코어, 벽, 적의 생성 및 충돌, 데미지 판정
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22
Assets/Resources/UGSettingObject.asset
Normal file
22
Assets/Resources/UGSettingObject.asset
Normal file
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|
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|
%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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BIN
Assets/Scenes/SampleScene/NavMesh-Ground.asset
Normal file
BIN
Assets/Scenes/SampleScene/NavMesh-Ground.asset
Normal file
Binary file not shown.
26
Assets/Scripts/Enemy/EnemyAttack.cs
Normal file
26
Assets/Scripts/Enemy/EnemyAttack.cs
Normal file
@@ -0,0 +1,26 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class EnemyAttack : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("Attack Settings")]
|
||||||
|
[SerializeField] private float damage = 10f;
|
||||||
|
[SerializeField] private float attackCooldown = 1.0f; // 공격 간격 (1초)
|
||||||
|
|
||||||
|
private float _nextAttackTime = 0f;
|
||||||
|
|
||||||
|
// EnemyAttack.cs
|
||||||
|
private void OnCollisionStay(Collision collision)
|
||||||
|
{
|
||||||
|
if (Time.time >= _nextAttackTime)
|
||||||
|
{
|
||||||
|
// 상대방에게서 IDamageable 인터페이스가 있는지 확인
|
||||||
|
IDamageable target = collision.gameObject.GetComponent<IDamageable>();
|
||||||
|
|
||||||
|
if (target != null)
|
||||||
|
{
|
||||||
|
target.TakeDamage(damage);
|
||||||
|
_nextAttackTime = Time.time + attackCooldown;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
45
Assets/Scripts/Enemy/EnemyMoveDefault.cs
Normal file
45
Assets/Scripts/Enemy/EnemyMoveDefault.cs
Normal file
@@ -0,0 +1,45 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.AI; // NavMesh 기능을 위해 필수
|
||||||
|
|
||||||
|
public class EnemyAI : MonoBehaviour
|
||||||
|
{
|
||||||
|
private NavMeshAgent _agent;
|
||||||
|
private Transform _target;
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
_agent = GetComponent<NavMeshAgent>();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
// --- 2번 방법: 위치 보정 로직 시작 ---
|
||||||
|
// 현재 위치에서 반경 2.0f 이내에 가장 가까운 NavMesh가 있는지 검사합니다.
|
||||||
|
if (NavMesh.SamplePosition(transform.position, out NavMeshHit hit, 2.0f, NavMesh.AllAreas))
|
||||||
|
{
|
||||||
|
// 에이전트를 해당 위치로 강제 순간이동(Warp) 시킵니다.
|
||||||
|
// 이 작업은 에러를 방지하고 에이전트를 활성화합니다.
|
||||||
|
_agent.Warp(hit.position);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.LogError($"{gameObject.name} 근처에 NavMesh를 찾을 수 없습니다! 스폰 위치를 확인하세요.");
|
||||||
|
}
|
||||||
|
// --- 2번 방법 끝 ---
|
||||||
|
|
||||||
|
// 기존 타겟(Core) 설정 로직
|
||||||
|
GameObject coreObj = GameObject.FindWithTag("Core");
|
||||||
|
if (coreObj != null)
|
||||||
|
{
|
||||||
|
_target = coreObj.transform;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void FixedUpdate()
|
||||||
|
{
|
||||||
|
if (_target != null && _agent.isOnNavMesh)
|
||||||
|
{
|
||||||
|
_agent.SetDestination(_target.position);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
23
Assets/Scripts/GameBase/Core.cs
Normal file
23
Assets/Scripts/GameBase/Core.cs
Normal file
@@ -0,0 +1,23 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using System;
|
||||||
|
|
||||||
|
public class Core : MonoBehaviour, IDamageable
|
||||||
|
{
|
||||||
|
[SerializeField] private float maxHealth = 100f;
|
||||||
|
private float _currentHealth;
|
||||||
|
|
||||||
|
// 체력이 변경될 때 UI 등에 알리기 위한 이벤트 (Observer 패턴)
|
||||||
|
public static event Action<float> OnHealthChanged;
|
||||||
|
public static event Action OnCoreDestroyed;
|
||||||
|
|
||||||
|
void Awake() => _currentHealth = maxHealth;
|
||||||
|
|
||||||
|
public void TakeDamage(float amount)
|
||||||
|
{
|
||||||
|
_currentHealth -= amount;
|
||||||
|
OnHealthChanged?.Invoke(_currentHealth / maxHealth);
|
||||||
|
|
||||||
|
if (_currentHealth <= 0)
|
||||||
|
OnCoreDestroyed?.Invoke();
|
||||||
|
}
|
||||||
|
}
|
||||||
36
Assets/Scripts/GameBase/GameManager.cs
Normal file
36
Assets/Scripts/GameBase/GameManager.cs
Normal file
@@ -0,0 +1,36 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.SceneManagement; // 씬 재시작용
|
||||||
|
|
||||||
|
public class GameManager : MonoBehaviour
|
||||||
|
{
|
||||||
|
private bool _isGameOver = false;
|
||||||
|
|
||||||
|
private void OnEnable()
|
||||||
|
{
|
||||||
|
// Core의 파괴 이벤트를 구독
|
||||||
|
Core.OnCoreDestroyed += GameOver;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDisable()
|
||||||
|
{
|
||||||
|
Core.OnCoreDestroyed -= GameOver;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void GameOver()
|
||||||
|
{
|
||||||
|
if (_isGameOver) return;
|
||||||
|
|
||||||
|
_isGameOver = true;
|
||||||
|
Debug.Log("Game Over! Core has been destroyed.");
|
||||||
|
|
||||||
|
// 여기에 패배 UI 표시 로직 등을 넣습니다.
