wangguan
2020-12-26 e371272a7885723c7b0ef31a20ae5d0fbead1d30
12.26第二次
23 files modified
189 ■■■■ changed files
Assets/Scripts/TowerDefense/Agents/HomeBaseAttacker.cs 1 ●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs 142 ●●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/UI/HUD/TowerPlacementGhost.cs 13 ●●●●● patch | view | raw | blame | history
USDKTest/.gradle/6.1.1/executionHistory/executionHistory.bin patch | view | raw | blame | history
USDKTest/.gradle/6.1.1/executionHistory/executionHistory.lock patch | view | raw | blame | history
USDKTest/.gradle/6.1.1/fileHashes/fileHashes.bin patch | view | raw | blame | history
USDKTest/.gradle/6.1.1/fileHashes/fileHashes.lock patch | view | raw | blame | history
USDKTest/.gradle/6.1.1/fileHashes/resourceHashesCache.bin patch | view | raw | blame | history
USDKTest/.gradle/6.1.1/javaCompile/javaCompile.lock patch | view | raw | blame | history
USDKTest/.gradle/buildOutputCleanup/buildOutputCleanup.lock patch | view | raw | blame | history
USDKTest/.idea/workspace.xml 31 ●●●●● patch | view | raw | blame | history
USDKTest/launcher/release/launcher-release.apk patch | view | raw | blame | history
USDKTest/unityLibrary/src/main/assets/bin/Data/Managed/Assembly-CSharp-firstpass.dll patch | view | raw | blame | history
USDKTest/unityLibrary/src/main/assets/bin/Data/Managed/Assembly-CSharp.dll patch | view | raw | blame | history
USDKTest/unityLibrary/src/main/assets/bin/Data/Managed/MoreMountains.NiceVibrations.Demos.dll patch | view | raw | blame | history
USDKTest/unityLibrary/src/main/assets/bin/Data/Managed/MoreMountains.NiceVibrations.Haptics.dll patch | view | raw | blame | history
USDKTest/unityLibrary/src/main/assets/bin/Data/Managed/MoreMountains.NiceVibrations.dll patch | view | raw | blame | history
USDKTest/unityLibrary/src/main/assets/bin/Data/Managed/Sirenix.OdinInspector.CompatibilityLayer.dll patch | view | raw | blame | history
USDKTest/unityLibrary/src/main/assets/bin/Data/Managed/Unity.TextMeshPro.dll patch | view | raw | blame | history
USDKTest/unityLibrary/src/main/assets/bin/Data/Managed/Unity.Timeline.dll patch | view | raw | blame | history
USDKTest/unityLibrary/src/main/assets/bin/Data/Managed/UnityEngine.UI.dll patch | view | raw | blame | history
USDKTest/unityLibrary/src/main/assets/bin/Data/boot.config 2 ●●● patch | view | raw | blame | history
USDKTest/unityLibrary/src/main/assets/bin/Data/data.unity3d patch | view | raw | blame | history
Assets/Scripts/TowerDefense/Agents/HomeBaseAttacker.cs
@@ -53,6 +53,7 @@
            {
                if (!EndlessLevelManager.instanceExists)
                {
                    //Debug.Log("开始扣血");
                    m_FinalDestinationDamageableBehaviour.TakeDamage(damager.finalDamage, transform.position, agent.configuration.alignmentProvider);
                    PlayerHomeBase homebase = m_FinalDestinationDamageableBehaviour.GetComponent<PlayerHomeBase>();
                    if (homebase && (!homebase.isDead))
Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -1193,6 +1193,8 @@
                        //Debug.Log("未上阵区域,不管有没有塔,都强行吸附");
                        (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, "");
                        m_CurrentTower.SetGridPosition(m_GridPosition.x, m_GridPosition.y);
                        //m_CurrentTower.transform.position = (m_CurrentArea as TowerPlacementGridEndless).GridToWorld(m_GridPosition, m_CurrentTower.controller.dimensions);
                    }
@@ -1234,6 +1236,10 @@
                                        }
                                    }
                                }
                                m_CurrentTower.SetGridPosition(checkTowerPlaceTower.gridPosition.x, checkTowerPlaceTower.gridPosition.y);
                                //Debug.Log("未上阵区域,不管有没有塔,都强行吸附" + checkTowerPlaceTower.gridPosition);
                                //m_CurrentTower.transform.position = (m_CurrentArea as TowerPlacementGridEndless).GridToWorld(checkTowerPlaceTower.gridPosition, m_CurrentTower.controller.dimensions);
                            }
                        }
@@ -1242,6 +1248,8 @@
                            //Debug.Log("空格子");
