This commit is contained in:
2026-05-02 23:52:48 +08:00
parent 8a4e082e6c
commit 8dbcbd17b5
24 changed files with 9751 additions and 16747 deletions
+20
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@@ -0,0 +1,20 @@
using UnityEngine;
public static class ClipboardUtility
{
/// <summary>
/// 设置剪贴板文本(Windows / macOS / iOS / Android 通用)
/// </summary>
public static void SetText(string text)
{
GUIUtility.systemCopyBuffer = text ?? string.Empty;
}
/// <summary>
/// 获取剪贴板文本(Windows / macOS / iOS / Android 通用)
/// </summary>
public static string GetText()
{
return GUIUtility.systemCopyBuffer;
}
}
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+1 -1
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@@ -15,7 +15,7 @@ public class SubUIBase : UIBase
[HideInInspector] public SubUIManager uIManager;
public Button btn_Close;
Vector3 standardSize;
Vector3 standardSize=Vector3.one;
public UIEffect uIEffect=UIEffect.tan;
public virtual void Awake()
{
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@@ -38,7 +38,7 @@ namespace Assets.MyGame.Scripts.Net.WebResponses.ChineseChess
/// <summary>
/// 金币数量
/// </summary>
public int gold { get; set; } = 1000;
public int gold { get; set; }
}
[Serializable]
/// <summary>
@@ -82,7 +82,7 @@ namespace Assets.MyGame.Scripts.Net.WebResponses.ChineseChess
/// <summary>
/// 金币数量
/// </summary>
public int gold { get; set; } = 1000;
public int gold { get; set; }
}
[Serializable]
/// <summary>
@@ -164,7 +164,7 @@ namespace Assets.MyGame.Scripts.Net.WebResponses.ChineseChess
/// <summary>
/// 金币数量
/// </summary>
public int gold { get; set; } = 0;
public int gold { get; set; }
}
+216 -81
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@@ -1,125 +1,260 @@
using Assets.MyGame.Scripts.Net.API;
using Spine.Unity;
//using Assets.MyGame.Scripts.Net.API;
//using Spine.Unity;
//using System;
//using System.Collections;
//using System.Collections.Generic;
//using System.Linq;
//using TMPro;
//using Unity.VisualScripting;
//using UnityEngine;
//using UnityEngine.UI;
//public class SitPosData : MonoBehaviour
//{
// [Header("用户id")]
// public string user;
// [Header("座位id")]
// public int posID;
// [Header("金币")]
// public TextMeshProUGUI tMP_TurretConsumeNum;
// public TextMeshProUGUI tMP_GoldNum;
// public Button btn_TurretAdd;
// public Button btn_TurretMinus;
// public long goldNum;
// public long consumeGoldNum;
// [Header("炮台")]
// public Dictionary<string, TurretData> dic_Turrets=new Dictionary<string, TurretData>();
// public List<TurretData> list_Turrets=new List<TurretData>();
// public int currentTurretIndex = 0;
// public string currentTurretID = "";
// public TurretData currentTurret;
// [Header("锁定")]
// public MonsterContral monCotl_Lock;
// public Transform monCotl_Lock_Position;
// public bool isLock=false;
// public GameObject lockFX;
// [Header("当前炮塔")]
// public Transform tra_CurrTurret;
// public Transform tra_CurrFly; //星际迷航特有
// public GameObject changeTurretList;
// public Action<TurretState> OnStateChange;
// public void ChangeState(TurretState state)
// {
// OnStateChange?.Invoke(state);
// }
// public void Awake()
// {
// //list_Turrets.Sort((td1,td2) =>
// //{
// // return td1.turretID.CompareTo(td2.turretLevel);
// //});
// dic_Turrets = list_Turrets.ToDictionary(td => td.turretID);
// btn_TurretAdd.onClick.AddListener(() =>
// {
