fix clouds
This commit is contained in:
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99d987065d
commit
3c37d450f1
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@ -558,7 +564,7 @@ TextureImporter:
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@ -579,7 +585,7 @@ TextureImporter:
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@ -600,7 +606,7 @@ TextureImporter:
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@ -621,7 +627,7 @@ TextureImporter:
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outline: []
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outline: []
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@ -642,7 +648,7 @@ TextureImporter:
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border: {x: 0, y: 0, z: 0, w: 0}
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outline: []
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outline: []
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physicsShape: []
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@ -663,7 +669,7 @@ TextureImporter:
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border: {x: 0, y: 0, z: 0, w: 0}
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border: {x: 0, y: 0, z: 0, w: 0}
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outline: []
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outline: []
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physicsShape: []
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@ -684,7 +690,7 @@ TextureImporter:
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outline: []
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outline: []
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physicsShape: []
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physicsShape: []
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@ -705,7 +711,7 @@ TextureImporter:
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width: 276
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border: {x: 0, y: 0, z: 0, w: 0}
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outline: []
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outline: []
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physicsShape: []
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physicsShape: []
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@ -726,7 +732,7 @@ TextureImporter:
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width: 276
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width: 276
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height: 276
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border: {x: 0, y: 0, z: 0, w: 0}
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border: {x: 0, y: 0, z: 0, w: 0}
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outline: []
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outline: []
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physicsShape: []
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@ -738,6 +744,48 @@ TextureImporter:
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edges: []
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weights: []
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name: AirRally_1_27
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rect:
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x: 743
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alignment: 0
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pivot: {x: 0, y: 0}
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border: {x: 0, y: 0, z: 0, w: 0}
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outline: []
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physicsShape: []
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tessellationDetail: 0
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bones: []
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spriteID: 85940617565ce8970800000000000000
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name: AirRally_1_28
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spriteID: cef38f935d61cb830800000000000000
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vertices: []
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indices:
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bones: []
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71
Assets/Scripts/Games/AirRally/Cloud.cs
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71
Assets/Scripts/Games/AirRally/Cloud.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace HeavenStudio.Games.Scripts_AirRally
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{
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public class Cloud : MonoBehaviour
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{
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[SerializeField] Sprite[] sprites;
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[SerializeField] Vector3 spawnRange;
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[SerializeField] float baseSpeed = 1f;
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[SerializeField] float fadeDist = 10f;
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[SerializeField] float lifeTime = 6f;
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[SerializeField] float fadeInTime = 0.25f;
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Camera cam;
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SpriteRenderer spriteRenderer;
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float time = 0f;
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public bool isWorking = false;
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public void Init()
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{
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cam = GameCamera.GetCamera();
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spriteRenderer = GetComponent<SpriteRenderer>();
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spriteRenderer.color = new Color(1, 1, 1, 0);
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}
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// Update is called once per frame
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void Update()
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{
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time += Time.deltaTime;
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transform.position += Vector3.forward * -baseSpeed * Time.deltaTime;
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// get distance to camera
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float dist = Vector3.Distance(cam.transform.position, transform.position);
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if (dist <= fadeDist)
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{
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spriteRenderer.color = new Color(1, 1, 1, Mathf.Clamp01(dist / fadeDist));
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}
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else if (time < fadeInTime)
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{
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spriteRenderer.color = new Color(1, 1, 1, Mathf.Clamp01(time/fadeInTime));
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}
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if (time > lifeTime)
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{
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isWorking = false;
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gameObject.SetActive(false);
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spriteRenderer.color = new Color(1, 1, 1, 0);
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}
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}
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public void StartCloud(Vector3 origin, bool prebake)
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{
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isWorking = true;
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time = 0f;
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gameObject.SetActive(true);
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spriteRenderer.sprite = sprites[Random.Range(0, sprites.Length)];
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transform.position = origin;
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transform.position += new Vector3(Random.Range(-spawnRange.x, spawnRange.x), Random.Range(-spawnRange.y, spawnRange.y), Random.Range(-spawnRange.z, spawnRange.z));
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if (prebake)
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{
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time = Random.Range(0, lifeTime);
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transform.position += Vector3.forward * -baseSpeed * time;
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float dist = Vector3.Distance(cam.transform.position, transform.position);
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spriteRenderer.color = new Color(1, 1, 1, Mathf.Clamp01(dist / fadeDist));
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}
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}
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}
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}
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11
Assets/Scripts/Games/AirRally/Cloud.cs.meta
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11
Assets/Scripts/Games/AirRally/Cloud.cs.meta
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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65
Assets/Scripts/Games/AirRally/CloudsManager.cs
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65
Assets/Scripts/Games/AirRally/CloudsManager.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace HeavenStudio.Games.Scripts_AirRally
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{
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public class CloudsManager : MonoBehaviour
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{
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[SerializeField] Transform cloudRoot;
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[SerializeField] GameObject cloudPrefab;
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[SerializeField] int maxCloudAmt = 32;
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[SerializeField] int cloudsToPreBake = 10;
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[SerializeField] float cloudRepeatRate = 0.1f;
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Cloud[] pool;
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float time = 0f;
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float lastTime = 0f;
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// Start is called before the first frame update
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void Start()
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{
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pool = new Cloud[maxCloudAmt];
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for (int i = 0; i < maxCloudAmt; i++)
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{
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GameObject cloudObj = Instantiate(cloudPrefab, cloudRoot);
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cloudObj.SetActive(false);
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pool[i] = cloudObj.GetComponent<Cloud>();
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pool[i].Init();
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}
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for (int i = 0; i < cloudsToPreBake; i++)
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{
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Cloud cloud = GetAvailableCloud();
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if (cloud != null)
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{
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cloud.StartCloud(cloudRoot.position, true);
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}
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}
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}
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Cloud GetAvailableCloud()
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{
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foreach (Cloud cloud in pool)
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{
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if (!cloud.isWorking)
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{
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return cloud;
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}
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}
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return null;
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}
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// Update is called once per frame
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void Update()
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{
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time += Time.deltaTime;
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if (time - lastTime > cloudRepeatRate)
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{
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lastTime = time;
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GetAvailableCloud()?.StartCloud(cloudRoot.position, false);
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}
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}
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}
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}
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11
Assets/Scripts/Games/AirRally/CloudsManager.cs.meta
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11
Assets/Scripts/Games/AirRally/CloudsManager.cs.meta
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fileFormatVersion: 2
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guid: f9a1426575a6edb4b8f43668daac9f21
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externalObjects: {}
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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:
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assetBundleName:
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assetBundleVariant:
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void Start()
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void Start()
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{
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{
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transform.position = OtherTarget.position;
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}
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}
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// Update is called once per frame
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// Update is called once per frame
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