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ygopro2
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hex
ygopro2
Commits
2026bcad
Commit
2026bcad
authored
Aug 07, 2025
by
hex
Browse files
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Browse Files
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Plain Diff
优化超先行卡下载,增加场地图自动下载,调整文字大小立绘大小
parent
e814b21e
Changes
6
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Inline
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Showing
6 changed files
with
206 additions
and
130 deletions
+206
-130
Assets/ArtSystem/cardDescription/new_cardDescriptionRemaster.prefab
...System/cardDescription/new_cardDescriptionRemaster.prefab
+2
-2
Assets/SibylSystem/Menu/Menu.cs
Assets/SibylSystem/Menu/Menu.cs
+82
-57
Assets/SibylSystem/Ocgcore/OCGobjects/gameCard.cs
Assets/SibylSystem/Ocgcore/OCGobjects/gameCard.cs
+4
-4
Assets/SibylSystem/ResourceManagers/GameTextureManager.cs
Assets/SibylSystem/ResourceManagers/GameTextureManager.cs
+81
-30
Assets/old/UiverseAssests/art_plugin/attack_light_line/ocgcore/mod_ocgcore_atk_fire.prefab
...gin/attack_light_line/ocgcore/mod_ocgcore_atk_fire.prefab
+1
-1
UserSettings/Layouts/default-2021.dwlt
UserSettings/Layouts/default-2021.dwlt
+36
-36
No files found.
Assets/ArtSystem/cardDescription/new_cardDescriptionRemaster.prefab
View file @
2026bcad
...
@@ -1520,7 +1520,7 @@ MonoBehaviour:
...
@@ -1520,7 +1520,7 @@ MonoBehaviour:
mTrueTypeFont
:
{
fileID
:
12800000
,
guid
:
f775853fdfd14bb47934543e95c3bae3
,
type
:
3
}
mTrueTypeFont
:
{
fileID
:
12800000
,
guid
:
f775853fdfd14bb47934543e95c3bae3
,
type
:
3
}
mFont
:
{
fileID
:
0
}
mFont
:
{
fileID
:
0
}
mText
:
mText
:
mFontSize
:
2
0
mFontSize
:
3
0
mFontStyle
:
0
mFontStyle
:
0
mAlignment
:
1
mAlignment
:
1
mEncoding
:
1
mEncoding
:
1
...
@@ -2059,7 +2059,7 @@ MonoBehaviour:
...
@@ -2059,7 +2059,7 @@ MonoBehaviour:
mTrueTypeFont
:
{
fileID
:
12800000
,
guid
:
f775853fdfd14bb47934543e95c3bae3
,
type
:
3
}
mTrueTypeFont
:
{
fileID
:
12800000
,
guid
:
f775853fdfd14bb47934543e95c3bae3
,
type
:
3
}
mFont
:
{
fileID
:
0
}
mFont
:
{
fileID
:
0
}
mText
:
mText
:
mFontSize
:
2
0
mFontSize
:
2
5
mFontStyle
:
0
mFontStyle
:
0
mAlignment
:
0
mAlignment
:
0
mEncoding
:
1
mEncoding
:
1
...
...
Assets/SibylSystem/Menu/Menu.cs
View file @
2026bcad
...
@@ -155,9 +155,6 @@ public class Menu : WindowServantSP
...
@@ -155,9 +155,6 @@ public class Menu : WindowServantSP
#endif
#endif
}
}
/// <summary>
/// 当用户点击下载超先行卡按钮时触发
/// </summary>
void
onClickDownloadSuperPre
()
void
onClickDownloadSuperPre
()
{
{
if
(
isDownloadingSuperPre
)
if
(
isDownloadingSuperPre
)
...
@@ -169,40 +166,62 @@ public class Menu : WindowServantSP
...
@@ -169,40 +166,62 @@ public class Menu : WindowServantSP
Program
.
I
().
StartCoroutine
(
DownloadAndApplySuperPrePackCoroutine
());
Program
.
