Mineable 블록에 대해 전장의 안개 추가
그림자 안나오는 문제도 해결
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33
Assets/Scripts/GameBase/FogOfWar.cs
Normal file
33
Assets/Scripts/GameBase/FogOfWar.cs
Normal file
@@ -0,0 +1,33 @@
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using UnityEngine;
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using Unity.Netcode;
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public class FogOfWarManager : MonoBehaviour
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{
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public static FogOfWarManager Instance;
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public RenderTexture fogMaskTexture; // 쉐이더에 전달될 텍스처
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public Material fogMaterial; // 검은 안개 머티리얼
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public float revealRadius = 5f; // 밝혀지는 반경
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void Awake() => Instance = this;
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void Update()
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{
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// 멀티플레이어이므로 로컬 플레이어(IsOwner)의 위치만 마스크에 그립니다.
|
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if (NetworkManager.Singleton.LocalClient != null)
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{
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if (localPlayer != null)
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}
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}
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private void UpdateFogMask(Vector3 playerPos)
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{
|
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// 플레이어의 월드 좌표를 텍스처 좌표로 변환하여
|
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// 해당 지점의 알파값을 0(투명)으로 깎아내는 로직 (Compute Shader나 GPU 가속 권장)
|
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}
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2
Assets/Scripts/GameBase/FogOfWar.cs.meta
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2
Assets/Scripts/GameBase/FogOfWar.cs.meta
Normal file
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private Coroutine _shakeCoroutine;
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[Range(0f, 1f)]
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{
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// 해당 오브젝트 혹은 자식에게서 Outline 컴포넌트를 찾습니다.
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_outline = GetComponentInChildren<Outline>();
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{
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{
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// 1. 서버에서 한 번이라도 발견되었고
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// 2. 최근(0.2초 이내)에 플레이어의 시야 범위 안에 있었다면 렌더러를 켭니다.
|
||||
bool isCurrentlyVisible = (Time.time - _lastVisibleTime) < VisibilityThreshold;
|
||||
|
||||
if (_renderer != null)
|
||||
{
|
||||
// 실시간 시야: 발견되었더라도 지금 근처에 플레이어가 없으면 다시 숨깁니다.
|
||||
_renderer.enabled = isDiscovered.Value && isCurrentlyVisible;
|
||||
}
|
||||
|
||||
// 1. 이미 발견된 블록만 실시간 시야 연산을 수행합니다.
|
||||
if (!isDiscovered.Value) return;
|
||||
|
||||
UpdateState();
|
||||
}
|
||||
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||||
private void UpdateState()
|
||||
{
|
||||
if (_renderer == null) return;
|
||||
|
||||
// 2. 현재 시야 안에 있는지 판단합니다.
|
||||
bool isCurrentlyVisible = (Time.time - _lastVisibleTime) < VisibilityThreshold;
|
||||
|
||||
// 3. 상태에 따라 색상과 렌더러 상태를 결정합니다.
|
||||
_renderer.enabled = true; // 발견된 상태이므로 항상 켭니다.
|
||||
|
||||
_renderer.GetPropertyBlock(_propBlock);
|
||||
// 2. 시야 내에 있으면 원본 색상(_originalColor), 멀어지면 어둡게 만든 색상을 적용합니다.