// ChangeTurretAddConsumeNum(1000);
// });
// btn_TurretMinus.onClick.AddListener(() =>
// {
// ChangeTurretMinusConsumeNum(1000);
// });
// }
// public void Update()
// {
// }
// public void ChangeTurret(int n=0)
// {
// if (currentTurretIndex>list_Turrets.Count|| currentTurretIndex<0)
// {
// //currentTurretIndex = currentTurretIndex;
// }
// else
// {
// currentTurretIndex = n;
// }
// if (currentTurret != null)
// {
// currentTurret.gameObject.SetActive(false);
// }
// currentTurretID = list_Turrets[currentTurretIndex].turretID; //dic_Turrets[currentTurretID];
// currentTurret=dic_Turrets[currentTurretID];
// currentTurret.gameObject.SetActive(true);
// // ⭐ 关键:把状态机入口绑定到当前炮台
// OnStateChange = currentTurret.ChangeState;
// gameObject.SetActive(true);
// tra_CurrTurret =currentTurret.transform.GetChild(0);
// tra_CurrFly = currentTurret.transform.GetChild(1);
// }
// public void ChangeTurretConsumeNum(int n = 0)
// {
// consumeGoldNum = n;
// tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
// }
// public void ChangeTurretAddConsumeNum(int n = 0)
// {
// consumeGoldNum += n;
// tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
// }
// public void ChangeTurretMinusConsumeNum(int n = 0)
// {
// consumeGoldNum -= n;
// tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
// }
// public bool ConsumeGold(int bl=1)
// {
// long temp = goldNum - consumeGoldNum*bl;
// if (temp > 0)
// {
// goldNum = temp;
// tMP_GoldNum.text = goldNum.ToString();
// return true;
// }
// return false;
// }
//}
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using TMPro;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
public class SitPosData : MonoBehaviour
{
[Header("用户id")]
// -------------------------
// 玩家信息
// -------------------------
public string user;
[Header("座位id")]
public int posID;
[Header("金币")]
public long goldNum;
public long consumeGoldNum;
public TextMeshProUGUI tMP_TurretConsumeNum;
public TextMeshProUGUI tMP_GoldNum;
public Button btn_TurretAdd;
public Button btn_TurretMinus;
public long goldNum;
public long consumeGoldNum;
[Header("炮台")]
public Dictionary<string, TurretData> dic_Turrets=new Dictionary<string, TurretData>();
public List<TurretData> list_Turrets=new List<TurretData>();
// -------------------------
// 炮台管理
// -------------------------
public List<TurretData> list_Turrets = new List<TurretData>();
public Dictionary<string, TurretData> dic_Turrets = new Dictionary<string, TurretData>();
public int currentTurretIndex = 0;
public string currentTurretID = "";
public TurretData currentTurret;
[Header("锁定")]
// 状态机入口(GameMainPanel 调用)
public Action<TurretState> OnStateChange;
// -------------------------
// 炮台旋转
// -------------------------
public Transform tra_CurrTurret;
public float currentAngle;
// -------------------------
// 锁定系统
// -------------------------
public MonsterContral monCotl_Lock;
public Transform monCotl_Lock_Position;
public bool isLock=false;
public bool isLock;
public GameObject lockFX;
[Header("当前炮塔")]
public SkeletonGraphic skeletonAnimation;
public Animation old_CurrAnimation;
public Transform tra_CurrTurret;
public Transform tra_CurrFly; //星际迷航特有
// -------------------------
// UI
// -------------------------
public Button btn_TurretAdd;
public Button btn_TurretMinus;
public GameObject changeTurretList;
public void Awake()
private void Awake()
{
