主菜单移动修复
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@ -6099,9 +6099,9 @@ RectTransform:
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@ -11636,9 +11636,9 @@ RectTransform:
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@ -12734,9 +12734,9 @@ RectTransform:
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@ -28066,9 +28066,9 @@ RectTransform:
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--- !u!114 &1845562840
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@ -1370,7 +1370,7 @@ MonoBehaviour:
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- -2100
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- -3760
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- -5350
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mainBtnScript: {fileID: 0}
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mainBtnScript: {fileID: 332514051}
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--- !u!1 &278944241
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GameObject:
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m_ObjectHideFlags: 0
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@ -10,14 +10,14 @@ public class Conversion : BaseUIPanel
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public GameObject game;
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void Start()
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{
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Button1.onClick.AddListener(() =>ButtononClick(ConversionItem.mode.ShellToEgg));
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Button2.onClick.AddListener(() =>ButtononClick(ConversionItem.mode.EggToShell));
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Button1.onClick.AddListener(() =>ButtononClick(ConversionItem.mode.ShellToEgg, Button1));
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Button2.onClick.AddListener(() =>ButtononClick(ConversionItem.mode.EggToShell, Button2));
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}
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void ButtononClick(ConversionItem.mode mymode)
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void ButtononClick(ConversionItem.mode mymode, Button button)
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{
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ButtonClickAnimationAsync(button.gameObject);
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Canvas canvas = GetComponentInParent<Canvas>();
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GameObject conver = Instantiate(game, canvas.transform);
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conver.GetComponentInChildren<ConversionItem>().mymode = mymode;
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}
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@ -1,8 +1,10 @@
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using System.Collections;
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using System.Collections.Generic;
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using Unity.Mathematics;
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using UnityEngine;
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using UnityEngine.EventSystems;
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public class sceneContorl : MonoBehaviour
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public class sceneContorl : MonoBehaviour, IDragHandler, IBeginDragHandler, IEndDragHandler
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{
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public Camera m_cam;
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public GameObject mainScene;
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@ -34,59 +36,14 @@ public class sceneContorl : MonoBehaviour
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mainSceneRectTransform = mainScene.GetComponent<RectTransform>();
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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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#if UNITY_EDITOR || UNITY_STANDALONE
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// 桌面端:鼠标按下时
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if (Input.GetMouseButtonDown(0))
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{
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m_fingerDown = true;
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m_oneFingerDragStartPos = Input.mousePosition; // 获取鼠标按下的起始位置
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}
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// 桌面端:鼠标松开时
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if (Input.GetMouseButtonUp(0))
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{
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m_fingerDown = false;
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}
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// 处理鼠标拖动
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if (m_fingerDown)
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{
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HandleFingerDragMove(Input.mousePosition);
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}
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#else
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// 移动端:单指滑动
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if (Input.touchCount == 1)
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{
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Touch touch = Input.touches[0];
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// 手指刚触碰屏幕时
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if (touch.phase == TouchPhase.Began)
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{
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m_fingerDown = true;
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m_oneFingerDragStartPos = touch.position; // 获取手指按下的起始位置
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}
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// 手指在屏幕上滑动时
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else if (touch.phase == TouchPhase.Moved)
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{
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HandleFingerDragMove(touch.position); // 处理手指拖动
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}
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}
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else
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{
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m_fingerDown = false;
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}
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#endif
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}
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/// <summary>
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/// 单指滑动
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/// </summary>
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private void HandleFingerDragMove(Vector2 fingerPos)
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{
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// 计算当前帧的滑动增量(交换顺序,保证滑动方向一致)
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Vector3 moveDelta = fingerPos - m_oneFingerDragStartPos; // 当前触摸位置 - 起始位置
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Vector3 newPos = mainSceneRectTransform.anchoredPosition;
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@ -110,22 +67,37 @@ public class sceneContorl : MonoBehaviour
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/// </summary>
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/// <param name="currentX">当前X坐标</param>
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/// <returns>返回距离最近的目标位置值</returns>
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private float GetClosestTargetValue(float currentX)
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float FindClosestNumber(float target)
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{
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float closestValue = targetPositions[0]; // 默认目标位置为数组的第一个值
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float minDistance = Mathf.Abs(currentX - targetPositions[0]); // 初始最小距离为第一个目标的距离
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float closestNumber = targetPositions[0]; // 默认第一个数为最近的数
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float minDifference = Mathf.Abs(target - closestNumber); // 计算与第一个数的差值
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// 遍历 targetPositions 数组,计算与当前位置的距离
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for (int i = 1; i < targetPositions.Length; i++)
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foreach (float number in targetPositions)
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{
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float distance = Mathf.Abs(currentX - targetPositions[i]); // 计算当前位置与目标的绝对距离
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if (distance < minDistance) // 如果当前距离比最小距离小
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float difference = Mathf.Abs(target - number); // 计算当前数与目标数的差值
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if (difference < minDifference) // 如果当前差值更小,更新最近的数
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{
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closestValue = targetPositions[i]; // 更新最近的目标位置
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minDistance = distance; // 更新最小距离
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closestNumber = number;
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minDifference = difference;
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}
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}
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return closestValue; // 返回最近目标的值
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return closestNumber;
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}
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public void OnDrag(PointerEventData eventData)
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{
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HandleFingerDragMove(eventData.position);
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}
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public void OnBeginDrag(PointerEventData eventData)
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{
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m_oneFingerDragStartPos = Input.mousePosition; // 获取鼠标按下的起始位置
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}
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public void OnEndDrag(PointerEventData eventData)
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{
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mainBtnScript.MovePanel(FindClosestNumber(mainSceneRectTransform.anchoredPosition.x));
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}
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}
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@ -53,4 +53,10 @@ public class BaseUIPanel : Base
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await Task.Delay(200);
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}
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public async void closure()
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{
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await HidePanel();
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Destroy(gameObject);
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}
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}
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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: 3792399695142846430}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: fe87c0e1cc204ed48ad3b37840f39efc, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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m_Material: {fileID: 0}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_RaycastTarget: 0
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m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
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m_Maskable: 1
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m_OnCullStateChanged:
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m_PersistentCalls:
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m_Calls: []
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m_Sprite: {fileID: 21300000, guid: 98639139831238044a2aa906c6985533, type: 3}
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m_Type: 0
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m_PreserveAspect: 1
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m_FillCenter: 1
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m_FillClockwise: 1
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m_UseSpriteMesh: 0
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m_PixelsPerUnitMultiplier: 1
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--- !u!1 &5423705521291279935
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GameObject:
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m_ObjectHideFlags: 0
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@ -1227,6 +1437,7 @@ RectTransform:
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m_ConstrainProportionsScale: 0
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m_Children:
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- {fileID: 5777725414642374465}
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- {fileID: 8212839374132598223}
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m_Father: {fileID: 0}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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@ -1285,8 +1496,8 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 530b2572632928c469745e8007fafce2, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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Panel: {fileID: 0}
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CloseBTN: {fileID: 0}
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Panel: {fileID: 5777725414642374470}
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CloseBTN: {fileID: 4965909200949386473}
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Button2: {fileID: 5423705521256640195}
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game: {fileID: 158567708259785437, guid: d07e5f76946f1694687a4ea513c37856, type: 3}
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|
Loading…
Reference in New Issue
Block a user