|
||||
Color targetColor = isCurrentlyVisible ? _originalColor : _originalColor * darkIntensity;
|
||||
_propBlock.SetColor("_BaseColor", targetColor);
|
||||
|
||||
_renderer.SetPropertyBlock(_propBlock);
|
||||
}
|
||||
|
||||
public void RevealBlock() // 서버에서 호출
|
||||
{
|
||||
if (IsServer && !isDiscovered.Value) isDiscovered.Value = true;
|
||||
}
|
||||
|
||||
// 플레이어가 주변을 훑을 때 호출해줄 함수
|
||||
public void UpdateLocalVisibility()
|
||||
{
|
||||
_lastVisibleTime = Time.time;
|
||||
}
|
||||
|
||||
// 서버에서만 대미지를 처리하도록 제한
|
||||
@@ -119,4 +197,11 @@ public class MineableBlock : NetworkBehaviour
|
||||
droppedItem.Initialize(dropItemData.itemID);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateVisuals(bool discovered)
|
||||
{
|
||||
if (_renderer != null) _renderer.enabled = discovered;
|
||||
// 발견되지 않은 블록은 아웃라인도 표시되지 않아야 함
|
||||
if (!discovered && _outline != null) _outline.enabled = false;
|
||||
}
|
||||
}
|
||||
@@ -19,6 +19,8 @@ public class PlayerNetworkController : NetworkBehaviour
|
||||
[SerializeField] private LayerMask interactableLayer;
|
||||
[SerializeField] private LayerMask constructionLayer;
|
||||
[SerializeField] private float buildSpeedMultiplier = 2f;
|
||||
[SerializeField] private float pickupRadius = 1.5f; // 줍기 인식 범위
|
||||
[SerializeField] private LayerMask itemLayer; // DroppedItem 레이어 설정
|
||||
|
||||
[Header("Mining Settings")]
|
||||
[SerializeField] private float attackRange = 3.5f;
|
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@@ -32,6 +34,11 @@ public class PlayerNetworkController : NetworkBehaviour
|
||||
[SerializeField] private UnityEngine.UI.Image crosshairUI;
|
||||
[SerializeField] private Sprite idleCrosshair;
|
||||
[SerializeField] private Sprite targetCrosshair;
|
||||
|
||||
[Header("Fog of War Settings")]
|
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[SerializeField] private float visionRadius = 5f; // 시야 반경
|
||||
private float _lastRevealTime;
|
||||
|
||||
private RectTransform _crosshairRect;
|
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private MineableBlock _currentTargetBlock; // 현재 강조 중인 블록 저장
|
||||
private MineableBlock _lastHighlightedBlock;
|
||||
@@ -110,6 +117,13 @@ public class PlayerNetworkController : NetworkBehaviour
|
||||
|
||||
UpdateCrosshairPosition(); // 이 안에서 움직여야 합니다.
|
||||
UpdateTargetFeedback();
|
||||
|
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// 매 프레임 실행하면 무거우므로 0.2초마다 주변 시야 갱신
|
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if (Time.time - _lastRevealTime > 0.2f)
|
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{
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|
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RevealSurroundings();
|
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}
|
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}
|
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// --- 이동 관련 로직 (기존 유지) ---
|
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@@ -355,6 +369,39 @@ public class PlayerNetworkController : NetworkBehaviour
|
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}
|
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}
|
||||
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private void RevealSurroundings()
|
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{
|
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// 시야 반경 내의 블록 감지
|
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Collider[] hitBlocks = Physics.OverlapSphere(transform.position, visionRadius, mineableLayer);
|
||||
|
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foreach (var col in hitBlocks)
|
||||
{
|
||||
if (col.TryGetComponent<MineableBlock>(out var block))
|
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{
|
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// 1. [로컬] 내 화면에서 이 블록을 보이게 함 (실시간 시야)
|
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block.UpdateLocalVisibility();
|
||||
|
||||
// 2. [서버] 아직 발견 안 된 블록이라면 서버에 알림 (공유 안개 해제)
|
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if (IsOwner)
|
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{
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RequestRevealServerRpc(block.GetComponent<NetworkObject>().NetworkObjectId);
|
||||
}
|
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}
|
||||
}
|
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}
|
||||
|
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[ServerRpc]
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private void RequestRevealServerRpc(ulong blockNetId)
|
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{
|
||||
if (NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(blockNetId, out var netObj))
|
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{
|
||||
if (netObj.TryGetComponent<MineableBlock>(out var block))
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{
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block.RevealBlock(); // 서버가 블록 상태를 true로 변경
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}
|
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}
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}
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private void OnDrawGizmos()
|
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{
|
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if (!Application.isPlaying || !IsOwner) return;
|
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143
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143
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95
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95
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assetBundleVariant:
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159