//list_Turrets.Sort((td1,td2) =>
//{
// return td1.turretID.CompareTo(td2.turretLevel);
//});
dic_Turrets = list_Turrets.ToDictionary(td => td.turretID);
btn_TurretAdd.onClick.AddListener(() =>
{
ChangeTurretAddConsumeNum(1000);
});
btn_TurretMinus.onClick.AddListener(() =>
{
ChangeTurretMinusConsumeNum(1000);
dic_Turrets = list_Turrets.ToDictionary(t => t.turretID);
});
btn_TurretAdd.onClick.AddListener(() => ChangeTurretAddConsumeNum(1000));
btn_TurretMinus.onClick.AddListener(() => ChangeTurretMinusConsumeNum(1000));
}
public void Update()
// -------------------------
// 切换炮台
// -------------------------
public void ChangeTurret(int index)
{
}
public void ChangeTurret(int n=0)
{
if (currentTurretIndex>list_Turrets.Count|| currentTurretIndex<0)
{
//currentTurretIndex = currentTurretIndex;
}
else
{
currentTurretIndex = n;
}
if (currentTurret != null)
{
currentTurret.gameObject.SetActive(false);
}
currentTurretID = list_Turrets[currentTurretIndex].turretID; //dic_Turrets[currentTurretID];
currentTurret=dic_Turrets[currentTurretID];
currentTurretIndex = Mathf.Clamp(index, 0, list_Turrets.Count - 1);
currentTurret = list_Turrets[currentTurretIndex];
currentTurret.gameObject.SetActive(true);
// 绑定状态机入口
OnStateChange = currentTurret.ChangeState;
gameObject.SetActive(true);
tra_CurrTurret =currentTurret.transform.GetChild(0);
tra_CurrFly = currentTurret.transform.GetChild(1);
skeletonAnimation = currentTurret.obj_Animation.GetComponent<SkeletonGraphic>();
old_CurrAnimation = currentTurret.obj_Animation.GetComponent<Animation>();
// 缓存旋转点
tra_CurrTurret = currentTurret.transform.GetChild(0);
}
public void ChangeTurretConsumeNum(int n = 0)
// -------------------------
// 切换状态(GameMainPanel 调用)
// -------------------------
public void ChangeState(TurretState state)
{
consumeGoldNum = n;
tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
OnStateChange?.Invoke(state);
}
public void ChangeTurretAddConsumeNum(int n = 0)
// -------------------------
// 炮台旋转
// -------------------------
public void SetRotation(float angle)
{
currentAngle = angle;
tra_CurrTurret.rotation = Quaternion.Euler(0, 0, angle);
}
// -------------------------
// 获取发射点(给 GameMainPanel)
// -------------------------
public Vector2 GetBulletStartPos()
{
return currentTurret.GetBulletStartWorldPos();
}
// -------------------------
// 金币消耗
// -------------------------
public bool ConsumeGold(int mul = 1)
{
long temp = goldNum - consumeGoldNum * mul;
if (temp < 0) return false;
goldNum = temp;
tMP_GoldNum.text = goldNum.ToString();
return true;
}
public void ChangeTurretAddConsumeNum(int n)
{
consumeGoldNum += n;
tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
}
public void ChangeTurretMinusConsumeNum(int n = 0)
public void ChangeTurretMinusConsumeNum(int n)
{
consumeGoldNum -= n;
tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
}
public bool ConsumeGold(int bl=1)
{
long temp = goldNum - consumeGoldNum*bl;
if (temp > 0)
{
goldNum = temp;
tMP_GoldNum.text = goldNum.ToString();
return true;
}
return false;
}
}
+166 -18
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@@ -1,32 +1,180 @@
using Spine.Unity;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public enum TurretAnimType
{
None = 0,
skeletonAnimation = 1,
animation = 2,
animator = 3
}
public enum TurretState
{
None = 0,
Idle = 1,
Attack = 2,
LaserStart = 3,
LaserLoop = 4,
LaserEnd = 5
