Marcher and Karateka

Karateka: More Honki adjustments, adding an alt sound, comment out the BG because render issues.
Marcher: Begin input system, make turnAction and turnActionPlayer
This commit is contained in:
Amy54Desu 2022-12-05 21:50:50 -05:00
parent e534cda1ff
commit 2889e98ce5
19 changed files with 218 additions and 62 deletions

File diff suppressed because one or more lines are too long

View file

@ -67238,7 +67238,6 @@ MonoBehaviour:
NoriHolderMania01: {fileID: 1719477137588232708} NoriHolderMania01: {fileID: 1719477137588232708}
NoriManiaInk00: {fileID: 2663523590501458685} NoriManiaInk00: {fileID: 2663523590501458685}
NoriManiaInk01: {fileID: 4222576282379005862} NoriManiaInk01: {fileID: 4222576282379005862}
HonkiBackground: {fileID: 0}
NoriMaterial: {fileID: 2100000, guid: b1a39ae83b8f3994ea5ea73e28b253a8, type: 2} NoriMaterial: {fileID: 2100000, guid: b1a39ae83b8f3994ea5ea73e28b253a8, type: 2}
NoriColorsTengoku: NoriColorsTengoku:
- {r: 0.13333334, g: 0.4, b: 1, a: 1} - {r: 0.13333334, g: 0.4, b: 1, a: 1}
@ -97349,6 +97348,7 @@ MonoBehaviour:
BGGradient: {fileID: 2790469215453043610} BGGradient: {fileID: 2790469215453043610}
BGBlood: {fileID: 5404947306895237780} BGBlood: {fileID: 5404947306895237780}
BGRadial: {fileID: 8238140095837895901} BGRadial: {fileID: 8238140095837895901}
BGHonki: {fileID: 8078510951812902189}
Wind: {fileID: 9003203273337395302} Wind: {fileID: 9003203273337395302}
SnowEffect: {fileID: 6887086164110906535} SnowEffect: {fileID: 6887086164110906535}
SnowEffectGO: {fileID: 1216083719847348373} SnowEffectGO: {fileID: 1216083719847348373}
@ -108643,7 +108643,7 @@ GameObject:
- component: {fileID: 8455187268343419869} - component: {fileID: 8455187268343419869}
- component: {fileID: 3391052867871953747} - component: {fileID: 3391052867871953747}
m_Layer: 0 m_Layer: 0
m_Name: HonkiBackground m_Name: BGhonki
m_TagString: Untagged m_TagString: Untagged
m_Icon: {fileID: 0} m_Icon: {fileID: 0}
m_NavMeshLayer: 0 m_NavMeshLayer: 0
@ -108658,7 +108658,7 @@ Transform:
m_GameObject: {fileID: 8078510951812902189} m_GameObject: {fileID: 8078510951812902189}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 0.3116809, y: 0.31249827, z: 1}
m_Children: [] m_Children: []
m_Father: {fileID: 1483789816297415762} m_Father: {fileID: 1483789816297415762}
m_RootOrder: 7 m_RootOrder: 7

View file

@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: a309c402deb4cec409b80f448812886f guid: bb8ffdc11d648d043a48921580cbf019
AudioImporter: AudioImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 6 serializedVersion: 6
@ -18,5 +18,5 @@ AudioImporter:
ambisonic: 0 ambisonic: 0
3D: 1 3D: 1
userData: userData:
assetBundleName: agbmarcher/common assetBundleName:
assetBundleVariant: assetBundleVariant:

View file

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 133a592fa7f0ca848b3cbc2f269f1045
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -2,8 +2,8 @@ using System;
public static class AppInfo { public static class AppInfo {
//--- AutoGenerated.begin //--- AutoGenerated.begin
public const string Version = "0.0.1023"; public const string Version = "0.0.1024";
public static readonly DateTime Date = new DateTime(2022, 12, 04, 05, 38, 21, 313, DateTimeKind.Utc); public static readonly DateTime Date = new DateTime(2022, 12, 05, 20, 58, 15, 925, DateTimeKind.Utc);
//--- AutoGenerated.end //--- AutoGenerated.end
} }

