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Merge branch 'master' of http://192.168.123.2:3000/ck/XiuXianGame

lzx 14 hours ago
parent
commit
d179a3f588

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Assets/Scripts/Core/CameraEffect/StressReceiver.cs

@@ -3,6 +3,7 @@ using UnityEngine;
 
 public class StressReceiver : MonoBehaviour
 {
+  
     public float trauma;
     private float _trauma;
     private Vector3 _lastPosition;

+ 15 - 0
Assets/Scripts/Core/Utility/CapyCamera.cs

@@ -0,0 +1,15 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class CapyCamera : MonoBehaviour
+{
+    public Camera targetCamera;
+    public Camera myCamera;
+  
+    // Update is called once per frame
+    void Update()
+    {
+        myCamera.fieldOfView= targetCamera.fieldOfView;
+    }
+}

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Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/CombatSenceController.cs

@@ -36,9 +36,9 @@ namespace GameLogic.Combat.CombatTool
         // private float _shengShiAddTime;
         private bool _isUpdateShengShi;
 
-        private SceneMonoConfig SceneMonoConfig;
+        private SceneMonoConfigBasic SceneMonoConfig;
 
-        private RandomAllMap RandomAllMap;
+        // private RandomAllMap RandomAllMap;
 
         private float shengShiRan;
         // private List
@@ -49,11 +49,11 @@ namespace GameLogic.Combat.CombatTool
             moveRoot = gameObject.transform;
             CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
 
-            var task_a = AssetBundleLoadManager.Instance.LoadAssetAsyncTask<GameObject>("LevelBattle02.prefab",
+            var task_a = AssetBundleLoadManager.Instance.LoadAssetAsyncTask<GameObject>("LevelBattle01.prefab",
                 delegate(AssetHandle assetHandle)
                 {
                     GameObject gameObject = assetHandle.AssetObject<GameObject>();
-                    SceneMonoConfig = gameObject.GetComponent<SceneMonoConfig>();
+                    SceneMonoConfig = gameObject.GetComponent<SceneMonoConfigBasic>();
                     SceneMonoConfig.shengShiMaterial.SetFloat(Ran,0.1f); 
                 });
             cTaskAwaitBuffer.AddTask(task_a);
@@ -66,10 +66,10 @@ namespace GameLogic.Combat.CombatTool
             lasetPos = new Vector3(0, 20, 0);
             await cTaskAwaitBuffer.WaitAll();
             currBesselPath = InitBesselPath(lasetPos);
-            SceneMonoConfig.Init(Camera.main.transform.parent);
-            RandomAllMap = new RandomAllMap();
-            RandomAllMap.Init(moveRoot, SceneMonoConfig);
-            RandomAllMap.Update();
+            SceneMonoConfig.Init(Camera.main.transform.parent,moveRoot);
+            // RandomAllMap = new RandomAllMap();
+            // RandomAllMap.Init(moveRoot, SceneMonoConfig);
+            // RandomAllMap.Update();
         }
 
 
@@ -121,92 +121,92 @@ namespace GameLogic.Combat.CombatTool
             // InitButton(besselPath);
         }
 