}
public class TurretData : MonoBehaviour
{
[Header("基础")]
public string turretID;
public int turretLevel;
public SitPosData setPosData;
public Button btn_AddTurretNum;
public Button btn_SubTractTurretNum;
public GameObject bulletPrefab;
public GameObject bulletPrefab_Two;
public Transform tra_BulletStartPosition;
public GameObject obj_Animation;
public string startTurret;
public void OnEnable()
[Header("动画组件")]
public SkeletonGraphic skeletonAnimation;
public Animation old_CurrAnimation;
public Animator new_CurrAnimation;
public TurretAnimType currTurretType;
public bool isFrenzy=false;
[Header("动画名")]
public string idleAnim;
public string attackAnim;
public string laserStartAnim;
public string laserLoopAnim;
public string laserEndAnim;
private TurretState currState;
private void Awake()
{
foreach (var item in GetComponentsInChildren<SkeletonGraphic>())
if (setPosData != null)
setPosData.OnStateChange = ChangeState;
}
private void OnEnable()
{
PlayState(TurretState.Idle);
}
public Vector2 GetBulletStartWorldPos()
{
if (tra_BulletStartPosition == null)
return Vector2.zero;
// 如果是 UI RectTransform(UGUI)
RectTransform rect = tra_BulletStartPosition.GetComponent<RectTransform>();
if (rect != null)
{
if (item.gameObject.activeSelf)
{
item.AnimationState.SetAnimation(0, startTurret, false);
}
// 1. UI 本地坐标 → Canvas 坐标
Vector2 canvasPos = CoordinateTransformation.AnchoredPos_ToCanvas(
rect,
UIManager.Instance.uiRoot.GetComponent<Canvas>()
);
// 2. Canvas 坐标 → 世界坐标
return CoordinateTransformation.CanvasToWorld(
canvasPos,
UIManager.Instance.uiRoot.GetComponent<RectTransform>(),
Camera.main
);
}
// 如果不是 UI(比如 3D Transform)
return tra_BulletStartPosition.position;
}
public void SetFrenzy(bool value)
{
isFrenzy = value;
if (skeletonAnimation != null)
skeletonAnimation.timeScale = isFrenzy ? 2f : 1f;
if (new_CurrAnimation != null)
new_CurrAnimation.speed = isFrenzy ? 2f : 1f;
if (old_CurrAnimation != null)
{
foreach (AnimationState state in old_CurrAnimation)
state.speed = isFrenzy ? 2f : 1f;
}
}
public void ChangeState(TurretState newState)
{
if (currState == newState) return;
currState = newState;
PlayState(newState);
}
private void PlayState(TurretState state)
{
switch (currTurretType)
{
case TurretAnimType.skeletonAnimation:
PlaySkeleton(state);
break;
case TurretAnimType.animation:
PlayLegacy(state);
break;
case TurretAnimType.animator:
PlayAnimator(state);
break;
}
}
private void PlaySkeleton(TurretState state)
{
if (skeletonAnimation == null) return;
string anim = state switch
{
TurretState.Idle => idleAnim,
TurretState.Attack => attackAnim,
TurretState.LaserStart => laserStartAnim,
TurretState.LaserLoop => laserLoopAnim,
TurretState.LaserEnd => laserEndAnim,
_ => idleAnim
};
bool loop = state == TurretState.Attack || state == TurretState.LaserLoop;
skeletonAnimation.AnimationState.SetAnimation(0, anim, loop);
// 激光开始 → 自动进入 Loop
if (state == TurretState.LaserStart)
{
skeletonAnimation.AnimationState.AddAnimation(0, laserLoopAnim, true, 0f);
}
}
private void PlayLegacy(TurretState state)
{
if (old_CurrAnimation == null) return;
string anim = state switch
{
TurretState.Idle => idleAnim,
TurretState.Attack => attackAnim,
TurretState.LaserStart => laserStartAnim,
TurretState.LaserLoop => laserLoopAnim,
TurretState.LaserEnd => laserEndAnim,
_ => idleAnim
};
old_CurrAnimation.Play(anim);
}