I
().
StartCoroutine
(
DownloadAndApplySuperPrePackCoroutine
());
}
}
/// <summary>
/// [修改] 这是包装器协程,负责错误捕获和状态管理。
/// </summary>
private
IEnumerator
DownloadAndApplySuperPrePackCoroutine
()
private
IEnumerator
DownloadAndApplySuperPrePackCoroutine
()
{
{
isDownloadingSuperPre
=
true
;
isDownloadingSuperPre
=
true
;
// 定义常量和路径
var
workerEnumerator
=
DownloadAndApplySuperPrePack_Worker
();
while
(
true
)
{
object
current
=
null
;
try
{
if
(!
workerEnumerator
.
MoveNext
())
{
break
;
// 工作完成,跳出循环
}
current
=
workerEnumerator
.
Current
;
}
catch
(
Exception
e
)
{
Program
.
PrintToChat
(
$"处理更新时发生严重错误:
{
e
.
Message
}
"
);
UnityEngine
.
Debug
.
LogError
(
$"[SuperPreUpdate] Error:
{
e
.
ToString
()}
"
);
break
;
// 发生错误,跳出循环
}
yield
return
current
;
}
isDownloadingSuperPre
=
false
;
}
private
IEnumerator
DownloadAndApplySuperPrePack_Worker
()
{
// --- 1. 定义常量和路径 ---
const
string
downloadUrl
=
"https://cdntx.moecube.com/ygopro-super-pre/archive/ygopro-super-pre.ypk"
;
const
string
downloadUrl
=
"https://cdntx.moecube.com/ygopro-super-pre/archive/ygopro-super-pre.ypk"
;
string
downloadsDir
=
"downloads"
;
string
expansionsDir
=
"expansions"
;
string
expansionsDir
=
"expansions"
;
string
ypkFileName
=
"ygopro-super-pre.ypk"
;
string
ypkFileName
=
"ygopro-super-pre.ypk"
;
string
zipFileName
=
"ygopro-super-pre.zip"
;
string
ypkFilePathInDownloads
=
Path
.
Combine
(
downloadsDir
,
ypkFileName
);
string
ypkFilePath
=
Path
.
Combine
(
expansionsDir
,
ypkFileName
);
string
zipFilePath
=
Path
.
Combine
(
expansionsDir
,
zipFileName
);
// 1. 确保 expansions 目录存在
// --- 2. 确保目录存在 ---
if
(!
Directory
.
Exists
(
expansionsDir
))
// (同步操作,如果失败会直接抛出 IO 异常)
{
if
(!
Directory
.
Exists
(
downloadsDir
))
Directory
.
CreateDirectory
(
downloadsDir
);
Directory
.
CreateDirectory
(
expansionsDir
);
if
(!
Directory
.
Exists
(
expansionsDir
))
Directory
.
CreateDirectory
(
expansionsDir
);
}
Program
.
PrintToChat
(
"开始检查超先行卡更新..."
);
Program
.
PrintToChat
(
"开始检查超先行卡更新...
\n请注意超先行卡更新会清空原来的 expansions 文件夹
"
);
//
2. 使用 DownloadFileWithHeadCheck 下载文件
//
--- 3. 下载文件 ---
bool
downloadCompleted
=
false
;
bool
downloadCompleted
=
false
;
bool
newVersionDownloaded
=
false
;
bool
newVersionDownloaded
=
false
;
int
lastReportedProgress
=
-
10
;
int
lastReportedProgress
=
0
;
// 用于控制进度报告的频率
// 使用一个临时变量来接收 StartCoroutine 的结果,因为我们需要 yield 它
yield
return
Program
.
I
().
StartCoroutine
(
UnityFileDownloader
.
DownloadFileWithHeadCheck
(
var
downloadCoroutine
=
UnityFileDownloader
.