View file

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 777ced33f5ad354428f7fb14b608ca4b
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -74,7 +74,7 @@ namespace HeavenStudio.Games.Loaders
}, },
new GameAction("honki", "Serious Chance") new GameAction("honki", "Serious Chance")
{ {
function = delegate { var e = eventCaller.currentEntity; KarateMan.instance.Honki(e.beat, e.length, e["type"], e["toggle"], e["toggle2"], e["toggle3"]); }, function = delegate { var e = eventCaller.currentEntity; KarateMan.instance.Honki(e.beat, e.length, e["type"], e["toggle"], e["toggle2"], e["toggle3"], e["toggle4"]); },
defaultLength = 1f, defaultLength = 1f,
resizable = true, resizable = true,
parameters = new List<Param>() parameters = new List<Param>()
@ -82,7 +82,8 @@ namespace HeavenStudio.Games.Loaders
new Param("type", KarateMan.HonkiChanceType.OneObject, "Serious Chance Type", "Whether all objects, one object or no object is required for Serious Mode"), new Param("type", KarateMan.HonkiChanceType.OneObject, "Serious Chance Type", "Whether all objects, one object or no object is required for Serious Mode"),
new Param("toggle", false, "Deactivate Serious", "This deactivates Serious Mode"), new Param("toggle", false, "Deactivate Serious", "This deactivates Serious Mode"),
new Param("toggle2", false, "Miss can Lose", "This makes it so if you miss too many times, Serious Mode deactivates"), new Param("toggle2", false, "Miss can Lose", "This makes it so if you miss too many times, Serious Mode deactivates"),
new Param("toggle3", false, "Disable Sound", "Disables the 'GONG' sound when it activates") new Param("toggle3", false, "Disable Sound", "Disables the 'GONG' sound when it activates"),
new Param("toggle4", false, "Alt Sound", "Play the alternate sound, used in transitions of Remix 8")
} }
}, },
new GameAction("hitX", "Warnings") new GameAction("hitX", "Warnings")
@ -463,8 +464,8 @@ namespace HeavenStudio.Games
public static bool IsComboEnable = true; //only stops Out combo inputs, this basically makes combo contextual public static bool IsComboEnable = true; //only stops Out combo inputs, this basically makes combo contextual
public static bool NoriBreakSound = false; //the sound when punching an object with high nori, off by default public static bool NoriBreakSound = false; //the sound when punching an object with high nori, off by default
public static bool HighFlowPunch = false; //this determines if Joe always punches heavy with high flow, off by default cause it looks odd public static bool HighFlowPunch = false; //this determines if Joe always punches heavy with high flow, off by default cause it looks odd
public static bool HonkiMode = false;
public bool IsNoriActive { get { return Nori.MaxNori > 0; } } public bool IsNoriActive { get { return Nori.MaxNori > 0; } }
public bool HonkiMode { get { return Nori.MaxNori == 0; } }
public float NoriPerformance { get { if (IsNoriActive) return Nori.Nori / Nori.MaxNori; else return 1f; } } public float NoriPerformance { get { if (IsNoriActive) return Nori.Nori / Nori.MaxNori; else return 1f; } }
public Color[] LightBulbColors; public Color[] LightBulbColors;
@ -523,8 +524,8 @@ namespace HeavenStudio.Games
SpriteRenderer bgBloodRenderer; SpriteRenderer bgBloodRenderer;
public GameObject BGRadial; public GameObject BGRadial;
SpriteRenderer bgRadialRenderer; SpriteRenderer bgRadialRenderer;
public GameObject BGHonki; //public GameObject BGHonki;
SpriteRenderer bgGHonkiRenderer; //SpriteRenderer bgHonkiRenderer;
[Header("Shadows")] [Header("Shadows")]
static int currentShadowType = (int) ShadowType.Tinted; static int currentShadowType = (int) ShadowType.Tinted;
@ -585,6 +586,7 @@ namespace HeavenStudio.Games
bgGradientRenderer = BGGradient.GetComponent<SpriteRenderer>(); bgGradientRenderer = BGGradient.GetComponent<SpriteRenderer>();
bgBloodRenderer = BGBlood.GetComponent<SpriteRenderer>(); bgBloodRenderer = BGBlood.GetComponent<SpriteRenderer>();
bgRadialRenderer = BGRadial.GetComponent<SpriteRenderer>(); bgRadialRenderer = BGRadial.GetComponent<SpriteRenderer>();
//bgHonkiRenderer = BGHonki.GetComponent<SpriteRenderer>();
SetBgEffectsToLast(cond.songPositionInBeats); SetBgEffectsToLast(cond.songPositionInBeats);
SetBgAndShadowCol(WantBgChangeStart, WantBgChangeLength, bgType, (int) currentShadowType, bgColour, customShadowColour, (int)currentBgEffect); SetBgAndShadowCol(WantBgChangeStart, WantBgChangeLength, bgType, (int) currentShadowType, bgColour, customShadowColour, (int)currentBgEffect);
@ -733,15 +735,35 @@ namespace HeavenStudio.Games
cameraReturnLength = Mathf.Min(2f, length*0.5f); cameraReturnLength = Mathf.Min(2f, length*0.5f);
} }
public void Honki(float beat, float length, int type, bool deactivate, bool miss, bool noSound) public void Honki(float beat, float length, int type, bool deactivate, bool miss, bool noSound, bool alt)
{ {
ActivateHonki(deactivate, noSound); ActivateHonki(beat, deactivate, noSound, alt);
} }
public void ActivateHonki(bool deactivate, bool noSound) public void ActivateHonki(float beat, bool deactivate, bool noSound, bool alt)
{ {
if (!noSound) if (!noSound)
Jukebox.PlayOneShotGame("karateman/gogo"); {
if (alt)
Jukebox.PlayOneShotGame("karateman/gogoSwitch");
else
Jukebox.PlayOneShotGame("karateman/gogo");
}
if (!deactivate)
HonkiMode = true;
else
HonkiMode = false;
if (HonkiMode)
{
//BGHonki.SetActive(true);
BGGradient.SetActive(false);
BGBlood.SetActive(false);
BGRadial.SetActive(false);
Nori.SetNoriMode(beat, (int) KarateMan.NoriMode.None);
}
//else
//BGHonki.SetActive(false);
} }
public void DoWord(float beat, int type, int voiceType, int language, bool pitch, int graphLength, int voiceDelay, bool fast) public void DoWord(float beat, int type, int voiceType, int language, bool pitch, int graphLength, int voiceDelay, bool fast)
@ -887,8 +909,7 @@ namespace HeavenStudio.Games
if (doSound) if (doSound)
MultiSound.Play(new MultiSound.Sound[] MultiSound.Play(new MultiSound.Sound[]
{ {
new MultiSound.Sound("karateman/hit", beat + beatOffset, pitch: pitch, offset: numOffset), new MultiSound.Sound("karateman/hit", beat + hitOffset, pitch: pitch, offset: numOffset)
new MultiSound.Sound("karateman/one", beat + hitOffset, pitch: pitch),
}, forcePlay: true); }, forcePlay: true);
break; break;
case (int) HitThree.Clear: case (int) HitThree.Clear:
@ -922,7 +943,7 @@ namespace HeavenStudio.Games
return 4f; return 4f;
case (int) JoeFaceLength.Infinite: case (int) JoeFaceLength.Infinite:
return float.MaxValue; return float.MaxValue;
case (int)JoeFaceLength.OneBeat: case (int) JoeFaceLength.OneBeat:
return 1f; return 1f;
default: default:
return 2f; return 2f;

