Bouncy Road Tweaks 2 (#870)
* fix anim new sprites * fix pos * background appearance --------- Co-authored-by: ev <85412919+iloveoatmeal2022@users.noreply.github.com>
This commit is contained in:
parent
a567af021d
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c3985da6b9
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@ -75,6 +75,90 @@ Camera:
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m_OcclusionCulling: 0
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m_StereoConvergence: 10
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m_StereoSeparation: 0.022
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--- !u!212 &719670796437226359
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m_GameObject: {fileID: 779842642987536956}
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m_LightProbeUsage: 1
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m_ReflectionProbeUsage: 1
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m_RayTracingMode: 0
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m_RayTraceProcedural: 0
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m_RenderingLayerMask: 1
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m_ProbeAnchor: {fileID: 0}
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m_LightProbeVolumeOverride: {fileID: 0}
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m_ScaleInLightmap: 1
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m_ReceiveGI: 1
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m_PreserveUVs: 0
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m_IgnoreNormalsForChartDetection: 0
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m_ImportantGI: 0
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m_StitchLightmapSeams: 1
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m_SelectedEditorRenderState: 0
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m_MinimumChartSize: 4
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m_AutoUVMaxDistance: 0.5
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m_AutoUVMaxAngle: 89
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m_LightmapParameters: {fileID: 0}
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingOrder: -1000
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m_Sprite: {fileID: 7482667652216324306, guid: 311925a002f4447b3a28927169b83ea6, type: 3}
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m_Color: {r: 0, g: 0, b: 0, a: 1}
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m_FlipX: 0
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m_FlipY: 0
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m_DrawMode: 0
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m_Size: {x: 1, y: 1}
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m_AdaptiveModeThreshold: 0.5
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m_SpriteTileMode: 0
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m_WasSpriteAssigned: 1
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m_MaskInteraction: 0
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m_SpriteSortPoint: 0
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--- !u!1 &918886259350227450
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GameObject:
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@ -107,7 +191,7 @@ Transform:
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- {fileID: 2723176266132450488}
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- {fileID: 5276051793785831601}
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- {fileID: 3775776905027717847}
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- {fileID: 5824809245171685558}
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- {fileID: 2791294817650574846}
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- {fileID: 2554041347942322038}
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- {fileID: 5331598396978286576}
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- {fileID: 2062427345527210161}
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@ -135,6 +219,93 @@ MonoBehaviour:
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ThingsTrans: {fileID: 2062427345527210161}
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PosCurve: {fileID: 1821895289258124684}
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fallY: -10
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BGGradient: {fileID: 8550399596802296912}
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BGHigh: {fileID: 723015850799809450}
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BGLow: {fileID: 719670796437226359}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1390103326123173002}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 0, y: 40, z: 20}
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m_LocalScale: {x: 200, y: 50, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 2791294817650574846}
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m_RootOrder: 1
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!212 &723015850799809450
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SpriteRenderer:
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m_ObjectHideFlags: 0
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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: 1390103326123173002}
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m_Enabled: 1
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m_CastShadows: 0
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m_ReceiveShadows: 0
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m_DynamicOccludee: 1
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m_StaticShadowCaster: 0
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m_MotionVectors: 1
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m_LightProbeUsage: 1
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m_ReflectionProbeUsage: 1
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m_RayTracingMode: 0
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m_RayTraceProcedural: 0
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
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m_StaticBatchInfo:
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firstSubMesh: 0
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subMeshCount: 0
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m_StaticBatchRoot: {fileID: 0}
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m_ProbeAnchor: {fileID: 0}
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m_LightProbeVolumeOverride: {fileID: 0}
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m_ScaleInLightmap: 1
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m_ReceiveGI: 1
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m_PreserveUVs: 0
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m_IgnoreNormalsForChartDetection: 0
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m_ImportantGI: 0
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m_StitchLightmapSeams: 1
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m_SelectedEditorRenderState: 0
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m_MinimumChartSize: 4
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m_AutoUVMaxDistance: 0.5
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m_AutoUVMaxAngle: 89
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m_LightmapParameters: {fileID: 0}
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingOrder: -1000
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m_Sprite: {fileID: 7482667652216324306, guid: 311925a002f4447b3a28927169b83ea6, type: 3}
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m_Color: {r: 0.003921569, g: 0.59607846, b: 0.99607843, a: 1}
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m_FlipX: 0
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m_FlipY: 0
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m_DrawMode: 0
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m_Size: {x: 1, y: 1}
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m_AdaptiveModeThreshold: 0.5
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m_SpriteTileMode: 0
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m_WasSpriteAssigned: 1
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m_MaskInteraction: 0
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m_SpriteSortPoint: 0
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--- !u!1 &2761970376181234193
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GameObject:
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m_ObjectHideFlags: 0
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@ -534,7 +705,7 @@ GameObject:
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- component: {fileID: 5824809245171685558}
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- component: {fileID: 8550399596802296912}
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m_Layer: 0
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m_Name: BG
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m_Name: Gradient
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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@ -548,12 +719,12 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 5152389461773555234}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: -8, y: 0, z: 20}
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m_LocalScale: {x: 48.1777, y: 2.1424723, z: 0.95581}
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m_LocalPosition: {x: 0, y: 0, z: 20}
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m_LocalScale: {x: 181.82, y: 2.1424723, z: 1
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 2867745997132204233}
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m_RootOrder: 3
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m_Father: {fileID: 2791294817650574846}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!212 &8550399596802296912