DownloadFileWithHeadCheck
(
downloadUrl
,
downloadUrl
,
ypkFilePath
,
ypkFilePathInDownloads
,
(
success
)
=>
(
success
)
=>
{
downloadCompleted
=
success
;
},
{
downloadCompleted
=
success
;
},
(
progress
)
=>
(
progress
)
=>
{
{
if
(!
newVersionDownloaded
)
if
(!
newVersionDownloaded
)
...
@@ -214,53 +233,59 @@ public class Menu : WindowServantSP
...
@@ -214,53 +233,59 @@ public class Menu : WindowServantSP
if
(
currentProgress
>=
lastReportedProgress
+
10
)
if
(
currentProgress
>=
lastReportedProgress
+
10
)
{
{
Program
.
PrintToChat
(
$"下载进度:
{
currentProgress
}
%"
);
Program
.
PrintToChat
(
$"下载进度:
{
currentProgress
}
%"
);
lastReportedProgress
=
currentProgress
;
// 更新已报告的进度
lastReportedProgress
=
currentProgress
;
}
}
}
}
));
);
yield
return
Program
.
I
().
StartCoroutine
(
downloadCoroutine
);
//
3. 处理下载结果
//
--- 4. 处理下载结果 ---
if
(!
downloadCompleted
)
if
(!
downloadCompleted
)
{
{
Program
.
PrintToChat
(
"超先行卡更新失败,请检查网络连接或稍后再试。"
);
throw
new
Exception
(
"文件下载失败,请检查网络或稍后再试。"
);
isDownloadingSuperPre
=
false
;
yield
break
;
// 提前退出协程
}
}
// --- 5. 应用更新 ---
if
(
newVersionDownloaded
)
if
(
newVersionDownloaded
)
{
{
Program
.
PrintToChat
(
"下载完成,开始解压。"
);
Program
.
PrintToChat
(
"下载完成,开始应用更新..."
);
yield
return
null
;
yield
return
null
;
try
{
Program
.
PrintToChat
(
"正在清理旧文件..."
);
// 我们将 .ypk 文件复制为 .zip 来进行解压,而不是重命名它。
// 同步操作,如果失败会抛出异常
File
.
Copy
(
ypkFilePath
,
zipFilePath
,
true
);
// `true` 表示如果目标文件已存在则覆盖
ClearDirectory
(
expansionsDir
);
yield
return
null
;
// 解压 .zip 文件
byte
[]
zipData
=
File
.
ReadAllBytes
(
zipFilePath
);
Program
.
PrintToChat
(
"正在解压新文件..."
);
Program
.
I
().
ExtractZipFile
(
zipData
,
expansionsDir
);
byte
[]
ypkData
=
File
.
ReadAllBytes
(
ypkFilePathInDownloads
);
Program
.
PrintToChat
(
"解压完成!"
);
// 同步操作,如果失败会抛出异常
Program
.
I
().
ExtractZipFile
(
ypkData
,
expansionsDir
);
// 清理临时的 .zip 文件并提示用户
File
.
Delete
(
zipFilePath
);
Program
.
PrintToChat
(
"更新成功!请【重启游戏】以使改动完全生效。"
);
Program
.
PrintToChat
(
"超先行卡包已成功应用,请【重启游戏】以使改动完全生效。"
);
}
catch
(
Exception
e
)
{
Program
.
PrintToChat
(
$"应用更新时发生错误:
{
e
.
Message
}
"
);
// 如果zip文件还存在,尝试删除
if
(
File
.
Exists
(
zipFilePath
))
{
File
.
Delete
(
zipFilePath
);
}
}
}
}
else
else
{
{
Program
.
PrintToChat
(
"
文件已是最新版本,无需下载
。"
);
Program
.
PrintToChat
(
"
您的超先行卡包已是最新版本,无需更新
。"
);
}
}
}
isDownloadingSuperPre
=
false
;
/// <summary>
/// [辅助方法] 安全地清空一个目录下的所有文件和子目录。
/// </summary>
private
void
ClearDirectory
(
string
dirPath
)
{
if
(!