View file

@ -122,7 +122,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
{ {
if (noriMode == (int) KarateMan.NoriMode.None) return; if (noriMode == (int) KarateMan.NoriMode.None) return;
if (MaxNori <= 0) return; if (MaxNori <= 0) return;
if (KarateMan.instance.HonkiMode) return; if (KarateMan.HonkiMode) return;
float oldNori = Nori; float oldNori = Nori;
if (noriMode == (int) KarateMan.NoriMode.Tengoku) if (noriMode == (int) KarateMan.NoriMode.Tengoku)
{ {
@ -153,7 +153,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
{ {
if (noriMode == (int) KarateMan.NoriMode.None) return; if (noriMode == (int) KarateMan.NoriMode.None) return;
if (MaxNori <= 0) return; if (MaxNori <= 0) return;
if (KarateMan.instance.HonkiMode) return; if (KarateMan.HonkiMode) return;
float oldNori = Nori; float oldNori = Nori;
if (noriMode == (int) KarateMan.NoriMode.Tengoku) if (noriMode == (int) KarateMan.NoriMode.Tengoku)
{ {
@ -193,7 +193,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
{ {
if (noriMode == (int) KarateMan.NoriMode.None) return; if (noriMode == (int) KarateMan.NoriMode.None) return;
if (MaxNori <= 0) return; if (MaxNori <= 0) return;
if (KarateMan.instance.HonkiMode) return; if (KarateMan.HonkiMode) return;
if (noriMode == (int) KarateMan.NoriMode.Tengoku) if (noriMode == (int) KarateMan.NoriMode.Tengoku)
{ {
if (Nori >= MaxNori) if (Nori >= MaxNori)