-        private async CTask InitRoadside(CombatSencePath besselPath)
-        {
-            SceneConfig sceneConfig = SceneMonoConfig.roadside;
-            int count = Random.Range(sceneConfig.minCount, sceneConfig.maxCount);
-            for (int i = 0; i < count; i++)
-            {
-                SceneObjectConfig sceneObjectConfig = sceneConfig.GetSceneObjectConfig();
-                if (sceneObjectConfig == null)
-                {
-                    continue;
-                }
-
-                float md = Random.Range(0.05f, 1f);
-                Vector3 p = besselPath.GetValue(md);
-                Vector3 p2 = besselPath.GetValue(md - 0.01f);
-                Vector3 dir = (p - p2);
-                Vector3 cross = Vector3.Cross(dir, Vector3.up);
-                cross = cross.normalized;
-                int odds = Random.Range(0, 100);
-                p += cross * Random.Range(12, 25) * (odds < 50 ? 1 : -1);
-                SceneDecoration gameObjectPool = await GetSceneDecoration(sceneObjectConfig);
-                GameObject g = gameObjectPool.pool.own;
-                besselPath.allPool.Add(gameObjectPool);
-                float y = Random.Range(sceneObjectConfig.minY, sceneObjectConfig.maxY);
-                g.transform.position = new Vector3(p.x, y, p.z);
-                g.transform.eulerAngles = new Vector3(-90, 0, Random.Range(0, 360));
-            }
-        }
-
-        private async CTask InitRoadside_1(CombatSencePath besselPath)
-        {
-            SceneConfig sceneConfig = SceneMonoConfig.roadside_1;
-            int count = Random.Range(sceneConfig.minCount, sceneConfig.maxCount);
-            for (int i = 0; i < count; i++)
-            {
-                SceneObjectConfig sceneObjectConfig = sceneConfig.GetSceneObjectConfig();
-                if (sceneObjectConfig == null)
-                {
-                    continue;
-                }
-
-                float md = Random.Range(0.05f, 1f);
-                Vector3 p = besselPath.GetValue(md);
-                Vector3 p2 = besselPath.GetValue(md - 0.01f);
-                Vector3 dir = (p - p2);
-                Vector3 cross = Vector3.Cross(dir, Vector3.up);
-                cross = cross.normalized;
-                int odds = Random.Range(0, 100);
-                p += cross * Random.Range(40, 60) * (odds < 50 ? 1 : -1);
-                SceneDecoration gameObjectPool = await GetSceneDecoration(sceneObjectConfig);
-                GameObject g = gameObjectPool.pool.own;
-                besselPath.allPool.Add(gameObjectPool);
-                float y = Random.Range(sceneObjectConfig.minY, sceneObjectConfig.maxY);
-                g.transform.position = new Vector3(p.x, y, p.z);
-                g.transform.eulerAngles = new Vector3(-90, 0, Random.Range(0, 360));
-            }
-        }
-
-        private async CTask InitButton(CombatSencePath besselPath)
-        {
-            SceneConfig sceneConfig = SceneMonoConfig.button;
-            int count = Random.Range(sceneConfig.minCount, sceneConfig.maxCount);
-            for (int i = 0; i < count; i++)
-            {
-                SceneObjectConfig sceneObjectConfig = sceneConfig.GetSceneObjectConfig();
-                if (sceneObjectConfig == null)
-                {
-                    continue;
-                }
-
-                float md = Random.Range(0.05f, 1f);
-                Vector3 p = besselPath.GetValue(md);
-                Vector3 p2 = besselPath.GetValue(md - 0.01f);
-                Vector3 dir = (p - p2);
-                Vector3 cross = Vector3.Cross(dir, Vector3.up);
-                cross = cross.normalized;
-                // int odds = Random.Range(0, 100);
-                p += cross * Random.Range(-20, 20);
-                SceneDecoration gameObjectPool = await GetSceneDecoration(sceneObjectConfig);
-                GameObject g = gameObjectPool.pool.own;
-                besselPath.allPool.Add(gameObjectPool);
-                float y = Random.Range(sceneObjectConfig.minY, sceneObjectConfig.maxY);
-                g.transform.position = new Vector3(p.x, y, p.z);
-                g.transform.eulerAngles = new Vector3(-90, 0, Random.Range(0, 360));
-            }
-        }
+        // private async CTask InitRoadside(CombatSencePath besselPath)
+        // {
+        //     SceneConfig sceneConfig = SceneMonoConfig.roadside;