|
||||||
|
// 예: 3초 후 게임 재시작
|
||||||
|
Invoke(nameof(RestartGame), 3f);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void RestartGame()
|
||||||
|
{
|
||||||
|
// 현재 활성화된 씬을 다시 로드
|
||||||
|
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
|
||||||
|
}
|
||||||
|
}
|
||||||
18
Assets/Scripts/GameBase/Gate.cs
Normal file
18
Assets/Scripts/GameBase/Gate.cs
Normal file
@@ -0,0 +1,18 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using System;
|
||||||
|
|
||||||
|
// Gate.cs
|
||||||
|
public class Gate : MonoBehaviour, IDamageable
|
||||||
|
{
|
||||||
|
[SerializeField] private float maxHealth = 50f;
|
||||||
|
private float _currentHealth;
|
||||||
|
|
||||||
|
void Awake() => _currentHealth = maxHealth;
|
||||||
|
|
||||||
|
public void TakeDamage(float amount)
|
||||||
|
{
|
||||||
|
_currentHealth -= amount;
|
||||||
|
if (_currentHealth <= 0)
|
||||||
|
gameObject.SetActive(false);
|
||||||
|
}
|
||||||
|
}
|
||||||
5
Assets/Scripts/GameBase/IDamageable.cs
Normal file
5
Assets/Scripts/GameBase/IDamageable.cs
Normal file
@@ -0,0 +1,5 @@
|
|||||||
|
// IDamageable.cs
|
||||||
|
public interface IDamageable
|
||||||
|
{
|
||||||
|
void TakeDamage(float amount);
|
||||||
|
}
|
||||||
76
Assets/Scripts/GameBase/WaveManager.cs
Normal file
76
Assets/Scripts/GameBase/WaveManager.cs
Normal file
@@ -0,0 +1,76 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
|
||||||
|
[System.Serializable] // 이 속성이 있어야 인스펙터에 노출됩니다.
|
||||||
|
public class Wave
|
||||||
|
{
|
||||||
|
public string waveName; // 웨이브 식별용 이름
|
||||||
|
public GameObject enemyPrefab; // 소환할 적 프리팹
|
||||||
|
public int count; // 소환할 마릿수
|
||||||
|
public float spawnRate; // 적 한 마리당 소환 간격 (초)
|
||||||
|
}
|
||||||
|
|
||||||
|
public class WaveManager : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("Wave Settings")]
|
||||||
|
[SerializeField] private List<Wave> waves; // 웨이브 데이터 리스트
|
||||||
|
[SerializeField] private float timeBetweenWaves = 5f; // 웨이브 간 대기 시간
|
||||||
|
[SerializeField] private Transform[] spawnPoints; // 적이 나타날 위치들
|
||||||
|
|
||||||
|
private Transform _target;
|
||||||
|
|
||||||
|
private int _currentWaveIndex = 0;
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
_target = GameObject.FindWithTag("Core").transform;
|
||||||
|
|
||||||
|
// 게임 시작 시 웨이브 루틴 시작
|
||||||
|
StartCoroutine(StartWaveRoutine());
|
||||||
|
}
|
||||||
|
|
||||||
|
IEnumerator StartWaveRoutine()
|
||||||
|
{
|
||||||
|
// 모든 웨이브를 순회
|
||||||
|
while (_currentWaveIndex < waves.Count)
|
||||||
|
{
|
||||||
|
Wave currentWave = waves[_currentWaveIndex];
|
||||||
|
|
||||||
|
Debug.Log($"Wave {_currentWaveIndex + 1}: {currentWave.waveName} 시작!");
|
||||||
|
|
||||||
|
// 1. 적 소환 로직
|
||||||
|
for (int i = 0; i < currentWave.count; i++)
|
||||||
|
{
|
||||||
|
SpawnEnemy(currentWave.enemyPrefab);
|
||||||
|
|
||||||
|
// 지정된 간격만큼 대기 (이게 코루틴의 핵심입니다)
|
||||||
|
yield return new WaitForSeconds(currentWave.spawnRate);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 2. 다음 웨이브 전까지 대기
|
||||||
|
Debug.Log("웨이브 종료. 다음 웨이브 대기 중...");
|
||||||
|
yield return new WaitForSeconds(timeBetweenWaves);
|
||||||
|
|
||||||
|
_currentWaveIndex++;
|
||||||
|
}
|
||||||
|
|
||||||
|
Debug.Log("모든 웨이브가 종료되었습니다!");
|
||||||
|
}
|
||||||
|
|
||||||
|
void SpawnEnemy(GameObject enemyPrefab)
|
||||||
|
{
|
||||||
|
// 1. 스폰 위치 선택
|
||||||
|
Transform spawnPoint = spawnPoints[Random.Range(0, spawnPoints.Length)];
|
||||||
|
|
||||||
|
// 2. 방향 계산 (Core - SpawnPoint)
|
||||||
|
Vector3 directionToCore = (_target.position - spawnPoint.position).normalized;
|
||||||
|
|
||||||
|