                            (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, towerToMove.towerName);
                            m_CurrentTower.SetGridPosition(m_GridPosition.x, m_GridPosition.y);
                            //m_CurrentTower.transform.position = (m_CurrentArea as TowerPlacementGridEndless).GridToWorld(m_GridPosition, m_CurrentTower.controller.dimensions);
@@ -1258,6 +1266,8 @@
                                (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, towerToMove.towerName);
                                //m_CurrentTower.transform.position = towerToMove.position;
                                m_CurrentTower.SetGridPosition(m_GridPosition.x, m_GridPosition.y);
                            }
                            else
                            {
@@ -1266,6 +1276,8 @@
                                //Debug.Log("上阵区域,没有开放的塔位");
                                (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, "");
                                m_CurrentTower.SetGridPosition(m_GridPosition.x, m_GridPosition.y);
                                //m_CurrentTower.transform.position = (m_CurrentArea as TowerPlacementGridEndless).GridToWorld(m_GridPosition, m_CurrentTower.controller.dimensions);
                            }
@@ -1277,7 +1289,8 @@
            else
            {
                dragTowerPlacement.CloseCanPlace();
                m_CurrentTower.SetGridPosition(-1, -1);
                //Debug.Log("没有检测到");
            }
        }
@@ -1375,10 +1388,58 @@
                return;
            }
            if (m_CurrentTower.gridPositionX != -1)
            {
                IntVector2 moveV2 = new IntVector2(m_CurrentTower.gridPositionX, m_CurrentTower.gridPositionY);
                //判断是否未开塔
                if (!dragTowerPlacement.IsGridOpen(moveV2.x, moveV2.y))
                {
                    //Debug.Log("未开塔");
                    CancelPlaceTower(pointerInfo);
                }
                else if (moveV2 == towerToMove.gridPosition)
                {
                    //Debug.Log($"在原位 moveV2:{moveV2}   towerToMove.gridPosition:{towerToMove.gridPosition}");
                    CancelPlaceTower(pointerInfo);
                }
                else
                {
                    //判断是否有塔
                    Tower tmpT = null;
                    for (int i = 0; i < m_listTower.Count; i++)
                    {
                        if (m_listTower[i].gridPosition == moveV2)
                        {
                            tmpT = m_listTower[i];
                            break;
                        }
                    }
                    if (tmpT != null)
                    {
                        //Debug.Log("释放的时候有塔");
                        DragBuyTower(tmpT);
                    }
                    else
                    {
                        //Debug.Log("释放的时候是空格子");
                        DragBuyTower(moveV2);
                    }
                }
            }
            else
            {
                //Debug.Log("不在区域内");
                CancelPlaceTower(pointerInfo);
            }
            return;
            // 判断目标位置是否有Tower且类型和等级一致,如果没有,则GhostTower删除,原Tower显示。
            if (isValidateCombineTarget(pointerInfo))
            {
                //Debug.Log("isValidateCombineTarget");
                //Debug.Log("目标位置是否有同等级同类型的Tower.");
                TryPlaceTower(pointerInfo);
                EndlessRandomTower.instance.UpdateDescDisplay();
            }
@@ -1406,7 +1467,7 @@
            }
            else if (EndlessLevelManager.instanceExists && IsSubstitute(pointerInfo))
            {
                //Debug.Log("IsSubstitute");
                //Debug.Log("交换");
                CheckCanChangePos(pointerInfo);
            }
@@ -1884,6 +1945,81 @@
            return true;
        }
        private void DragBuyTower(Tower sTower)
        {
            Tower curTower = m_CurrentTower.controller;
            int testLvl = dragTowerLevel;
            if ((sTower.currentLevel == testLvl) &&
                (sTower.towerName == curTower.towerName))
            {
                // 先释放掉当前的Ghost塔防.