+        //     int count = Random.Range(sceneConfig.minCount, sceneConfig.maxCount);
+        //     for (int i = 0; i < count; i++)
+        //     {
+        //         SceneObjectConfig sceneObjectConfig = sceneConfig.GetSceneObjectConfig();
+        //         if (sceneObjectConfig == null)
+        //         {
+        //             continue;
+        //         }
+        //
+        //         float md = Random.Range(0.05f, 1f);
+        //         Vector3 p = besselPath.GetValue(md);
+        //         Vector3 p2 = besselPath.GetValue(md - 0.01f);
+        //         Vector3 dir = (p - p2);
+        //         Vector3 cross = Vector3.Cross(dir, Vector3.up);
+        //         cross = cross.normalized;
+        //         int odds = Random.Range(0, 100);
+        //         p += cross * Random.Range(12, 25) * (odds < 50 ? 1 : -1);
+        //         SceneDecoration gameObjectPool = await GetSceneDecoration(sceneObjectConfig);
+        //         GameObject g = gameObjectPool.pool.own;
+        //         besselPath.allPool.Add(gameObjectPool);
+        //         float y = Random.Range(sceneObjectConfig.minY, sceneObjectConfig.maxY);
+        //         g.transform.position = new Vector3(p.x, y, p.z);
+        //         g.transform.eulerAngles = new Vector3(-90, 0, Random.Range(0, 360));
+        //     }
+        // }
+
+        // private async CTask InitRoadside_1(CombatSencePath besselPath)
+        // {
+        //     SceneConfig sceneConfig = SceneMonoConfig.roadside_1;
+        //     int count = Random.Range(sceneConfig.minCount, sceneConfig.maxCount);
+        //     for (int i = 0; i < count; i++)
+        //     {
+        //         SceneObjectConfig sceneObjectConfig = sceneConfig.GetSceneObjectConfig();
+        //         if (sceneObjectConfig == null)
+        //         {
+        //             continue;
+        //         }
+        //
+        //         float md = Random.Range(0.05f, 1f);
+        //         Vector3 p = besselPath.GetValue(md);
+        //         Vector3 p2 = besselPath.GetValue(md - 0.01f);
+        //         Vector3 dir = (p - p2);
+        //         Vector3 cross = Vector3.Cross(dir, Vector3.up);
+        //         cross = cross.normalized;
+        //         int odds = Random.Range(0, 100);
+        //         p += cross * Random.Range(40, 60) * (odds < 50 ? 1 : -1);
+        //         SceneDecoration gameObjectPool = await GetSceneDecoration(sceneObjectConfig);
+        //         GameObject g = gameObjectPool.pool.own;
+        //         besselPath.allPool.Add(gameObjectPool);
+        //         float y = Random.Range(sceneObjectConfig.minY, sceneObjectConfig.maxY);
+        //         g.transform.position = new Vector3(p.x, y, p.z);
+        //         g.transform.eulerAngles = new Vector3(-90, 0, Random.Range(0, 360));
+        //     }
+        // }
+
+        // private async CTask InitButton(CombatSencePath besselPath)
+        // {
+        //     SceneConfig sceneConfig = SceneMonoConfig.button;
+        //     int count = Random.Range(sceneConfig.minCount, sceneConfig.maxCount);
+        //     for (int i = 0; i < count; i++)
+        //     {
+        //         SceneObjectConfig sceneObjectConfig = sceneConfig.GetSceneObjectConfig();
+        //         if (sceneObjectConfig == null)
+        //         {
+        //             continue;
+        //         }
+        //
+        //         float md = Random.Range(0.05f, 1f);
+        //         Vector3 p = besselPath.GetValue(md);
+        //         Vector3 p2 = besselPath.GetValue(md - 0.01f);
+        //         Vector3 dir = (p - p2);
+        //         Vector3 cross = Vector3.Cross(dir, Vector3.up);
+        //         cross = cross.normalized;
+        //         // int odds = Random.Range(0, 100);
+        //         p += cross * Random.Range(-20, 20);
+        //         SceneDecoration gameObjectPool = await GetSceneDecoration(sceneObjectConfig);
+        //         GameObject g = gameObjectPool.pool.own;
+        //         besselPath.allPool.Add(gameObjectPool);
+        //         float y = Random.Range(sceneObjectConfig.minY, sceneObjectConfig.maxY);
+        //         g.transform.position = new Vector3(p.x, y, p.z);
+        //         g.transform.eulerAngles = new Vector3(-90, 0, Random.Range(0, 360));
+        //     }
+        // }
 