View file

@ -105,6 +105,7 @@ namespace HeavenStudio.Games
private int marchOtherCount; private int marchOtherCount;
private int marchPlayerCount; private int marchPlayerCount;
private int turnLength; private int turnLength;
private float nextMarch;
private string fastTurn; private string fastTurn;
@ -127,6 +128,59 @@ namespace HeavenStudio.Games
instance = this; instance = this;
} }
public void LeftSuccess(PlayerActionEvent caller, float beat)
{
Jukebox.PlayOneShotGame("marchingOrders/turnActionPlayer");
CadetHeadPlayer.DoScaledAnimationAsync("FaceL", 0.5f);
}
public void GenericMiss(PlayerActionEvent caller)
{
Jukebox.PlayOneShot("miss");
Sarge.DoScaledAnimationAsync("Anger", 0.5f);
Steam.DoScaledAnimationAsync("Steam", 0.5f);
}
public void LeftEmpty(PlayerActionEvent caller)
{
}
public void RightSuccess(PlayerActionEvent caller, float beat)
{
Jukebox.PlayOneShotGame("marchingOrders/turnActionPlayer");
CadetHeadPlayer.DoScaledAnimationAsync("FaceR", 0.5f);
}
public void RightEmpty(PlayerActionEvent caller)
{
}
public void MarchHit(PlayerActionEvent caller, float beat)
{
marchPlayerCount++;
Jukebox.PlayOneShotGame("marchingOrders/step1");
CadetPlayer.DoScaledAnimationAsync(marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL", 0.5f);
}
public void MarchEmpty(PlayerActionEvent caller)
{
}
public void HaltHit(PlayerActionEvent caller, float beat)
{
Jukebox.PlayOneShotGame("marchingOrders/step1");
CadetPlayer.DoScaledAnimationAsync("Halt", 0.5f);
}
public void HaltEmpty(PlayerActionEvent caller)
{
}
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
@ -154,20 +208,31 @@ namespace HeavenStudio.Games
Cadet1.DoScaledAnimationAsync(marchOtherAnim, 0.5f); Cadet1.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
Cadet2.DoScaledAnimationAsync(marchOtherAnim, 0.5f); Cadet2.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
Cadet3.DoScaledAnimationAsync(marchOtherAnim, 0.5f); Cadet3.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
ScheduleInput(cond.songPositionInBeats - 1f, 1f, InputType.STANDARD_DOWN, MarchHit, GenericMiss, MarchEmpty);
} }
} }
if (PlayerInput.Pressed() && !IsExpectingInputNow()) if (PlayerInput.Pressed() && !IsExpectingInputNow())
{ {
Jukebox.PlayOneShot("miss"); Jukebox.PlayOneShot("miss");
Sarge.DoScaledAnimationAsync("Anger", 0.5f); Sarge.DoScaledAnimationAsync("Anger", 0.5f);
Steam.DoScaledAnimationAsync("Steam", 0.5f); Steam.DoScaledAnimationAsync("Steam", 0.5f);
marchPlayerCount += 1; marchPlayerCount++;
var marchPlayerAnim = (marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL"); var marchPlayerAnim = (marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL");
Jukebox.PlayOneShotGame("marchingOrders/step1"); Jukebox.PlayOneShotGame("marchingOrders/step1");
CadetPlayer.DoScaledAnimationAsync(marchPlayerAnim, 0.5f); CadetPlayer.DoScaledAnimationAsync(marchPlayerAnim, 0.5f);
}
if (PlayerInput.AltPressed() && !IsExpectingInputNow())
{
Jukebox.PlayOneShot("miss");
Sarge.DoScaledAnimationAsync("Anger", 0.5f);
Steam.DoScaledAnimationAsync("Steam", 0.5f);
Jukebox.PlayOneShotGame("marchingOrders/step1");
CadetPlayer.DoScaledAnimationAsync("Halt", 0.5f);
} }
} }
@ -206,7 +271,7 @@ namespace HeavenStudio.Games
MultiSound.Play(new MultiSound.Sound[] { MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/march1", beat), new MultiSound.Sound("marchingOrders/march1", beat),
new MultiSound.Sound("marchingOrders/march2", beat + 0.25f), new MultiSound.Sound("marchingOrders/march2", beat + 0.25f),
new MultiSound.Sound("marchingOrders/march3", beat + 0.45f), new MultiSound.Sound("marchingOrders/march3", beat + 0.5f),
new MultiSound.Sound("marchingOrders/marchStart", beat + 1f), new MultiSound.Sound("marchingOrders/marchStart", beat + 1f),