Assets/Settings/SampleSceneProfile.asset
Normal file
159
Assets/Settings/SampleSceneProfile.asset
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paperWhite:
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8
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8
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obsoleteHasProbeVolumes:
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m_PrefilterSSAODepthNormals: 1
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m_PrefilterSSAOSourceDepthLow: 1
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m_PrefilterSSAOSourceDepthMedium: 1
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m_PrefilterSSAOSourceDepthHigh: 1
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m_PrefilterSSAOInterleaved: 1
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m_PrefilterSSAOBlueNoise: 1
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m_PrefilterSSAOSampleCountMedium: 1
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m_PrefilterSSAOSampleCountHigh: 1
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m_PrefilterDBufferMRT1: 1
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m_PrefilterDBufferMRT2: 1
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m_PrefilterDBufferMRT3: 1
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m_PrefilterSoftShadowsQualityLow: 1
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m_PrefilterSoftShadowsQualityMedium: 1
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m_PrefilterBicubicLightmapSampling: 1
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m_PrefilterReflectionProbeRotation: 1
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folderAsset: yes
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242
Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs
Normal file
242
Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs
Normal file
@@ -0,0 +1,242 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using System;
|
||||
using System.IO;
|
||||
using System.Reflection;
|
||||
|
||||
[CustomEditor(typeof(Readme))]
|
||||
[InitializeOnLoad]
|
||||
public class ReadmeEditor : Editor
|
||||
{
|
||||
static string s_ShowedReadmeSessionStateName = "ReadmeEditor.showedReadme";
|
||||
|
||||
static string s_ReadmeSourceDirectory = "Assets/TutorialInfo";
|
||||
|
||||
const float k_Space = 16f;
|
||||
|
||||
static ReadmeEditor()
|
||||
{
|
||||
EditorApplication.delayCall += SelectReadmeAutomatically;
|
||||
}
|
||||
|
||||
static void RemoveTutorial()
|
||||
{
|
||||
if (EditorUtility.DisplayDialog("Remove Readme Assets",
|
||||
|
||||
$"All contents under {s_ReadmeSourceDirectory} will be removed, are you sure you want to proceed?",
|
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"Proceed",
|
||||
"Cancel"))
|
||||
{
|
||||
if (Directory.Exists(s_ReadmeSourceDirectory))
|
||||
{
|
||||
FileUtil.DeleteFileOrDirectory(s_ReadmeSourceDirectory);
|
||||
FileUtil.DeleteFileOrDirectory(s_ReadmeSourceDirectory + ".meta");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log($"Could not find the Readme folder at {s_ReadmeSourceDirectory}");
|
||||
}
|
||||
|
||||
var readmeAsset = SelectReadme();
|
||||
if (readmeAsset != null)
|
||||
{
|
||||
var path = AssetDatabase.GetAssetPath(readmeAsset);
|
||||
FileUtil.DeleteFileOrDirectory(path + ".meta");
|
||||
FileUtil.DeleteFileOrDirectory(path);
|
||||
}
|
||||
|
||||
AssetDatabase.Refresh();
|
||||
}
|
||||
}
|
||||
|
||||
static void SelectReadmeAutomatically()
|
||||
{
|
||||
if (!SessionState.GetBool(s_ShowedReadmeSessionStateName, false))
|
||||
{
|
||||
var readme = SelectReadme();
|
||||
SessionState.SetBool(s_ShowedReadmeSessionStateName, true);
|
||||
|
||||
if (readme && !readme.loadedLayout)
|
||||
{
|
||||
LoadLayout();
|
||||
readme.loadedLayout = true;
|
||||
}
|
||||
}
|
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}
|
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|
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static void LoadLayout()
|
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{
|
||||
var assembly = typeof(EditorApplication).Assembly;
|
||||
var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true);
|
||||
var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static);
|
||||
method.Invoke(null, new object[] { Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false });
|
||||
}
|
||||
|
||||
static Readme SelectReadme()
|
||||
{
|
||||
var ids = AssetDatabase.FindAssets("Readme t:Readme");
|
||||
if (ids.Length == 1)
|
||||
{
|
||||
var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0]));
|
||||
|
||||
Selection.objects = new UnityEngine.Object[] { readmeObject };
|
||||
|
||||
return (Readme)readmeObject;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Couldn't find a readme");
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnHeaderGUI()
|
||||
{
|
||||
var readme = (Readme)target;
|
||||
Init();
|
||||
|
||||
var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth / 3f - 20f, 128f);
|
||||
|
||||
GUILayout.BeginHorizontal("In BigTitle");
|
||||
{
|
||||
if (readme.icon != null)
|
||||
{
|
||||
GUILayout.Space(k_Space);
|
||||
GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth));
|
||||
}
|
||||
GUILayout.Space(k_Space);
|
||||
GUILayout.BeginVertical();
|
||||
{
|
||||
|
||||
GUILayout.FlexibleSpace();
|
||||
GUILayout.Label(readme.title, TitleStyle);
|
||||
GUILayout.FlexibleSpace();
|
||||
}
|
||||
GUILayout.EndVertical();
|
||||
GUILayout.FlexibleSpace();
|
||||
}
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
var readme = (Readme)target;
|
||||
Init();
|
||||
|
||||
foreach (var section in readme.sections)
|
||||
{
|
||||
if (!string.IsNullOrEmpty(section.heading))
|
||||
{
|
||||