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SpriteRenderer:
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@ -595,7 +766,7 @@ SpriteRenderer:
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m_LightmapParameters: {fileID: 0}
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingOrder: -1000
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m_SortingOrder: -999
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m_Sprite: {fileID: -2010126057, guid: b1573b9bbfeef24468e4b72a1c110a69, type: 3}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_FlipX: 0
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@ -686,6 +857,40 @@ Transform:
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m_Father: {fileID: 2867745997132204233}
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m_RootOrder: 7
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_Component:
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m_Layer: 0
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m_Name: BG
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m_Icon: {fileID: 0}
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m_IsActive: 1
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--- !u!4 &2791294817650574846
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Transform:
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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: 6231296930979203387}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children:
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- {fileID: 5824809245171685558}
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- {fileID: 3110034411422787401}
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- {fileID: 5505106653814911072}
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m_Father: {fileID: 2867745997132204233}
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m_RootOrder: 3
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1 &6928869790579783110
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GameObject:
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m_ObjectHideFlags: 0
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@ -192,9 +192,9 @@ TextureImporter:
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name: Gradient (Prolly will be replaced)
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rect:
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serializedVersion: 2
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x: 1846
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x: 1894
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y: 0
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width: 202
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width: 154
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height: 2048
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alignment: 0
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pivot: {x: 0.5, y: 0.5}
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@ -26,6 +26,37 @@ namespace HeavenStudio.Games.Loaders
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new Param("color", Color.white, "Color", "Choose the color of the ball."),
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}
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},
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new GameAction("background appearance", "Background Appearance")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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BouncyRoad.instance.BackgroundColorSet(e.beat, e.length, e["colorBG1Start"], e["colorBG1End"], e["colorBG2Start"], e["colorBG2End"], e["ease"]);
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},
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defaultLength = 0.5f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("colorBG1Start", new Color(0.004f, 0.596f, 0.996f), "Start BG Color", "Set top-most color of the background gradient at the start of the event."),
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new Param("colorBG1End", new Color(0.004f, 0.596f, 0.996f), "End BG Color", "Set top-most color of the background gradient at the end of the event."),
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new Param("colorBG2Start", Color.black, "Start BG Color", "Set bottom-most color of the background gradient at the start of the event."),
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new Param("colorBG2End",Color.black, "End BG Color", "Set bottom-most color of the background gradient at the end of the event."),
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new Param("ease", Util.EasingFunction.Ease.Instant, "Ease", "Set the easing of the action."),
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}
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},
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// new GameAction("object appearance", "Object Appearance")
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// {
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// function = delegate {
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// var e = eventCaller.currentEntity;
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// BouncyRoad.instance.ObjectColorSet(e["color1"], e["color2"], e["color3"]);
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// },
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// defaultLength = 0.5f,
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// parameters = new List<Param>()
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// {
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// new Param("color1", new Color(1, 1, 1), "Color 1"),
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// new Param("color2", new Color(1, 1, 1), "Color 2"),
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// new Param("color3", new Color(1, 1, 1), "Color 3"),
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// }
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// },
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},
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new List<string>() { "agb", "normal" },
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"agbbouncy", "en",
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@ -52,6 +83,9 @@ namespace HeavenStudio.Games
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[SerializeField] float fallY;
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[SerializeField] private SpriteRenderer BGGradient, BGHigh, BGLow;
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private ColorEase[] colorEases = new ColorEase[2];
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const double BALL_SEEK_TIME = 1.0;
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private struct ScheduledBall
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{
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@ -100,6 +134,11 @@ namespace HeavenStudio.Games
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void Awake()
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{
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instance = this;
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colorEases = new ColorEase[] {
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new(new Color(0.004f, 0.596f, 0.996f)),
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new(Color.black),
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};
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ThingsAnim = new Animator[ThingsTrans.childCount];
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int childIndex = 0;
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@ -193,6 +232,7 @@ namespace HeavenStudio.Games
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}
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UpdateBalls();
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UpdateBackgroundColor();
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}
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void UpdateBalls()
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@ -310,5 +350,26 @@ namespace HeavenStudio.Games
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return newCurves;
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}
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public void BackgroundColorSet(double beat, float length, Color BG1Start, Color BG1End, Color BG2Start, Color BG2End, int colorEaseSet)
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{
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colorEases = new ColorEase[] {
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new(beat, length, BG1Start, BG1End, colorEaseSet),
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new(beat, length, BG2Start, BG2End, colorEaseSet),
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};
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UpdateBackgroundColor();
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}
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public void ObjectColorSet(Color Color1, Color Color2, Color Color3)
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{
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}
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private void UpdateBackgroundColor()
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{
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BGGradient.material.SetColor("_ColorAlpha", colorEases[0].GetColor());
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BGGradient.material.SetColor("_ColorDelta", colorEases[1].GetColor());
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BGHigh.color = colorEases[0].GetColor();
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BGLow.color = colorEases[1].GetColor();
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}
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}
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}
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