Directory
.
Exists
(
dirPath
))
return
;
DirectoryInfo
di
=
new
DirectoryInfo
(
dirPath
);
foreach
(
FileInfo
file
in
di
.
GetFiles
())
{
file
.
Delete
();
}
foreach
(
DirectoryInfo
dir
in
di
.
GetDirectories
())
{
dir
.
Delete
(
true
);
}
}
}
public
static
void
deleteShell
()
public
static
void
deleteShell
()
...
...
Assets/SibylSystem/Ocgcore/OCGobjects/gameCard.cs
View file @
2026bcad
...
@@ -2453,8 +2453,8 @@ public class gameCard : OCGobject
...
@@ -2453,8 +2453,8 @@ public class gameCard : OCGobject
.
GetComponent
<
YGO1superShower
>();
.
GetComponent
<
YGO1superShower
>();
shower
.
card
.
mainTexture
=
tex
;
shower
.
card
.
mainTexture
=
tex
;
shower
.
closeup
.
mainTexture
=
texc
;
shower
.
closeup
.
mainTexture
=
texc
;
shower
.
closeup
.
height
=
36
0
;
shower
.
closeup
.
height
=
40
0
;
shower
.
closeup
.
width
=
(
int
)(
36
0
*
shower
.
closeup
.
mainTexture
.
width
/
shower
.
closeup
.
mainTexture
.
height
);
shower
.
closeup
.
width
=
(
int
)(
40
0
*
shower
.
closeup
.
mainTexture
.
width
/
shower
.
closeup
.
mainTexture
.
height
);
Ocgcore
.
LRCgo
=
shower
.
gameObject
;
Ocgcore
.
LRCgo
=
shower
.
gameObject
;
destroy
(
shower
.
gameObject
,
0.7f
,
false
,
true
);
destroy
(
shower
.
gameObject
,
0.7f
,
false
,
true
);
}
}
...
@@ -2516,8 +2516,8 @@ public class gameCard : OCGobject
...
@@ -2516,8 +2516,8 @@ public class gameCard : OCGobject
.
GetComponent
<
YGO1superShower
>();
.
GetComponent
<
YGO1superShower
>();
shower
.
card
.
mainTexture
=
tex
;
shower
.
card
.
mainTexture
=
tex
;
shower
.
closeup
.
mainTexture
=
texc
;
shower
.
closeup
.
mainTexture
=
texc
;
shower
.
closeup
.
height
=
36
0
;
shower
.
closeup
.
height
=
40
0
;
shower
.
closeup
.
width
=
(
int
)(
36
0
*
shower
.
closeup
.
mainTexture
.
width
/
shower
.
closeup
.
mainTexture
.
height
);
shower
.
closeup
.
width
=
(
int
)(
40
0
*
shower
.
closeup
.
mainTexture
.
width
/
shower
.
closeup
.
mainTexture
.
height
);
Ocgcore
.
LRCgo
=
shower
.
gameObject
;
Ocgcore
.
LRCgo
=
shower
.
gameObject
;
destroy
(
shower
.
gameObject
,
2f
,
false
,
true
);
destroy
(
shower
.
gameObject
,
2f
,
false
,
true
);
}
}
...
...
Assets/SibylSystem/ResourceManagers/GameTextureManager.cs
View file @
2026bcad
...
@@ -376,7 +376,7 @@ public class GameTextureManager
...
@@ -376,7 +376,7 @@ public class GameTextureManager
switch
(
pic
.
type
)
switch
(
pic
.
type
)
{
{
case
GameTextureType
.
card_picture
:
case
GameTextureType
.
card_picture
:
case
GameTextureType
.
field_picture
:
case
GameTextureType
.
field_picture
:
// 卡图和场地直接使用,无需额外处理
// 卡图和场地直接使用,无需额外处理
texture
=
tempTexture
;
texture
=
tempTexture
;
// 因为我们直接用了tempTexture,所以不要销毁它
// 因为我们直接用了tempTexture,所以不要销毁它
...