                CancelGhostPlacement();
                // 升级目标位置的塔防.
                currentSelectedTower = sTower;
                SetState(State.Normal);
                // 新的代码,合并升级为随机塔防类型.
                randomUpgradeTower();
            }
            else
            {
                IntVector2 v1 = new IntVector2(towerToMove.gridPosition.x, towerToMove.gridPosition.y);
                IntVector2 v2 = new IntVector2(sTower.gridPosition.x, sTower.gridPosition.y);
                Tower newTower1 = PlaceTowerForce(EndlessRandomTower.instance.getTowerByName(sTower.towerName), v1, sTower.currentLevel + 1, false);
                Tower newTower2 = PlaceTowerForce(m_CurrentTower.controller, v2, towerToMove.currentLevel + 1, false);
                if (towerToMove != null)
                {
                    delTower(towerToMove);
                    towerToMove.showTower(true);
                    towerToMove.Sell();
                    towerToMove = null;
                }
                delTower(sTower);
                sTower.showTower(true);
                sTower.Sell();
                sTower = null;
                CancelGhostPlacement();
                newTower1.placementArea.Occupy(newTower1.gridPosition, newTower1.dimensions);
                newTower2.placementArea.Occupy(newTower2.gridPosition, newTower2.dimensions);
                //强制交换塔的时候检查自身充能条
                newTower1.CheckCtrl();
                newTower2.CheckCtrl();
                //Debug.Log($"newTower1:{newTower1.towerName}  newTower2:{newTower2.towerName}");
                TowerPlacementGridEndless.instance.PlayPutPs(newTower2.gridPosition.x, newTower2.gridPosition.y);
            }
        }
        private void DragBuyTower(IntVector2 dragGridPosition)
        {
            Tower controller = m_CurrentTower.controller;
            Tower createdTower = Instantiate(controller);
            createdTower.Initialize(m_CurrentArea, dragGridPosition, dragTowerLevel);
            // ATTENTION TO FIX:是否应该加入List:
            addTower(createdTower);
            PlayToAttackEffect(createdTower.ElfId, createdTower.transform.position);
            dragTowerLevel = 0;
            CancelGhostPlacement();
            // 删除towerToMove,确保塔防数据不再出现多个
            if (towerToMove != null)
            {
                delTower(towerToMove);
                towerToMove.showTower(true);
                towerToMove.Sell();
                towerToMove = null;
            }
            if (m_CurrentTower != null && m_CurrentTower.controller != null)
                Destroy(m_CurrentTower.controller.gameObject);
        }
        /// <summary>
        /// 播放升级特效
        /// </summary>
Assets/Scripts/TowerDefense/UI/HUD/TowerPlacementGhost.cs
@@ -76,6 +76,16 @@
        /// </summary>
        public Collider ghostCollider { get; private set; }
        public int gridPositionX;
        public int gridPositionY;
        public void SetGridPosition(int x, int y)
        {
            gridPositionX = x;
            gridPositionY = y;
            //Debug.Log($"x:{x} y:{y}");
        }
        /// <summary>
        /// Initialize this ghost
        /// </summary>
@@ -92,6 +102,9 @@
            m_MoveVel = Vector3.zero;
            m_ValidPos = false;
            gridPositionX = tower.gridPosition.x;
