develop #12
38
.github/workflows/build.yaml
vendored
38
.github/workflows/build.yaml
vendored
@ -49,5 +49,39 @@ jobs:
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# Output
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- uses: actions/upload-artifact@v3
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with:
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name: Build
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path: build
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name: build-Android
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path: build
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releaseToGooglePlay:
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name: Release to the Google Play Store
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runs-on: ubuntu-latest
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needs: build
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env:
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GOOGLE_PLAY_KEY_FILE: ${{ secrets.GOOGLE_PLAY_KEY_FILE }}
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GOOGLE_PLAY_KEY_FILE_PATH:
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${{ format('{0}/fastlane/google-fastlane.json', github.workspace) }}
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ANDROID_BUILD_FILE_PATH: ${{ format('{0}/build/Android/Android.aab', github.workspace) }}
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ANDROID_PACKAGE_NAME: ${{ secrets.ANDROID_PACKAGE_NAME }}
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steps:
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- name: Checkout Repository
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uses: actions/checkout@v4
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- name: Download Android Artifact
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uses: actions/download-artifact@v3
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with:
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name: build-Android
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path: build
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- name: Add Authentication
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run: echo "$GOOGLE_PLAY_KEY_FILE" > $GOOGLE_PLAY_KEY_FILE_PATH
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- name: Set up Fastlane
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uses: ruby/setup-ruby@v1
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with:
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ruby-version: 3.2
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bundler-cache: true
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- name: Upload to Google Play Internal
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uses: maierj/fastlane-action@v3.0.0
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with:
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lane: 'android internal' # Change to upload to a different lane
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- name: Cleanup to avoid storage limit
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if: always()
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uses: geekyeggo/delete-artifact@v2
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with:
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name: build-Android
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@ -12,13 +12,15 @@ public class ActiveScoppedElements : MonoBehaviour
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public List<String> elements;
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public GameObject obj;
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}
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// Start is called before the first frame update
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public HashSet<String> actives = new HashSet<String>();
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public HashSet<GameObject> InstantiatesObject = new HashSet<GameObject>();
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public TextMeshProUGUI textToUpdate;
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public TextMeshProUGUI objectInstantiateText;
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public ObjectToInstantiate[] objectToInstantiates;
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public HashSet<GameObject> DisableGameObjects = new HashSet<GameObject>();
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void Start()
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{
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@ -35,7 +37,7 @@ public class ActiveScoppedElements : MonoBehaviour
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{
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actives.Add(name);
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RefreshText();
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RefreshAtom();
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RefreshAtom();
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}
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}
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@ -53,6 +55,15 @@ public class ActiveScoppedElements : MonoBehaviour
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{
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if (objt.elements.TrueForAll((s => actives.Contains(s))))
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{
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foreach (var objName in objt.elements)
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{
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var a = GameObject.Find("OBJ_" + objName);
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if (a != null)
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{
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a.SetActive(false);
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DisableGameObjects.Add(a);
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}
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}
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// Obtenez la position de la caméra
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Vector3 cameraPosition = Camera.main.transform.position;
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@ -60,7 +71,7 @@ public class ActiveScoppedElements : MonoBehaviour
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Quaternion cameraRotation = Quaternion.Euler(0, Camera.main.transform.rotation.eulerAngles.y, 0);
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// Calculez la position finale en ajoutant la direction vers l'avant multipliée par la distance désirée
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Vector3 position = cameraPosition + cameraRotation * Vector3.forward * 0.5f;
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Vector3 position = cameraPosition + cameraRotation * Vector3.forward * 0.35f;
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var instantiatedObj = Instantiate(objt.obj, position, cameraRotation);
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instantiatedObj.name = "[N] " + objt.obj.name;
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@ -75,6 +86,11 @@ public class ActiveScoppedElements : MonoBehaviour
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Debug.Log("Destroy " + a.name);
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InstantiatesObject.Remove(a);
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Destroy(a);
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foreach (var disableGameObject in DisableGameObjects)
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{
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disableGameObject.SetActive(true);
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}
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DisableGameObjects.Clear();
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}
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}
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}
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@ -92,7 +108,7 @@ public class ActiveScoppedElements : MonoBehaviour
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public void RemoveUnscoppedElement(String name)
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{
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Debug.Log("Removed " + name);
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actives.Clear();
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actives.Remove(name);
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RefreshText();
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RefreshAtom();
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////if (actives.Contains(name))
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139
Assets/Hydrogene.prefab
Normal file
139
Assets/Hydrogene.prefab
Normal file
@ -0,0 +1,139 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 6
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m_Component:
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- component: {fileID: 4757697444972247267}
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m_Layer: 0
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m_Name: Hydrogene
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m_TagString: Untagged
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--- !u!1 &8240868010827823369
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 6
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--- !u!65 &3020005706646133113
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BoxCollider:
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m_Size: {x: 1, y: 1, z: 1}
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m_Center: {x: 0, y: 0, z: 0}
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7
Assets/Hydrogene.prefab.meta
Normal file
7
Assets/Hydrogene.prefab.meta
Normal file
@ -0,0 +1,7 @@
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fileFormatVersion: 2
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||||
guid: ae2d2b687aff85b46a01c62e312954d2
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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60
Assets/ObjReferentials.cs
Normal file
60
Assets/ObjReferentials.cs
Normal file
@ -0,0 +1,60 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Unity.VisualScripting;
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using UnityEngine;
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public class ObjReferentials : MonoBehaviour
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{
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[Serializable]
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public struct ObjToRender
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{
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public String name;
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public GameObject objToRender;
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}
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public ObjToRender[] ObjToRenders;
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public HashSet<ObjToRender> InstantiatesElements = new HashSet<ObjToRender>();
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public void EnableElementRender(String elementName)
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{
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foreach (var objToRender in ObjToRenders)
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{
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if (objToRender.name == elementName)
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{
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if (InstantiatesElements.Any(render => render.name == elementName))
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{
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// element are already instantiate !
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}
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else
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{
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Vector3 cameraPosition = Camera.main.transform.position;
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// Obtenez la rotation de la caméra sans inclure la rotation autour de l'axe Y
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Quaternion cameraRotation = Quaternion.Euler(0, Camera.main.transform.rotation.eulerAngles.y, 0);
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// Calculez la position finale en ajoutant la direction vers l'avant multipliée par la distance désirée
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Vector3 position = cameraPosition + cameraRotation * Vector3.forward * 0.2f;
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var instantiatedObj = Instantiate(objToRender.objToRender, position, cameraRotation);
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instantiatedObj.name = objToRender.name;
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InstantiatesElements.Add(new ObjToRender() {name = objToRender.name, objToRender = instantiatedObj});
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}
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}
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}
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}
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public void DisableElementRender(String elementName)
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{
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foreach (var objToRender in InstantiatesElements)
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{
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if (objToRender.name == elementName)
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{
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InstantiatesElements.Remove(objToRender);
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Destroy(objToRender.objToRender);
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return;
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||||
}
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||||
}
|
||||
}
|
||||
}
|
3
Assets/ObjReferentials.cs.meta
Normal file
3
Assets/ObjReferentials.cs.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
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||||
guid: 6af1048428934d509da61ba83a6053c6
|
||||
timeCreated: 1704964054
|
139
Assets/Oxygene.prefab
Normal file
139
Assets/Oxygene.prefab
Normal file
@ -0,0 +1,139 @@
|
||||
%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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Loading…
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Reference in New Issue
Block a user