@@ -469,59 +469,110 @@ public class GameTextureManager
...
@@ -469,59 +469,110 @@ public class GameTextureManager
return
new
RectInt
(
x
,
y
,
width
,
height
);
return
new
RectInt
(
x
,
y
,
width
,
height
);
}
}
// private static Texture2D ProcessFeatureTexture(PictureResource pic, Texture2D source)
// {
// RectInt cropRect = GetCardArtRect(pic, source.width, source.height);
// if (cropRect.width <= 0 || cropRect.height <= 0) return null;
// Color32[] pixels = source.GetPixels32();
// int sourceWidth = source.width;
// int newWidth = cropRect.width;
// int newHeight = cropRect.height;
// Color32[] newPixels = new Color32[newWidth * newHeight];
// // 复制裁剪区域的像素
// for (int row = 0; row < newHeight; row++)
// {
// for (int col = 0; col < newWidth; col++)
// {
// int sourceIndex = (cropRect.y + row) * sourceWidth + (cropRect.x + col);
// int destIndex = row * newWidth + col;
// newPixels[destIndex] = pixels[sourceIndex];
// }
// }
// // 应用边缘淡出效果
// float fadeMargin = 40f;
// for (int y = 0; y < newHeight; y++)
// {
// for (int x = 0; x < newWidth; x++)
// {
// float alpha = 1.0f;
// // 计算到四条边的距离
// float distToLeft = x;
// float distToRight = newWidth - 1 - x;
// float distToTop = newHeight - 1 - y;
// float distToBottom = y;
// if (distToLeft < fadeMargin) alpha = Mathf.Min(alpha, distToLeft / fadeMargin);
// if (distToRight < fadeMargin) alpha = Mathf.Min(alpha, distToRight / fadeMargin);
// if (distToTop < fadeMargin) alpha = Mathf.Min(alpha, distToTop / fadeMargin);
// if (distToBottom < fadeMargin) alpha = Mathf.Min(alpha, distToBottom / fadeMargin);
// int index = y * newWidth + x;
// newPixels[index].a = (byte)(newPixels[index].a * alpha * 0.7f); // 乘以0.7f以匹配原效果
// }
// }
// // 创建最终纹理
// Texture2D finalTexture = new Texture2D(newWidth, newHeight, TextureFormat.RGBA32, false);
// finalTexture.SetPixels32(newPixels);
// finalTexture.Apply();
// // 计算k值(基于alpha不为0的最后一行)
// CalculateKValue(pic, newPixels, newWidth, newHeight);
// return finalTexture;
// }
// PictureResource pic 参数可能不再需要,但为了保持调用方代码不变,我们暂时保留它。
private
static
Texture2D
ProcessFeatureTexture
(
PictureResource
pic
,
Texture2D
source
)
private
static
Texture2D
ProcessFeatureTexture
(
PictureResource
pic
,
Texture2D
source
)
{
{
RectInt
cropRect
=
GetCardArtRect
(
pic
,
source
.
width
,
source
.
height
);
// 如果源纹理为空,直接返回
if
(
cropRect
.
width
<=
0
||
cropRect
.
height
<=
0
)
return
null
;
if
(
source
==
null
)
return
null
;
Color32
[]
pixels
=
source
.
GetPixels32
();
// 1. 不再调用 GetCardArtRect,直接使用源纹理的完整尺寸
int
sourceWidth
=
source
.
width
;
int
width
=
source
.
width
;
int
height
=
source
.
height
;
int
newWidth
=
cropRect
.
width
;
// 2. 获取源纹理的完整像素数组
int
newHeight
=
cropRect
.
height
;
Color32
[]
pixels
=
source
.