GUILayout.Label(section.heading, HeadingStyle);
|
||||
}
|
||||
|
||||
if (!string.IsNullOrEmpty(section.text))
|
||||
{
|
||||
GUILayout.Label(section.text, BodyStyle);
|
||||
}
|
||||
|
||||
if (!string.IsNullOrEmpty(section.linkText))
|
||||
{
|
||||
if (LinkLabel(new GUIContent(section.linkText)))
|
||||
{
|
||||
Application.OpenURL(section.url);
|
||||
}
|
||||
}
|
||||
|
||||
GUILayout.Space(k_Space);
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Remove Readme Assets", ButtonStyle))
|
||||
{
|
||||
RemoveTutorial();
|
||||
}
|
||||
}
|
||||
|
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bool m_Initialized;
|
||||
|
||||
GUIStyle LinkStyle
|
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{
|
||||
get { return m_LinkStyle; }
|
||||
}
|
||||
|
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[SerializeField]
|
||||
GUIStyle m_LinkStyle;
|
||||
|
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GUIStyle TitleStyle
|
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{
|
||||
get { return m_TitleStyle; }
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
GUIStyle m_TitleStyle;
|
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|
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GUIStyle HeadingStyle
|
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{
|
||||
get { return m_HeadingStyle; }
|
||||
}
|
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|
||||
[SerializeField]
|
||||
GUIStyle m_HeadingStyle;
|
||||
|
||||
GUIStyle BodyStyle
|
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{
|
||||
get { return m_BodyStyle; }
|
||||
}
|
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|
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[SerializeField]
|
||||
GUIStyle m_BodyStyle;
|
||||
|
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GUIStyle ButtonStyle
|
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{
|
||||
get { return m_ButtonStyle; }
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
GUIStyle m_ButtonStyle;
|
||||
|
||||
void Init()
|
||||
{
|
||||
if (m_Initialized)
|
||||
return;
|
||||
m_BodyStyle = new GUIStyle(EditorStyles.label);
|
||||
m_BodyStyle.wordWrap = true;
|
||||
m_BodyStyle.fontSize = 14;
|
||||
m_BodyStyle.richText = true;
|
||||
|
||||
m_TitleStyle = new GUIStyle(m_BodyStyle);
|
||||
m_TitleStyle.fontSize = 26;
|
||||
|
||||
m_HeadingStyle = new GUIStyle(m_BodyStyle);
|
||||
m_HeadingStyle.fontStyle = FontStyle.Bold;
|
||||
m_HeadingStyle.fontSize = 18;
|
||||
|
||||
m_LinkStyle = new GUIStyle(m_BodyStyle);
|
||||
m_LinkStyle.wordWrap = false;
|
||||
|
||||
// Match selection color which works nicely for both light and dark skins
|
||||
m_LinkStyle.normal.textColor = new Color(0x00 / 255f, 0x78 / 255f, 0xDA / 255f, 1f);
|
||||
m_LinkStyle.stretchWidth = false;
|
||||
|
||||
m_ButtonStyle = new GUIStyle(EditorStyles.miniButton);
|
||||
m_ButtonStyle.fontStyle = FontStyle.Bold;
|
||||
|
||||
m_Initialized = true;
|
||||
}
|
||||
|
||||
bool LinkLabel(GUIContent label, params GUILayoutOption[] options)
|
||||
{
|
||||
var position = GUILayoutUtility.GetRect(label, LinkStyle, options);
|
||||
|
||||
Handles.BeginGUI();
|
||||
Handles.color = LinkStyle.normal.textColor;
|
||||
Handles.DrawLine(new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax));
|
||||
Handles.color = Color.white;
|
||||
Handles.EndGUI();
|
||||
|
||||
EditorGUIUtility.AddCursorRect(position, MouseCursor.Link);
|
||||
|
||||
return GUI.Button(position, label, LinkStyle);
|
||||
}
|
||||
}
|
||||
12
Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta
Normal file
12
Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta
Normal file
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
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guid: 476cc7d7cd9874016adc216baab94a0a
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timeCreated: 1484146680
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licenseType: Store
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
|
||||
assetBundleName:
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assetBundleVariant:
|
||||
16
Assets/TutorialInfo/Scripts/Readme.cs
Normal file
16
Assets/TutorialInfo/Scripts/Readme.cs
Normal file
@@ -0,0 +1,16 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public class Readme : ScriptableObject
|
||||
{
|
||||
public Texture2D icon;
|
||||
public string title;
|
||||
public Section[] sections;
|
||||
public bool loadedLayout;
|
||||
|
||||
[Serializable]
|
||||
public class Section
|
||||
{
|
||||
public string heading, text, linkText, url;
|
||||
}
|
||||
}
|
||||
12
Assets/TutorialInfo/Scripts/Readme.cs.meta
Normal file
12
Assets/TutorialInfo/Scripts/Readme.cs.meta
Normal file
@@ -0,0 +1,12 @@
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||||
fileFormatVersion: 2
|
||||
guid: fcf7219bab7fe46a1ad266029b2fee19
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MonoImporter:
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externalObjects: {}
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||||
serializedVersion: 2
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defaultReferences:
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- icon: {instanceID: 0}
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executionOrder: 0
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icon: {fileID: 2800000, guid: a186f8a87ca4f4d3aa864638ad5dfb65, type: 3}
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||||
userData:
|
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assetBundleName:
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assetBundleVariant:
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@@ -66,7 +66,19 @@ MonoBehaviour:
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||||