// 3. 방향을 Quaternion 회전값으로 변환 (Y축 기준으로만 회전하도록 설정)
|
||||||
|
// 윗방향(Vector3.up)을 축으로 하여 해당 방향을 바라보게 함
|
||||||
|
Quaternion lookRotation = Quaternion.LookRotation(new Vector3(directionToCore.x, 0, directionToCore.z));
|
||||||
|
|
||||||
|
// 4. 계산된 위치와 회전값으로 생성
|
||||||
|
Instantiate(enemyPrefab, spawnPoint.position, lookRotation);
|
||||||
|
}
|
||||||
|
}
|
||||||
Binary file not shown.
|
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@@ -1,11 +0,0 @@
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{
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"asset": "c179f86efc9ecef499be9cb95262e4f9",
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|
||||||
"fileName": "019bafb9-28c6-7653-8648-9f0d69f0338e_Preview.png",
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|
||||||
"prompt": "ground",
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|
||||||
"negativePrompt": "",
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"model": "44ec3749-963a-44b1-aa54-dc19f6ed8ab2",
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"modelName": "Unity Texture2D",
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"customSeed": 1351168645,
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"w3CTraceId": "bb3e280eb26aeab699d5529f12fdae5e",
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||||||
"refinementMode": "Generation"
|
|
||||||
}
|
|
||||||
@@ -3,10 +3,11 @@
|
|||||||
--- !u!55 &1
|
--- !u!55 &1
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||||||
PhysicsManager:
|
PhysicsManager:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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serializedVersion: 13
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serializedVersion: 22
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m_Gravity: {x: 0, y: -9.81, z: 0}
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m_Gravity: {x: 0, y: -9.81, z: 0}
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m_DefaultMaterial: {fileID: 0}
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m_DefaultMaterial: {fileID: 0}
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m_BounceThreshold: 2
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m_BounceThreshold: 2
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m_DefaultMaxDepenetrationVelocity: 10
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m_SleepThreshold: 0.005
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m_SleepThreshold: 0.005
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||||||
m_DefaultContactOffset: 0.01
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m_DefaultContactOffset: 0.01
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||||||
m_DefaultSolverIterations: 6
|
m_DefaultSolverIterations: 6
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||||||
@@ -16,11 +17,11 @@ PhysicsManager:
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|||||||
m_EnableAdaptiveForce: 0
|
m_EnableAdaptiveForce: 0
|
||||||
m_ClothInterCollisionDistance: 0.1
|
m_ClothInterCollisionDistance: 0.1
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||||||
m_ClothInterCollisionStiffness: 0.2
|
m_ClothInterCollisionStiffness: 0.2
|
||||||
m_ContactsGeneration: 1
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m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffbfffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
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||||||
m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
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m_SimulationMode: 0
|
||||||
m_AutoSimulation: 1