GetPixels32
();
Color32
[]
newPixels
=
new
Color32
[
newWidth
*
newHeight
];
// 复制裁剪区域的像素
// 3. 不再需要像素拷贝循环,因为我们要在整个纹理上操作
for
(
int
row
=
0
;
row
<
newHeight
;
row
++)
{
for
(
int
col
=
0
;
col
<
newWidth
;
col
++)
{
int
sourceIndex
=
(
cropRect
.
y
+
row
)
*
sourceWidth
+
(
cropRect
.
x
+
col
);
int
destIndex
=
row
*
newWidth
+
col
;
newPixels
[
destIndex
]
=
pixels
[
sourceIndex
];
}
}
//
应用边缘淡出效果
//
4. 应用边缘淡出效果 (这段逻辑几乎不变,只是作用于整个 'pixels' 数组)
float
fadeMargin
=
40f
;
float
fadeMargin
=
40f
;
for
(
int
y
=
0
;
y
<
newH
eight
;
y
++)
for
(
int
y
=
0
;
y
<
h
eight
;
y
++)
{
{
for
(
int
x
=
0
;
x
<
newW
idth
;
x
++)
for
(
int
x
=
0
;
x
<
w
idth
;
x
++)
{
{
float
alpha
=
1.0f
;
float
alpha
=
1.0f
;
// 计算到四条边的距离
// 计算到四条边的距离
float
distToLeft
=
x
;
float
distToLeft
=
x
;
float
distToRight
=
newW
idth
-
1
-
x
;
float
distToRight
=
w
idth
-
1
-
x
;
float
distToTop
=
newHeight
-
1
-
y
;
float
distToTop
=
height
-
1
-
y
;
// Y坐标在像素数组中是从上到下的
float
distToBottom
=
y
;
float
distToBottom
=
y
;
// 根据距离计算Alpha衰减
if
(
distToLeft
<
fadeMargin
)
alpha
=
Mathf
.
Min
(
alpha
,
distToLeft
/
fadeMargin
);
if
(
distToLeft
<
fadeMargin
)
alpha
=
Mathf
.
Min
(
alpha
,
distToLeft
/
fadeMargin
);
if
(
distToRight
<
fadeMargin
)
alpha
=
Mathf
.
Min
(
alpha
,
distToRight
/
fadeMargin
);
if
(
distToRight
<
fadeMargin
)
alpha
=
Mathf
.
Min
(
alpha
,
distToRight
/
fadeMargin
);
if
(
distToTop
<
fadeMargin
)
alpha
=
Mathf
.
Min
(
alpha
,
distToTop
/
fadeMargin
);
if
(
distToTop
<
fadeMargin
)
alpha
=
Mathf
.
Min
(
alpha
,
distToTop
/
fadeMargin
);
if
(
distToBottom
<
fadeMargin
)
alpha
=
Mathf
.
Min
(
alpha
,
distToBottom
/
fadeMargin
);
if
(
distToBottom
<
fadeMargin
)
alpha
=
Mathf
.
Min
(
alpha
,
distToBottom
/
fadeMargin
);
int
index
=
y
*
newWidth
+
x
;
int
index
=
y
*
width
+
x
;
newPixels
[
index
].
a
=
(
byte
)(
newPixels
[
index
].
a
*
alpha
*
0.7f
);
// 乘以0.7f以匹配原效果
// 将计算出的透明度与原有的透明度相乘
pixels
[
index
].
a
=
(
byte
)(
pixels
[
index
].
a
*
alpha
*
0.7f
);
// 乘以0.7f以匹配原效果
}
}
}
}
//
创建最终
纹理
//
5. 创建一个与源纹理尺寸相同的新
纹理
Texture2D
finalTexture
=
new
Texture2D
(
newWidth
,
newH
eight
,
TextureFormat
.
RGBA32
,
false
);
Texture2D
finalTexture
=
new
Texture2D
(
width
,
h
eight
,
TextureFormat
.
RGBA32
,
false
);
finalTexture
.
SetPixels32
(
newPixels
);
finalTexture
.
SetPixels32
(
pixels
);
// 将修改后的完整像素数组应用上去
finalTexture
.