private void PlayAnimator(TurretState state)
{
if (new_CurrAnimation == null) return;
new_CurrAnimation.SetInteger("State", (int)state);
}
}
@@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ZhanShenTurret : TurretData
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
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@@ -1,13 +1,18 @@
using Assets.MyGame.Scripts.Net.WebResponses.ChineseChess;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class UIChineseChessCreateRoom : SubUIBase
{
public Button btn_CreateRoom_Hei;
public Button btn_CreateRoom_Red;
public Button btn_CreateRoom;
public Button btn_CopyPassword;
public Toggle toggle_Red;
public Toggle toggle_Black;
public TMP_InputField tMPInput_Password;
int gameType=1;
// Start is called before the first frame update
public override void Awake()
{
@@ -19,7 +24,29 @@ public class UIChineseChessCreateRoom : SubUIBase
// gameType=1,
// });
//});
btn_CopyPassword.onClick.AddListener(() =>
{
ClipboardUtility.SetText(tMPInput_Password.text);
});
toggle_Black.onValueChanged.AddListener((a) =>
{
gameType = 1;
});
toggle_Red.onValueChanged.AddListener((a) =>
{
gameType = 2;
});
tMPInput_Password.onValueChanged.AddListener((a) =>
{
if (a[a.Length-1]>57|| a[a.Length - 1]<48)
{
tMPInput_Password.text = a.Substring(0,a.Length - 1);
}
if (a.Length>6)
{
tMPInput_Password.text=a.Substring(0,6);
}
});
}
protected override void OnShow(object args = null)
@@ -28,30 +55,26 @@ public class UIChineseChessCreateRoom : SubUIBase
if (args != null)
{
var v = (ChineseChessGameClassList.ChessGameRoom)args;
btn_CreateRoom_Hei.onClick.RemoveAllListeners();
btn_CreateRoom_Red.onClick.RemoveAllListeners();
btn_CreateRoom.onClick.RemoveAllListeners();
btn_CreateRoom_Hei.onClick.AddListener(() =>
btn_CreateRoom.onClick.AddListener(() =>
{
WebSocketSendList.CreateRoomChineseChess(new Assets.MyGame.Scripts.Net.WebResponses.ChineseChess.ChineseChessGameClassList.CreateRoomParam
if (tMPInput_Password.text.Length==6)
{
gameType = 1,
gold = 1000,
password = "123456",
roomId=v.roomId,
userId= GameManager.Instance.user.id
});
});
btn_CreateRoom_Red.onClick.AddListener(() =>
{
WebSocketSendList.CreateRoomChineseChess(new Assets.MyGame.Scripts.Net.WebResponses.ChineseChess.ChineseChessGameClassList.CreateRoomParam
WebSocketSendList.CreateRoomChineseChess(new Assets.MyGame.Scripts.Net.WebResponses.ChineseChess.ChineseChessGameClassList.CreateRoomParam
{
gameType = gameType,
gold = 1000,
password = tMPInput_Password.text,
roomId = v.roomId,
userId = GameManager.Instance.user.id
});
}
else
{
gameType = 2,
gold = 1000,
password = "123456",
roomId = v.roomId,
userId = GameManager.Instance.user.id
});
UIManager.Instance.ShowBoardError("密码格式不正确");
}
});
}
@@ -19,11 +19,12 @@ public class UIChineseChessDistrict : SubUIBase
public override void Awake()
{
btn_Close.onClick.AddListener(() =>
{
UIManager.Instance.Close(UIPanel.MainGamePanelZGXQ);
UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel);
});
base.Awake();
//btn_Close.onClick.AddListener(() =>
//{
// UIManager.Instance.Close(UIPanel.MainGamePanelZGXQ);
// UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel);
//});
@@ -88,7 +89,7 @@ public class UIChineseChessDistrict : SubUIBase
tran.name = item.roomId;
itemListDic.Add(item.roomId, tran);
ChineseChessMainPanel.dic_RoomData[item.roomId]=(item);
var slider = tran.transform.GetChild(1).GetComponent<Slider>();