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|
||||||
m_AutoSyncTransforms: 0
|
m_AutoSyncTransforms: 0
|
||||||
m_ReuseCollisionCallbacks: 1
|
m_ReuseCollisionCallbacks: 1
|
||||||
|
m_InvokeCollisionCallbacks: 1
|
||||||
m_ClothInterCollisionSettingsToggle: 0
|
m_ClothInterCollisionSettingsToggle: 0
|
||||||
m_ClothGravity: {x: 0, y: -9.81, z: 0}
|
m_ClothGravity: {x: 0, y: -9.81, z: 0}
|
||||||
m_ContactPairsMode: 0
|
m_ContactPairsMode: 0
|
||||||
@@ -31,6 +32,13 @@ PhysicsManager:
|
|||||||
m_WorldSubdivisions: 8
|
m_WorldSubdivisions: 8
|
||||||
m_FrictionType: 0
|
m_FrictionType: 0
|
||||||
m_EnableEnhancedDeterminism: 0
|
m_EnableEnhancedDeterminism: 0
|
||||||
m_EnableUnifiedHeightmaps: 1
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m_ImprovedPatchFriction: 0
|
||||||
|
m_GenerateOnTriggerStayEvents: 1
|
||||||
m_SolverType: 0
|
m_SolverType: 0
|
||||||
m_DefaultMaxAngularSpeed: 50
|
m_DefaultMaxAngularSpeed: 50
|
||||||
|
m_ScratchBufferChunkCount: 4
|
||||||
|
m_CurrentBackendId: 4072204805
|
||||||
|
m_FastMotionThreshold: 3.4028235e+38
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||||||
|
m_SceneBuffersReleaseInterval: 0
|
||||||
|
m_ReleaseSceneBuffers: 0
|
||||||
|
m_LogVerbosity: 3
|
||||||
|
|||||||
@@ -69,12 +69,12 @@ NavMeshProjectSettings:
|
|||||||
cost: 1
|
cost: 1
|
||||||
- name:
|
- name:
|
||||||
cost: 1
|
cost: 1
|
||||||
m_LastAgentTypeID: -887442657
|
m_LastAgentTypeID: -1372625422
|
||||||
m_Settings:
|
m_Settings:
|
||||||
- serializedVersion: 2
|
- serializedVersion: 3
|
||||||
agentTypeID: 0
|
agentTypeID: 0
|
||||||
agentRadius: 0.5
|
agentRadius: 0.05
|
||||||
agentHeight: 2
|
agentHeight: 1
|
||||||
agentSlope: 45
|
agentSlope: 45
|
||||||
agentClimb: 0.75
|
agentClimb: 0.75
|
||||||
ledgeDropHeight: 0
|
ledgeDropHeight: 0
|
||||||
@@ -84,8 +84,29 @@ NavMeshProjectSettings:
|
|||||||
cellSize: 0.16666667
|
cellSize: 0.16666667
|
||||||
manualTileSize: 0
|
manualTileSize: 0
|
||||||
tileSize: 256
|
tileSize: 256
|
||||||
accuratePlacement: 0
|
buildHeightMesh: 0
|
||||||
|
maxJobWorkers: 0
|
||||||
|
preserveTilesOutsideBounds: 0
|
||||||
|
debug:
|
||||||
|
m_Flags: 0
|
||||||
|
- serializedVersion: 3
|
||||||
|
agentTypeID: -1372625422
|
||||||
|
agentRadius: 0.05
|
||||||
|
agentHeight: 0.001
|
||||||
|
agentSlope: 10
|
||||||
|
agentClimb: 0.1
|
||||||
|
ledgeDropHeight: 0
|
||||||
|
maxJumpAcrossDistance: 0
|
||||||
|
minRegionArea: 2
|
||||||
|
manualCellSize: 0
|
||||||
|
cellSize: 0.16666667
|
||||||
|
manualTileSize: 0
|
||||||
|
tileSize: 256
|
||||||
|
buildHeightMesh: 0
|
||||||
|
maxJobWorkers: 0
|
||||||
|
preserveTilesOutsideBounds: 0
|
||||||
debug:
|
debug:
|
||||||
m_Flags: 0
|
m_Flags: 0
|
||||||
m_SettingNames:
|
m_SettingNames:
|
||||||
- Humanoid
|
- Humanoid
|
||||||
|
- Enemy
|
||||||
|
|||||||
@@ -2,8 +2,10 @@
|
|||||||
%TAG !u! tag:unity3d.com,2011:
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
--- !u!78 &1
|
--- !u!78 &1
|
||||||
TagManager:
|
TagManager:
|
||||||
serializedVersion: 2
|
serializedVersion: 3
|
||||||
tags: []
|
tags:
|
||||||
|
- Core
|
||||||
|
- Gate
|
||||||
layers:
|
layers:
|
||||||
- Default
|
- Default
|
||||||
- TransparentFX
|
- TransparentFX
|
||||||
@@ -11,7 +13,7 @@ TagManager:
|
|||||||
-
|
-
|
||||||
- Water
|
- Water
|
||||||
- UI
|
- UI
|
||||||
-
|
- Enemy
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
@@ -41,3 +43,5 @@ TagManager:
|
|||||||
- name: Default
|
- name: Default
|
||||||
uniqueID: 0
|
uniqueID: 0
|
||||||
locked: 0
|
locked: 0
|
||||||
|
m_RenderingLayers:
|
||||||
|
- Default
|
||||||
|
|||||||
Reference in New Issue
Block a user