}, forcePlay: true); }, forcePlay: true);
} }
@ -241,7 +306,8 @@ namespace HeavenStudio.Games
new MultiSound.Sound("marchingOrders/halt2", beat + 1f), new MultiSound.Sound("marchingOrders/halt2", beat + 1f),
new MultiSound.Sound("marchingOrders/step1", beat + 1f), new MultiSound.Sound("marchingOrders/step1", beat + 1f),
}, forcePlay:true); }, forcePlay:true);
ScheduleInput(beat, 1f, InputType.STANDARD_ALT_DOWN, HaltHit, GenericMiss, HaltEmpty);
BeatAction.New(Player, new List<BeatAction.Action>() BeatAction.New(Player, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}), new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
@ -269,10 +335,10 @@ namespace HeavenStudio.Games
switch (type) switch (type)
{ {
case (int) MarchingOrders.DirectionFaceTurn.Left: case (int) MarchingOrders.DirectionFaceTurn.Left:
//ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_RIGHT_DOWN, LeftSuccess, LeftMiss, LeftEmpty); ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_LEFT_DOWN, LeftSuccess, GenericMiss, LeftEmpty);
MultiSound.Play(new MultiSound.Sound[] { MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/leftFaceTurn1" + fastTurn, beat), new MultiSound.Sound("marchingOrders/leftFaceTurn1" + fastTurn, beat),
new MultiSound.Sound("marchingOrders/leftFaceTurn2" + fastTurn, beat + 0.5f), new MultiSound.Sound("marchingOrders/leftFaceTurn2" + fastTurn, beat + 0.6f),
new MultiSound.Sound("marchingOrders/leftFaceTurn3", beat + turnLength + 1f), new MultiSound.Sound("marchingOrders/leftFaceTurn3", beat + turnLength + 1f),
new MultiSound.Sound("marchingOrders/turnAction", beat + turnLength + 2f), new MultiSound.Sound("marchingOrders/turnAction", beat + turnLength + 2f),
}, forcePlay:true); }, forcePlay:true);
@ -285,9 +351,10 @@ namespace HeavenStudio.Games
}); });
break; break;
default: default:
ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_RIGHT_DOWN, RightSuccess, GenericMiss, RightEmpty);
MultiSound.Play(new MultiSound.Sound[] { MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/rightFaceTurn1" + fastTurn, beat), new MultiSound.Sound("marchingOrders/rightFaceTurn1" + fastTurn, beat),
new MultiSound.Sound("marchingOrders/rightFaceTurn2" + fastTurn, beat + 0.5f), new MultiSound.Sound("marchingOrders/rightFaceTurn2" + fastTurn, beat + 0.6f),
new MultiSound.Sound("marchingOrders/rightFaceTurn3", beat + turnLength + 1f), new MultiSound.Sound("marchingOrders/rightFaceTurn3", beat + turnLength + 1f),
new MultiSound.Sound("marchingOrders/turnAction", beat + turnLength + 2f), new MultiSound.Sound("marchingOrders/turnAction", beat + turnLength + 2f),
}, forcePlay:true); }, forcePlay:true);
@ -313,7 +380,7 @@ namespace HeavenStudio.Games
{ {
MultiSound.Play(new MultiSound.Sound[] { MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/attention1", beat), new MultiSound.Sound("marchingOrders/attention1", beat),
new MultiSound.Sound("marchingOrders/attention2", beat + 1f), new MultiSound.Sound("marchingOrders/attention2", beat + 0.5f),
}, forcePlay:true); }, forcePlay:true);
} }
@ -321,8 +388,8 @@ namespace HeavenStudio.Games
{ {
MultiSound.Play(new MultiSound.Sound[] { MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/march1", beat), new MultiSound.Sound("marchingOrders/march1", beat),
new MultiSound.Sound("marchingOrders/march2", beat + 0.125f), new MultiSound.Sound("marchingOrders/march2", beat + 0.25f),
new MultiSound.Sound("marchingOrders/march3", beat + 0.25f), new MultiSound.Sound("marchingOrders/march3", beat + 0.5f),
new MultiSound.Sound("marchingOrders/marchStart", beat + 1f), new MultiSound.Sound("marchingOrders/marchStart", beat + 1f),
}, forcePlay:true); }, forcePlay:true);
} }