         private async CTask<SceneDecoration> GetSceneDecoration(SceneObjectConfig sceneObjectConfig)
         {
@@ -309,7 +309,7 @@ namespace GameLogic.Combat.CombatTool
 
         public void Update(float t)
         {
-            SceneMonoConfig?.Update();
+            SceneMonoConfig?.UpdateScene();
             if (currBesselPath != null)
             {
                 currBesselPath.Update(t);
@@ -320,10 +320,7 @@ namespace GameLogic.Combat.CombatTool
                 NextBesselPath.Update(t);
             }
 
-            if (RandomAllMap != null)
-            {
-                RandomAllMap.Update();
-            }
+            
 
             if (_isUpdateShengShi)
             {

+ 161 - 0
Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/SceneCJ2MonoConfig.cs

@@ -0,0 +1,161 @@
+using System.Collections.Generic;
+using Fort23.UTool;
+using UnityEngine;
+using Utility;
+
+namespace GameLogic.Combat.CombatTool.SceneTool
+{
+    public class SceneCJ2MonoConfig : SceneMonoConfigBasic
+    {
+        public Color fogColor;
+        public float fogStartDistance;
+        public float fogEndDistance;
+        public GameObject[] allObject;
+        public float radius;
+        private Map<int, GameObjectPool> _allGameObjectPools = new Map<int, GameObjectPool>();
+        private Map<int, GameObjectPool> _downAllGameObjectPools = new Map<int, GameObjectPool>();
+
+        protected override void ProInit()
+        {
+            RenderSettings.fogColor= fogColor;
+            RenderSettings.fogStartDistance = fogStartDistance;
+            RenderSettings.fogEndDistance = fogEndDistance;
+        }
+
+        protected override void ProUpdate()
+        {
+        
+
+            Vector3 pos = moveRoot.position;
+            List<int> removeKey = new List<int>();
+            for (_allGameObjectPools.Begin(); _allGameObjectPools.Next();)
+            {
+                if (_allGameObjectPools.Value == null)
+                {
+                    continue;
+                }
+
+                Vector3 objetcPos = _allGameObjectPools.Value.own.transform.position;
+                if (Vector3.Distance(pos, objetcPos) > 600)
+                {
+                    removeKey.Add(_allGameObjectPools.Key);
+                    GObjectPool.Instance.Recycle(_allGameObjectPools.Value);
+                    // _allGameObjectPools.Value.SetActive(false);
+                }
+            }
+
+            for (int i = 0; i < removeKey.Count; i++)
+            {
+                _allGameObjectPools.Remove(removeKey[i]);
+            }
+
+            removeKey.Clear();
+
+            for (_downAllGameObjectPools.Begin(); _downAllGameObjectPools.Next();)
+            {
+                if (_downAllGameObjectPools.Value == null)
+                {
+                    continue;
+                }
+
+                Vector3 objetcPos = _downAllGameObjectPools.Value.own.transform.position;
+                if (Vector3.Distance(pos, objetcPos) > 600)
+                {
+                    removeKey.Add(_downAllGameObjectPools.Key);
+                    GObjectPool.Instance.Recycle(_downAllGameObjectPools.Value);
+                    // _allGameObjectPools.Value.SetActive(false);
+                }
+            }
+
+            for (int i = 0; i < removeKey.Count; i++)
+            {
+                _downAllGameObjectPools.Remove(removeKey[i]);
+            }
+
+            // float radius = radius;
+            int x = (int)(pos.x / radius);
+            int z = (int)(pos.z / radius);
+            float xStartInit = x;
+            float zStartInit = z;
+            for (int i = -4; i <= 20; i++)
+            {
+                for (int j = -4; j <= 20; j++)
+                {
+                    float currX = (xStartInit + i) * radius;
+                    float currZ = (zStartInit + j) * radius;
+                    int key = (int)(currX * 1000 + currZ);
+                    InitUp(key, currX, currZ);
+                    InitDown(key, currX, currZ, i, j);
+                }
+            }
+        }
+
+        private void InitUp(int key, float currX, float currZ)
+        {
+            if (_allGameObjectPools.ContainsKey(key))
+            {
+                return;
+            }
+
+            GameObjectPool gameObjectPool = GetObejct(80);
+            if (gameObjectPool != null)
+            {
+                float y = Random.Range(45.0f, 65.0f);
+                float x = Random.Range(-3.0f, 3.0f);
+                float z = Random.Range(-2.0f, 2.0f);
+                gameObjectPool.own.transform.position = new Vector3(currX + x, y, currZ + z);
+                float ry = Random.Range(0, 360);
+                Vector3 eulerAngles = gameObjectPool.own.transform.eulerAngles;
+                gameObjectPool.own.transform.eulerAngles = new Vector3(eulerAngles.x, ry, eulerAngles.z);
+            }
+
+            _allGameObjectPools.Add(key, gameObjectPool);
+        }
+
+        private void InitDown(int key, float currX, float currZ, int xintdex, int yindex)
+        {
+            if (_downAllGameObjectPools.ContainsKey(key))
+            {
+                return;
+            }
+
+            int odds = 50;
+          
+            GameObjectPool gameObjectPool = GetObejct(odds);
+            if (gameObjectPool != null)
+            {
+                float y = Random.Range(-1.0f, 5.0f);
+                if(Mathf.Abs(Mathf.Abs(xintdex)-1)<=1)
+                {
+                     y = Random.Range(-1.0f, 1.0f);
+                }
+               
+                float x = Random.Range(-3.0f, 3.0f);
+                float z = Random.Range(-2.0f, 2.0f);
+                gameObjectPool.own.transform.position = new Vector3(currX + x, y, currZ + z);
+                float ry = Random.Range(0, 360);
+
+                Vector3 eulerAngles = gameObjectPool.own.transform.eulerAngles;
+                gameObjectPool.own.transform.eulerAngles = new Vector3(eulerAngles.x, ry, eulerAngles.z);
+            }
+
+            _downAllGameObjectPools.Add(key, gameObjectPool);
+        }
+
+        private GameObjectPool GetObejct(int currOdds)
+        {
+            int odds = Random.Range(0, 100);
+            if (odds < currOdds)
+            {
+                return null;
+            }
+
+            int index = Random.Range(0, allObject.Length);
+            GameObject gameObject = allObject[index];
+            // GameObject go = GameObject.Instantiate(gameObject);
+            GameObjectPool gameObjectPool =
+                GObjectPool.Instance.FetchAsyncForGameObject<GameObjectPool>(gameObject, gameObject.name);
+            return gameObjectPool;
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/SceneCJ2MonoConfig.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 43f1d0747d2d4b1ab0a3a298f9db7f35
+timeCreated: 1755068477

