;
sceneFader.FadeTo(scenes[level]);
ExitLevel = false;
}

View file

@ -1,19 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class levelTutorial : MonoBehaviour
{
public string level1 = "level1";
public SceneFader sceneFader;
public void StartLevel1()
{
PlayerSaving.tutorial = 1;
PlayerSaving.SavingPlayer = true;
sceneFader.FadeTo(level1);
MainMenu.ExitLevel = false;
}
}

View file

@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: caa2afd4c3425f740aed46f2905bac07
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -304,22 +304,22 @@ public class PlayerHealth : MonoBehaviour
if (SC_2DCoin.totalCoins > 0 && health <= 0)
{
// Subtract coins based on the level
if (Endlevel.LevelForCoinBool <= 5)
if (PlayerSaving.level <= 5)
{
SC_2DCoin.totalCoins -= 5;
minus = true;
}
else if (Endlevel.LevelForCoinBool <= 9 && Endlevel.LevelForCoinBool >= 6)
else if (PlayerSaving.level <= 9 && PlayerSaving.level >= 6)
{
SC_2DCoin.totalCoins -= 10;
minus = true;
}
else if (Endlevel.LevelForCoinBool <= 15 && Endlevel.LevelForCoinBool >= 10)
else if (PlayerSaving.level <= 15 && PlayerSaving.level >= 10)
{
SC_2DCoin.totalCoins -= 15;
minus = true;
}
else if (Endlevel.LevelForCoinBool <= 20 && Endlevel.LevelForCoinBool >= 16)
else if (PlayerSaving.level <= 20 && PlayerSaving.level >= 16)
{
SC_2DCoin.totalCoins -= 20;
minus = true;
@ -332,9 +332,9 @@ public class PlayerHealth : MonoBehaviour
}
// Save the updated coin count
PlayerSaving.savedCoins = SC_2DCoin.totalCoins;
PlayerSaving.SavingPlayer = true;
Debug.Log("Saved " + PlayerSaving.savedCoins);
PlayerSaving.coins = SC_2DCoin.totalCoins;
PlayerSaving.SavePlayer();
Debug.Log("Saved " + PlayerSaving.coins);
}
SoundBar.SceneReloaded = true;
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);

View file

@ -20,12 +20,12 @@ MonoBehaviour:
serializedVersion: 2
x: 0
y: 30
width: 1440
height: 767
width: 1536
height: 730.8
m_MinSize: {x: 300, y: 200}
m_MaxSize: {x: 24288, y: 16192}
vertical: 0
controlID: -1
controlID: 137
--- !u!114 &2
MonoBehaviour:
m_ObjectHideFlags: 52
@ -42,14 +42,14 @@ MonoBehaviour:
m_MaxSize: {x: 4000, y: 4000}
m_TitleContent:
m_Text: Game
m_Image: {fileID: -6423792434712278376, guid: 0000000000000000d000000000000000, type: 0}
m_Image: {fileID: 4621777727084837110, guid: 0000000000000000d000000000000000, type: 0}
m_Tooltip:
m_Pos:
serializedVersion: 2
x: 0
y: 467
width: 605
height: 352
y: 448
width: 645.4
height: 335.4
m_ViewDataDictionary: {fileID: 0}
m_OverlayCanvas:
m_LastAppliedPresetName: Default
@ -61,7 +61,7 @@ MonoBehaviour:
m_ShowGizmos: 0
m_TargetDisplay: 0
m_ClearColor: {r: 0, g: 0, b: 0, a: 0}
m_TargetSize: {x: 605, y: 331}
m_TargetSize: {x: 806.75, y: 393}
m_TextureFilterMode: 0
m_TextureHideFlags: 61
m_RenderIMGUI: 1
@ -76,10 +76,10 @@ MonoBehaviour:
m_VRangeLocked: 0
hZoomLockedByDefault: 0
vZoomLockedByDefault: 0
m_HBaseRangeMin: -302.5
m_HBaseRangeMax: 302.5
m_VBaseRangeMin: -165.5
m_VBaseRangeMax: 165.5
m_HBaseRangeMin: -322.7
m_HBaseRangeMax: 322.7
m_VBaseRangeMin: -157.2
m_VBaseRangeMax: 157.2
m_HAllowExceedBaseRangeMin: 1
m_HAllowExceedBaseRangeMax: 1
m_VAllowExceedBaseRangeMin: 1
@ -88,7 +88,7 @@ MonoBehaviour:
m_HSlider: 0
m_VSlider: 0
m_IgnoreScrollWheelUntilClicked: 0
m_EnableMouseInput: 0
m_EnableMouseInput: 1
m_EnableSliderZoomHorizontal: 0
m_EnableSliderZoomVertical: 0
m_UniformScale: 1
@ -97,26 +97,26 @@ MonoBehaviour:
serializedVersion: 2
x: 0
y: 21
width: 605
height: 331
width: 645.4
height: 314.4
m_Scale: {x: 1, y: 1}
m_Translation: {x: 302.5, y: 165.5}
m_Translation: {x: 322.7, y: 157.2}
m_MarginLeft: 0
m_MarginRight: 0
m_MarginTop: 0
m_MarginBottom: 0
m_LastShownAreaInsideMargins:
serializedVersion: 2
x: -302.5
y: -165.5
width: 605
height: 331
x: -322.7
y: -157.2
width: 645.4
height: 314.4
m_MinimalGUI: 1
m_defaultScale: 1
m_LastWindowPixelSize: {x: 605, y: 352}
m_LastWindowPixelSize: {x: 806.75, y: 419.25}
m_ClearInEditMode: 1
m_NoCameraWarning: 1
m_LowResolutionForAspectRatios: 01000001000000000000
m_LowResolutionForAspectRatios: 00000001000000000000
m_XRRenderMode: 0
m_RenderTexture: {fileID: 0}
--- !u!114 &3
@ -138,12 +138,12 @@ MonoBehaviour:
serializedVersion: 2
x: 0
y: 0
width: 606
height: 767
width: 646.4
height: 730.8
m_MinSize: {x: 100, y: 200}
m_MaxSize: {x: 8096, y: 16192}
vertical: 1
controlID: -1
controlID: 138
--- !u!114 &4
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