View file

@ -1,5 +1,5 @@
ManifestFileVersion: 0 ManifestFileVersion: 0
CRC: 2618010752 CRC: 761012425
AssetBundleManifest: AssetBundleManifest:
AssetBundleInfos: AssetBundleInfos:
Info_0: Info_0:

Binary file not shown.

View file

@ -1,9 +1,9 @@
ManifestFileVersion: 0 ManifestFileVersion: 0
CRC: 1303085020 CRC: 3867002113
Hashes: Hashes:
AssetFileHash: AssetFileHash:
serializedVersion: 2 serializedVersion: 2
Hash: b69f25695ccdda8a03d1fe50182261f6 Hash: e9200199750d0fa47a25c27b407088f5
TypeTreeHash: TypeTreeHash:
serializedVersion: 2 serializedVersion: 2
Hash: e8394596a85b1aa454fee3a11e4098fa Hash: e8394596a85b1aa454fee3a11e4098fa

File diff suppressed because one or more lines are too long

View file

@ -134,7 +134,7 @@ PlayerSettings:
16:10: 1 16:10: 1
16:9: 1 16:9: 1
Others: 1 Others: 1
bundleVersion: 0.0.1023 bundleVersion: 0.0.1024
preloadedAssets: [] preloadedAssets: []
metroInputSource: 0 metroInputSource: 0
wsaTransparentSwapchain: 0 wsaTransparentSwapchain: 0
@ -156,11 +156,11 @@ PlayerSettings:
applicationIdentifier: applicationIdentifier:
Standalone: com.Megaminerzero.HeavenStudio Standalone: com.Megaminerzero.HeavenStudio
buildNumber: buildNumber:
Standalone: 1023 Standalone: 1024
iPhone: 0 iPhone: 0
tvOS: 0 tvOS: 0
overrideDefaultApplicationIdentifier: 0 overrideDefaultApplicationIdentifier: 0
AndroidBundleVersionCode: 1023 AndroidBundleVersionCode: 1024
AndroidMinSdkVersion: 19 AndroidMinSdkVersion: 19
AndroidTargetSdkVersion: 0 AndroidTargetSdkVersion: 0
AndroidPreferredInstallLocation: 1 AndroidPreferredInstallLocation: 1