            gridPositionY = tower.gridPosition.y;
            if (null != this.radiusObject)
            {
                Material tmat = radiusObject.GetComponent<MeshRenderer>().material;
USDKTest/.gradle/6.1.1/executionHistory/executionHistory.bin
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USDKTest/.gradle/6.1.1/executionHistory/executionHistory.lock
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USDKTest/.gradle/6.1.1/fileHashes/fileHashes.bin
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USDKTest/.gradle/6.1.1/fileHashes/fileHashes.lock
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USDKTest/.gradle/6.1.1/fileHashes/resourceHashesCache.bin
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USDKTest/.gradle/6.1.1/javaCompile/javaCompile.lock
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USDKTest/.gradle/buildOutputCleanup/buildOutputCleanup.lock
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USDKTest/.idea/workspace.xml
@@ -11,28 +11,7 @@
  </component>
  <component name="ChangeListManager">
    <list default="true" id="1d82a004-ec8b-4ee8-923f-fc9fa475ba66" name="Default Changelist" comment="">
      <change afterPath="$PROJECT_DIR$/../Assets/Materials/UI/tileGold.mat" afterDir="false" />
      <change afterPath="$PROJECT_DIR$/../Assets/Materials/UI/tileGold.mat.meta" afterDir="false" />
      <change afterPath="$PROJECT_DIR$/../Assets/Resources/Prefabs/BuyMesh.prefab" afterDir="false" />
      <change afterPath="$PROJECT_DIR$/../Assets/Resources/Prefabs/BuyMesh.prefab.meta" afterDir="false" />
      <change beforePath="$PROJECT_DIR$/../Assets/Prefabs/Towers/Fire/TowerLevel.prefab" beforeDir="false" afterPath="$PROJECT_DIR$/../Assets/Prefabs/Towers/Fire/TowerLevel.prefab" afterDir="false" />
      <change beforePath="$PROJECT_DIR$/../Assets/Prefabs/Towers/Water/TowerLevel.prefab" beforeDir="false" afterPath="$PROJECT_DIR$/../Assets/Prefabs/Towers/Water/TowerLevel.prefab" afterDir="false" />
      <change beforePath="$PROJECT_DIR$/../Assets/Prefabs/Towers/WoodTower/TowerLevel.prefab" beforeDir="false" afterPath="$PROJECT_DIR$/../Assets/Prefabs/Towers/WoodTower/TowerLevel.prefab" afterDir="false" />
      <change beforePath="$PROJECT_DIR$/../Assets/Prefabs/UI/EndlessTileGridBuyBtn.prefab" beforeDir="false" afterPath="$PROJECT_DIR$/../Assets/Prefabs/UI/EndlessTileGridBuyBtn.prefab" afterDir="false" />
      <change beforePath="$PROJECT_DIR$/../Assets/Scripts/Json/JsonDataCenter.cs" beforeDir="false" afterPath="$PROJECT_DIR$/../Assets/Scripts/Json/JsonDataCenter.cs" afterDir="false" />
      <change beforePath="$PROJECT_DIR$/../Assets/Scripts/TowerDefense/Agents/HomeBaseAttacker.cs" beforeDir="false" afterPath="$PROJECT_DIR$/../Assets/Scripts/TowerDefense/Agents/HomeBaseAttacker.cs" afterDir="false" />
      <change beforePath="$PROJECT_DIR$/../Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs" beforeDir="false" afterPath="$PROJECT_DIR$/../Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs" afterDir="false" />
      <change beforePath="$PROJECT_DIR$/../Assets/Scripts/TowerDefense/Towers/TowerLevel.cs" beforeDir="false" afterPath="$PROJECT_DIR$/../Assets/Scripts/TowerDefense/Towers/TowerLevel.cs" afterDir="false" />