Apply
();
finalTexture
.
Apply
();
//
计算k值(基于alpha不为0的最后一行)
//
6. k值计算仍然有效,因为它现在会基于整个处理后的图像进行计算
CalculateKValue
(
pic
,
newPixels
,
newWidth
,
newH
eight
);
CalculateKValue
(
pic
,
pixels
,
width
,
h
eight
);
return
finalTexture
;
return
finalTexture
;
}
}
...
...
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View file @
2026bcad
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m_ConstrainProportionsScale
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m_ShowMode
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m_Title
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fileID
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m_RootView
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m_MinSize
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m_MaxSize
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m_MaxSize
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m_MinSize
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m_MaxSize
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m_ObjectHideFlags
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m_MaxSize
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m_ObjectHideFlags
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m_MaxSize
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controlID
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MonoBehaviour
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MonoBehaviour
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m_ObjectHideFlags
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m_MinSize
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m_MaxSize
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m_ActualView
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m_Panes
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fileID
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fileID
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m_ActualView
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m_Panes
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fileID
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search
m_OriginalText
:
trans_men
m_FilterByTypeIntersection
:
0
m_FilterByTypeIntersection
:
0
m_ViewMode
:
1
m_ViewMode
:
1
m_StartGridSize
:
64
m_StartGridSize
:
64
...
@@ -813,9 +813,9 @@ MonoBehaviour:
...
@@ -813,9 +813,9 @@ MonoBehaviour:
m_IsLocked
:
0
m_IsLocked
:
0
m_FolderTreeState
:
m_FolderTreeState
:
scrollPos
:
{
x
:
0
,
y
:
179
}
scrollPos
:
{
x
:
0
,
y
:
179
}
m_SelectedIDs
:
caaf
0000
m_SelectedIDs
:
daae
0000
m_LastClickedID
:
4
500
2
m_LastClickedID
:
4
476
2
m_ExpandedIDs
:
00000000
b2ae0000b4ae0000b6ae0000b8ae0000baae0000bcae0000beae0000c6
ae000000ca9a3bffffff7f
m_ExpandedIDs
:
00000000
78ae00007aae00007cae00007eae000080ae000082ae000084ae00008c
ae000000ca9a3bffffff7f
m_RenameOverlay
:
m_RenameOverlay
:
m_UserAcceptedRename
:
0
m_UserAcceptedRename
:
0
m_Name
:
m_Name
:
...
@@ -843,7 +843,7 @@ MonoBehaviour:
...
@@ -843,7 +843,7 @@ MonoBehaviour:
scrollPos
:
{
x
:
0
,
y
:
0
}
scrollPos
:
{
x
:
0
,
y
:
0
}
m_SelectedIDs
:
m_SelectedIDs
:
m_LastClickedID
:
0
m_LastClickedID
:
0
m_ExpandedIDs
:
00000000
b2ae0000b4ae0000b6ae0000b8ae0000baae0000bcae0000be
ae0000
m_ExpandedIDs
:
00000000
78ae00007aae00007cae00007eae000080ae000082ae000084
ae0000
m_RenameOverlay
:
m_RenameOverlay
:
m_UserAcceptedRename
:
0
m_UserAcceptedRename
:
0
m_Name
:
m_Name
:
...
@@ -921,9 +921,9 @@ MonoBehaviour:
...
@@ -921,9 +921,9 @@ MonoBehaviour:
m_Pos
:
m_Pos
:
serializedVersion
:
2
serializedVersion
:
2
x
:
0
x
:
0
y
:
540
y
:
487
width
:
1146
width
:
1146
height
:
4
01
height
:
4
54
m_ViewDataDictionary
:
{
fileID
:
0
}
m_ViewDataDictionary
:
{
fileID
:
0
}
m_OverlayCanvas
:
m_OverlayCanvas
:
m_LastAppliedPresetName
:
Default
m_LastAppliedPresetName
:
Default
...
...
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