+ 74 - 14
Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/SceneMonoConfig.cs

@@ -1,33 +1,93 @@
+using System.Collections.Generic;
+using Fort23.UTool;
 using OfficeOpenXml.FormulaParsing.Excel.Functions.Math;
 using UnityEngine;
+using Utility;
 
 namespace GameLogic.Combat.CombatTool.SceneTool
 {
-    public class SceneMonoConfig : MonoBehaviour
+    public class SceneMonoConfig : SceneMonoConfigBasic
     {
+        public Color fogColor;
+        public float fogStartDistance;
+        public float fogEndDistance;
         public GameObject[] allObject;
         public float radius;
         public string dec;
-        public SceneConfig roadside;
-        public SceneConfig roadside_1;
-        public SceneConfig button;
 
-        public GameObject skyObejct;
+        // private Transform root;
 
-        public Material shengShiMaterial;
-        private Transform root;
+        private SceneMonoConfig sceneMonoConfig;
 
-        public void Init(Transform root)
+        private Map<int, GameObjectPool> _allGameObjectPools = new Map<int, GameObjectPool>();
+
+        protected override void ProInit()
         {
-            this.root = root;
-            roadside.Init();
-            roadside_1.Init();
-            button.Init();
+            RenderSettings.fogColor= fogColor;
+            RenderSettings.fogStartDistance = fogStartDistance;
+            RenderSettings.fogEndDistance = fogEndDistance;
+            this.sceneMonoConfig = this;
+        }
+
+        protected override void ProUpdate()
+        {
+            Vector3 pos = moveRoot.position;
+            List<int> removeKey = new List<int>();
+            for (_allGameObjectPools.Begin(); _allGameObjectPools.Next();)
+            {
+                Vector3 objetcPos = _allGameObjectPools.Value.own.transform.position;
+                if (Vector3.Distance(pos, objetcPos) > 300)
+                {
+                    removeKey.Add(_allGameObjectPools.Key);
+                    GObjectPool.Instance.Recycle(_allGameObjectPools.Value);
+                    // _allGameObjectPools.Value.SetActive(false);
+                }
+            }
+
+            for (int i = 0; i < removeKey.Count; i++)
+            {
+                _allGameObjectPools.Remove(removeKey[i]);
+            }
+
+
+            float radius = sceneMonoConfig.radius;
+            int x = (int)(pos.x / radius);
+            int z = (int)(pos.z / radius);
+            float xStartInit = x;
+            float zStartInit = z;
+            for (int i = -3; i <= 3; i++)
+            {
+                for (int j = -3; j <= 4; j++)
+                {
+                    // if (i == 0 && j == 0)
+                    // {
+                    //     continue;
+                    // }
+
+                    float currX = (xStartInit + i) * radius;
+                    float currZ = (zStartInit + j) * radius;
+                    int key = (int)(currX * 1000 + currZ);
+                    if (_allGameObjectPools.ContainsKey(key))
+                    {
+                        continue;
+                    }
+
+                    GameObjectPool gameObjectPool = GetObejct();
+                    float y = Random.Range(-2, 0);
+                    gameObjectPool.own.transform.position = new Vector3(currX, y, currZ);
+                    _allGameObjectPools.Add(key, gameObjectPool);
+                }
+            }
         }
 