      <change beforePath="$PROJECT_DIR$/../Assets/Scripts/TowerDefense/UI/EndlessTowerGridOpen.cs" beforeDir="false" afterPath="$PROJECT_DIR$/../Assets/Scripts/TowerDefense/UI/EndlessTowerGridOpen.cs" afterDir="false" />
      <change beforePath="$PROJECT_DIR$/../Assets/Scripts/TowerDefense/UI/HUD/PlacementTile.cs" beforeDir="false" afterPath="$PROJECT_DIR$/../Assets/Scripts/TowerDefense/UI/HUD/PlacementTile.cs" afterDir="false" />
      <change beforePath="$PROJECT_DIR$/../Assets/StreamingAssets/Table/elf_info.json" beforeDir="false" afterPath="$PROJECT_DIR$/../Assets/StreamingAssets/Table/elf_info.json" afterDir="false" />
      <change beforePath="$PROJECT_DIR$/../Assets/StreamingAssets/Table/elf_upgrade.json" beforeDir="false" afterPath="$PROJECT_DIR$/../Assets/StreamingAssets/Table/elf_upgrade.json" afterDir="false" />
      <change beforePath="$PROJECT_DIR$/../Assets/StreamingAssets/Table/endless_buff.json" beforeDir="false" afterPath="$PROJECT_DIR$/../Assets/StreamingAssets/Table/endless_buff.json" afterDir="false" />
      <change beforePath="$PROJECT_DIR$/../Assets/StreamingAssets/Table/endless_enemy.json" beforeDir="false" afterPath="$PROJECT_DIR$/../Assets/StreamingAssets/Table/endless_enemy.json" afterDir="false" />
      <change beforePath="$PROJECT_DIR$/../Assets/StreamingAssets/Table/endless_port.json" beforeDir="false" afterPath="$PROJECT_DIR$/../Assets/StreamingAssets/Table/endless_port.json" afterDir="false" />
      <change beforePath="$PROJECT_DIR$/../Assets/StreamingAssets/Table/gemcost.json" beforeDir="false" afterPath="$PROJECT_DIR$/../Assets/StreamingAssets/Table/gemcost.json" afterDir="false" />
      <change beforePath="$PROJECT_DIR$/../Assets/StreamingAssets/Table/skilllevelinfo.json" beforeDir="false" afterPath="$PROJECT_DIR$/../Assets/StreamingAssets/Table/skilllevelinfo.json" afterDir="false" />
      <change beforePath="$PROJECT_DIR$/../Assets/UI/TowerLevel/星星4.png" beforeDir="false" afterPath="$PROJECT_DIR$/../Assets/UI/TowerLevel/星星4.png" afterDir="false" />
      <change beforePath="$PROJECT_DIR$/../Assets/Materials/Guide/RectGuidance.mat" beforeDir="false" afterPath="$PROJECT_DIR$/../Assets/Materials/Guide/RectGuidance.mat" afterDir="false" />
      <change beforePath="$PROJECT_DIR$/../ProjectSettings/ProjectSettings.asset" beforeDir="false" afterPath="$PROJECT_DIR$/../ProjectSettings/ProjectSettings.asset" afterDir="false" />
      <change beforePath="$PROJECT_DIR$/.gradle/6.1.1/executionHistory/executionHistory.bin" beforeDir="false" afterPath="$PROJECT_DIR$/.gradle/6.1.1/executionHistory/executionHistory.bin" afterDir="false" />
      <change beforePath="$PROJECT_DIR$/.gradle/6.1.1/executionHistory/executionHistory.lock" beforeDir="false" afterPath="$PROJECT_DIR$/.gradle/6.1.1/executionHistory/executionHistory.lock" afterDir="false" />
@@ -41,15 +20,7 @@
      <change beforePath="$PROJECT_DIR$/.gradle/6.1.1/fileHashes/resourceHashesCache.bin" beforeDir="false" afterPath="$PROJECT_DIR$/.gradle/6.1.1/fileHashes/resourceHashesCache.bin" afterDir="false" />
      <change beforePath="$PROJECT_DIR$/.gradle/6.1.1/javaCompile/javaCompile.lock" beforeDir="false" afterPath="$PROJECT_DIR$/.gradle/6.1.1/javaCompile/javaCompile.lock" afterDir="false" />