var slider = tran.transform.GetChild(0).GetComponent<Slider>();
int allPlayerCount = item.users.Count;
//int allPlayerCount = item.currentOnlinePlayerCount + item.robotCount;
slider.value = (float)allPlayerCount / 2;
@@ -100,8 +101,8 @@ public class UIChineseChessDistrict : SubUIBase
{
slider.fillRect.GetChild(0).gameObject.SetActive(false);
}
tran.transform.GetChild(2).GetComponent<TextMeshProUGUI>().text = allPlayerCount + "/" + 2;
tran.transform.GetChild(3).GetComponent<TextMeshProUGUI>().text = item.roomId.ToString();
tran.transform.GetChild(1).GetComponent<TextMeshProUGUI>().text = allPlayerCount + "/" + 2;
tran.transform.GetChild(2).GetComponent<TextMeshProUGUI>().text = item.roomId.Split("-")[1].ToString();
i++;
}
scroll.horizontalNormalizedPosition = 0;
@@ -3,23 +3,47 @@ using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class UIChineseChessJoinRoom : SubUIBase
{
public TMP_InputField tMPInput_Password;
public Button btn_Notarize;
public Button btn_Paste;
public override void Awake()
{
base.Awake();
btn_Paste.onClick.AddListener(() =>
{
tMPInput_Password.text = ClipboardUtility.GetText();
});
}
protected override void OnShow(object args = null)
{
base.OnShow(args);
var v = (ChineseChessGameClassList.ChessGameRoom)args;
btn_Notarize.onClick.RemoveAllListeners();
btn_Notarize.onClick.AddListener(() =>
{
if (tMPInput_Password.text.Length == 6)
{
WebSocketSendList.JoinGameChineseChess(v.roomId, tMPInput_Password.text, GameManager.Instance.user.id);
}
else
{
UIManager.Instance.ShowBoardError("密码格式错误");
}
});
if (args != null)
{
var v = (ChineseChessGameClassList.ChessGameRoom)args;
tMPInput_Password.text = "";
tMPInput_Password.onValueChanged.RemoveAllListeners();
tMPInput_Password.onValueChanged.AddListener((a) =>
{
if (a.Length == 6)
if (a.Length > 6)
{
WebSocketSendList.JoinGameChineseChess(v.roomId,a,GameManager.Instance.user.id);
tMPInput_Password.text = a.Substring(0, 6);
}
});
}
@@ -4241,7 +4241,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 0
m_IsActive: 1
--- !u!224 &7454869339547118872
RectTransform:
m_ObjectHideFlags: 0
@@ -30,8 +30,11 @@ public class GameMainPanel_Base : UIBase
#if UNITY_EDITOR
public void OnGUI()
{
if (GameManager.Instance.gameData.currRoomData != null)
{
textMeshProUGUI_RoomID.text = GameManager.Instance.gameData.currRoomData.roomId;
textMeshProUGUI_RoomID.text = GameManager.Instance.gameData.currRoomData.roomId;
}
}
#endif
}
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -26,6 +26,7 @@ public class UIHome_BY_MySelectRoomPanel : SubUIBase
float horizontalNormalizedPosition;
public override void Awake()
{
btn_NextPage.onClick.AddListener(() =>
{
@@ -50,6 +51,7 @@ public class UIHome_BY_MySelectRoomPanel : SubUIBase
Hide();
});
//panel_RoomItemPrefab.onClick.AddListener(() =>
//{
// GameManager.Instance.StartGame();
@@ -73,7 +75,7 @@ public class UIHome_BY_MySelectRoomPanel : SubUIBase
}
itemPage.Clear();
text_PageNum.text = pageNum + "/" + itemPage.Count;
panel_PanelParent.SetActive(false);
//panel_PanelParent.SetActive(false);
if (args != null)
{
int i = 0;
File diff suppressed because one or more lines are too long
@@ -137932,7 +137932,7 @@ Material:
- _MaskSoftnessY: 0
- _Metallic: 0
- _OcclusionStrength: 1
- _OutlineSoftness: 0
- _OutlineSoftness: 0.192
- _OutlineUVSpeedX: 0
- _OutlineUVSpeedY: 0
- _OutlineWidth: 0