-        public void Update()
+        private GameObjectPool GetObejct()
         {
-            skyObejct.transform.position = new Vector3(root.position.x, 0, root.position.z);
+            int index = Random.Range(0, sceneMonoConfig.allObject.Length);
+            GameObject gameObject = sceneMonoConfig.allObject[index];
+            // GameObject go = GameObject.Instantiate(gameObject);
+            GameObjectPool gameObjectPool =
+                GObjectPool.Instance.FetchAsyncForGameObject<GameObjectPool>(gameObject, gameObject.name);
+            return gameObjectPool;
         }
     }
 }

+ 35 - 0
Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/SceneMonoConfigBasic.cs

@@ -0,0 +1,35 @@
+using Fort23.UTool;
+using UnityEngine;
+
+namespace GameLogic.Combat.CombatTool.SceneTool
+{
+    public class SceneMonoConfigBasic: MonoBehaviour
+    {
+        public GameObject skyObejct;
+
+        public Material shengShiMaterial;
+        protected Transform root;
+        protected Transform moveRoot;
+        public void Init(Transform root,Transform moveRoot)
+        {
+            this.root = root;
+            this.moveRoot = moveRoot;
+            ProInit();
+        }
+
+        protected virtual void ProInit()
+        {
+            
+        }
+
+        public void UpdateScene()
+        {
+            skyObejct.transform.position = new Vector3(root.position.x, 0, root.position.z);
+            ProUpdate();
+        }
+        protected virtual void ProUpdate()
+        {
+            
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/SceneMonoConfigBasic.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 5342693c698b4ee5a1dba9d34a13b73e
+timeCreated: 1755067965

+ 3 - 3
UserSettings/EditorUserSettings.asset

@@ -42,13 +42,13 @@ EditorUserSettings:
       value: 5753045f5d005b5f0b0a082315715d44464e4b7b797125622e284430bbe66d68
       flags: 0
     RecentlyUsedSceneGuid-7:
-      value: 52570c02000d5e025a58597212725c4440161c2e797a75607f2c4467b7b3323e
+      value: 53520353570c0b5d0c5a0d2141755e44104e4a297d7c7762792d4a61bbb6613c
       flags: 0
     RecentlyUsedSceneGuid-8:
-      value: 525456020100515e5d5f087145710844404f1c797d2e7262752d4b67b0b6373e
+      value: 52570c02000d5e025a58597212725c4440161c2e797a75607f2c4467b7b3323e
       flags: 0
     RecentlyUsedSceneGuid-9:
-      value: 53520353570c0b5d0c5a0d2141755e44104e4a297d7c7762792d4a61bbb6613c
+      value: 525456020100515e5d5f087145710844404f1c797d2e7262752d4b67b0b6373e
       flags: 0
     Systems Window:
       value: 183b144645154b7802000a2b17364d11021e17246e72662b47695d73a2a07478a2a505e1e82d6f2f100cca3210371526d1051c05e22a040f2507f00b32f01c061ccb5a9f5ace1e10d81c50a48d5d91a3959694aa9ad8efd7c9f2afe0f1c0fcfdf6f8b6f2a5a6dacfb89debbfa1cbc9c3f5c3bac18e9c89c1bbdec2d6f2b992939996c59699c79ae8d182b7baad82aba0b0aea88398abdbf1dd8a8ea765ffc520262728fafcf8f6c28eb162945c71898d6167877a72a980809c9f71cecece859d579fd5f106dbdadb21de0dde237c686c76706641634c764f547c624a7e622d6628286620686f653d2b635a0204003e0805017509093043470e3643041c5d5b415c54450e1c424b420f6e4b634e636263696655641a1f273c0f083c1102ec362de62318e9ea25ab61ade8ed0ee30655b0b6b7b8176615

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