      <change beforePath="$PROJECT_DIR$/.gradle/buildOutputCleanup/buildOutputCleanup.lock" beforeDir="false" afterPath="$PROJECT_DIR$/.gradle/buildOutputCleanup/buildOutputCleanup.lock" afterDir="false" />
      <change beforePath="$PROJECT_DIR$/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/workspace.xml" afterDir="false" />
      <change beforePath="$PROJECT_DIR$/launcher/release/launcher-release.apk" beforeDir="false" afterPath="$PROJECT_DIR$/launcher/release/launcher-release.apk" afterDir="false" />
      <change beforePath="$PROJECT_DIR$/unityLibrary/src/main/assets/Table/elf_info.json" beforeDir="false" afterPath="$PROJECT_DIR$/unityLibrary/src/main/assets/Table/elf_info.json" afterDir="false" />
      <change beforePath="$PROJECT_DIR$/unityLibrary/src/main/assets/Table/elf_upgrade.json" beforeDir="false" afterPath="$PROJECT_DIR$/unityLibrary/src/main/assets/Table/elf_upgrade.json" afterDir="false" />
      <change beforePath="$PROJECT_DIR$/unityLibrary/src/main/assets/Table/endless_buff.json" beforeDir="false" afterPath="$PROJECT_DIR$/unityLibrary/src/main/assets/Table/endless_buff.json" afterDir="false" />
      <change beforePath="$PROJECT_DIR$/unityLibrary/src/main/assets/Table/endless_enemy.json" beforeDir="false" afterPath="$PROJECT_DIR$/unityLibrary/src/main/assets/Table/endless_enemy.json" afterDir="false" />
      <change beforePath="$PROJECT_DIR$/unityLibrary/src/main/assets/Table/endless_port.json" beforeDir="false" afterPath="$PROJECT_DIR$/unityLibrary/src/main/assets/Table/endless_port.json" afterDir="false" />
      <change beforePath="$PROJECT_DIR$/unityLibrary/src/main/assets/Table/gemcost.json" beforeDir="false" afterPath="$PROJECT_DIR$/unityLibrary/src/main/assets/Table/gemcost.json" afterDir="false" />
      <change beforePath="$PROJECT_DIR$/unityLibrary/src/main/assets/Table/skilllevelinfo.json" beforeDir="false" afterPath="$PROJECT_DIR$/unityLibrary/src/main/assets/Table/skilllevelinfo.json" afterDir="false" />
      <change beforePath="$PROJECT_DIR$/unityLibrary/src/main/assets/bin/Data/Managed/Assembly-CSharp-firstpass.dll" beforeDir="false" afterPath="$PROJECT_DIR$/unityLibrary/src/main/assets/bin/Data/Managed/Assembly-CSharp-firstpass.dll" afterDir="false" />
      <change beforePath="$PROJECT_DIR$/unityLibrary/src/main/assets/bin/Data/Managed/Assembly-CSharp.dll" beforeDir="false" afterPath="$PROJECT_DIR$/unityLibrary/src/main/assets/bin/Data/Managed/Assembly-CSharp.dll" afterDir="false" />
      <change beforePath="$PROJECT_DIR$/unityLibrary/src/main/assets/bin/Data/Managed/MoreMountains.NiceVibrations.Demos.dll" beforeDir="false" afterPath="$PROJECT_DIR$/unityLibrary/src/main/assets/bin/Data/Managed/MoreMountains.NiceVibrations.Demos.dll" afterDir="false" />
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USDKTest/unityLibrary/src/main/assets/bin/Data/Managed/Unity.Timeline.dll
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USDKTest/unityLibrary/src/main/assets/bin/Data/Managed/UnityEngine.UI.dll
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USDKTest/unityLibrary/src/main/assets/bin/Data/boot.config
@@ -3,4 +3,4 @@
hdr-display-enabled=0
androidStartInFullscreen=1
androidRenderOutsideSafeArea=1
buildDate=637445535078569344
buildDate=637445652358436886
USDKTest/unityLibrary/src/main/assets/bin/Data/data.unity3d
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