- rid: 235636602989445126
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- rid: 235636602989445127
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m_RuntimeSettings:
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m_List: []
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m_List:
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- rid: 7752762179098771456
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- rid: 3114554777721110529
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- rid: 3114554777721110530
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m_AssetVersion: 9
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m_ObsoleteDefaultVolumeProfile: {fileID: 0}
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m_RenderingLayerNames:
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@@ -1,11 +0,0 @@
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{
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"asset": "7d7f03dc57e98b64fabedfed1acf54d1",
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"fileName": "019bb291-402a-7604-9433-ddaf837699a9_Preview.png",
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"prompt": "Core, Power, Strong, Energy, Crystal",
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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": 1019150756,
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"w3CTraceId": "14aa3012c34cf96a861a8e19e577f83e",
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"refinementMode": "Generation"
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}
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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": "019bb115-c46d-72e1-bbe6-957167ee77a3_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": 1964709878,
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"w3CTraceId": "55a4d6a7c178e3f36138e30ab6152dea",
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"refinementMode": "Generation"
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}
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@@ -1,228 +0,0 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: GroundMaterial
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stringTagMap: {}
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disabledShaderPasses:
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- MOTIONVECTORS
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- DepthOnly
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- SHADOWCASTER
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m_LockedProperties:
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||||
m_SavedProperties:
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m_Texture: {fileID: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Scale: {x: 1, y: 1}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
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m_Name:
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m_EditorClassIdentifier: Unity.RenderPipelines.Universal.Editor::UnityEditor.Rendering.Universal.AssetVersion
|
||||
version: 10
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@@ -1,11 +0,0 @@
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{
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"asset": "c179f86efc9ecef499be9cb95262e4f9",
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"fileName": "GroundMaterial.mat",
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"prompt": "",
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"negativePrompt": "",
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"model": "",
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"modelName": "",
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"w3CTraceId": "",
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}
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@@ -1,3 +1,4 @@
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<Solution>
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<Project Path="Assembly-CSharp.csproj" />
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<Project Path="Assembly-CSharp-Editor.csproj" />
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</Solution>
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@@ -3,11 +3,10 @@
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--- !u!55 &1
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m_Scenes:
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- enabled: 1
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path: Assets/Scenes/SampleScene.unity
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guid: 8c9cfa26abfee488c85f1582747f6a02
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: a287be6c49135cd4f9b2b8666c39d999, type: 3}
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m_Name:
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m_EditorClassIdentifier: Unity.Timeline.Editor::TimelineProjectSettings
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assetDefaultFramerate: 60
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m_DefaultFrameRate: 60
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@@ -4,4 +4,5 @@
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VersionControlSettings:
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m_ObjectHideFlags: 0
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m_Mode: Visible Meta Files
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m_TrackPackagesOutsideProject: 0
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m_CollabEditorSettings:
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inProgressEnabled: 1
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Reference in New Issue
Block a user