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@@ -10,6 +10,8 @@ public class ZhanShenTurretData : TurretData
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[Tooltip("激光命中特效预制体:三发+锁定激活时克隆到每条激光终点(锁定目标身上),跟随目标移动;为空不生成")]
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[Tooltip("锁定后激光及特效的兜底等待秒数。⭐ 推荐:给 Animator 的 loop 状态加 ZhanShenLaserLoopSMB(或剪辑事件 ZhanShenLaserLoopBegin)→ loop 动画一开始立即显示,此值=事件超时兜底(忘配事件时到期强制显示);没配通知 → 锁定后等此秒数;0=锁定立即显示")]
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public float laserFXDelay = 0f;
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[Tooltip("主激光起点偏移:turretRotate 的本地偏移(子对象语义),⭐ 跟随炮台旋转(炮口转向时起点绕炮台中心转)。编辑器运行时用 Gizmo 可视化")]
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public Vector2 selfOffsetJGStart;
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[Tooltip("下方座位战神初始旋转(欧拉角,直接设置,覆盖该战神预制体原始旋转)。全0=保持默认朝向")]
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m_ConstrainProportionsScale: 0
|
||||
m_Children:
|
||||
- {fileID: 3242771395849007486}
|
||||
m_Father: {fileID: 8080891624328096898}
|
||||
m_Children: []
|
||||
m_Father: {fileID: 4157707394587686599}
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {x: 0, y: 0.5}
|
||||
m_AnchorMax: {x: 0, y: 0.5}
|
||||
m_AnchoredPosition: {x: 213.00006, y: 25.5}
|
||||
m_AnchoredPosition: {x: 161.00006, y: 81.50003}
|
||||
m_SizeDelta: {x: 75, y: 75}
|
||||
m_Pivot: {x: -0.00000016950071, y: 0.5}
|
||||
--- !u!222 &5669242854715313024
|
||||
|
||||
@@ -86,6 +86,7 @@ using Assets.MyGame.Scripts.Net.API;
|
||||
using Assets.MyGame.Scripts.Net.API.UserData_SubClass;
|
||||
using Assets.MyGame.Scripts.Net.APIResponses.Enum;
|
||||
using Assets.MyGame.Scripts.Net.WebResponses;
|
||||
using Assets.Framework.Tool;
|
||||
using DG.Tweening;
|
||||
using Newtonsoft.Json;
|
||||
using Spine.Unity;
|
||||
@@ -326,6 +327,9 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
item.btn_TurretAdd.gameObject.SetActive(false);
|
||||
if (item.btn_TurretMinus != null)
|
||||
item.btn_TurretMinus.gameObject.SetActive(false);
|
||||
// ⭐ 自动攻击开关与加减倍按钮一样:非本地座位隐藏
|
||||
if (item.toggle_AutoAttack != null)
|
||||
item.toggle_AutoAttack.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1496,9 +1500,6 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
_propListBuilt = true;
|
||||
if (propConfigData == null || tmp_PropItem == null || obj_PropItemParent == null) return;
|
||||
|
||||
// ⭐ 模板是场景内对象时先隐藏(引用指向预制体资产时 scene 无效,不能 SetActive 以免改资产)
|
||||
if (tmp_PropItem.scene.IsValid()) tmp_PropItem.SetActive(false);
|
||||
|
||||
for (int i = 0; i < propConfigData.props.Count; i++)
|
||||
{
|
||||
var cfg = propConfigData.props[i];
|
||||
@@ -1513,7 +1514,8 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 点击一级道具:在 tmp_PropTwoPanel 内按配置展开二级子道具列表
|
||||
/// 点击一级道具:清空后按配置的 propType 读取后端已拥有道具(user.props),
|
||||
/// 动态展开到二级 tmp_PropTwoPanel(每次点击都重建,保证数量/种类最新)
|
||||
/// </summary>
|
||||
private void ShowPropTwo(PropItemData cfg)
|
||||
{
|
||||
@@ -1527,42 +1529,108 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
Destroy(child);
|
||||
}
|
||||
|
||||
// ⚠ 注意:这里判断的是 tmp_PropTwoItem(不是 tmp_PropItem)
|
||||
if (tmp_PropTwoItem.scene.IsValid()) tmp_PropTwoItem.SetActive(false);
|
||||
|
||||
foreach (var sub in cfg.subProps)
|
||||
// ⭐ 读取后端道具:按一级道具配置的类型过滤(none = 显示全部),只显示 count > 0 的
|
||||
var matched = new List<BaseProductCount>();
|
||||
var props = GameManager.Instance.user?.props;
|
||||
if (props != null)
|
||||
{
|
||||
foreach (var p in props)
|
||||
{
|
||||
if (p == null || p.count <= 0) continue;
|
||||
if (cfg.propType != PropEnum.none && p.type != (int)cfg.propType) continue;
|
||||
matched.Add(p);
|
||||
}
|
||||
}
|
||||
|
||||
// ⭐ 只有 1 个时不用弹二层,直接触发该道具的使用效果
|
||||
if (matched.Count == 1)
|
||||
{
|
||||
UsePropEffect(matched[0]);
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var p in matched)
|
||||
{
|
||||
if (sub == null) continue;
|
||||
var item = Instantiate(tmp_PropTwoItem, tmp_PropTwoItemParent.transform);
|
||||
SetPropItemText(item, sub.name);
|
||||
SetPropItemIcon(item, sub.icon);
|
||||
var data = sub;
|
||||
SetPropItemText(item, $"{p.name} x{p.count}");
|
||||
SetPropItemIconUrl(item, p.imageUrl);
|
||||
var data = p; // 闭包捕获当前项
|
||||
var btn = GetPropItemButton(item);
|
||||
if (btn != null) btn.onClick.AddListener(() => UsePropEffect(data));
|
||||
}
|
||||
|
||||
// 该类型下没有已拥有道具时给出占位提示
|
||||
if (matched.Count == 0)
|
||||
{
|
||||
var empty = Instantiate(tmp_PropTwoItem, tmp_PropTwoItemParent.transform);
|
||||
SetPropItemText(empty, "暂无道具");
|
||||
}
|
||||
|
||||
tmp_PropTwoPanel.SetActive(true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 点击二级子道具:按枚举 effectType 分发效果(未接入的类型统一提示)
|
||||
/// 点击二级子道具:按后端道具类型(PropEnum)触发使用效果
|
||||
/// (刮刮卡/大喇叭/召唤卡/VIP经验 有实际流程,装备与碎片类不支持在游戏内使用,给予提示)
|
||||
/// </summary>
|
||||
private void UsePropEffect(SubPropData sub)
|
||||
private void UsePropEffect(BaseProductCount p)
|
||||
{
|
||||
if (sub == null) return;
|
||||
switch (sub.effectType)
|
||||
if (p == null) return;
|
||||
switch ((PropEnum)p.type)
|
||||
{
|
||||
case PropEffectType.大喇叭:
|
||||
case PropEnum.大喇叭:
|
||||
if (obj_DaLaBaPanel != null) obj_DaLaBaPanel.SetActive(true);
|
||||
break;
|
||||
case PropEffectType.召唤卡:
|
||||
case PropEnum.召唤卡:
|
||||
OnClickZhanHuanKa();
|
||||
break;
|
||||
case PropEnum.刮刮卡:
|
||||
// 与 btn_GuaGuaKa 同流程:打开刮刮卡面板
|
||||
subUIManager.ShowAsync(UIPanel.GuaGuaKa);
|
||||
break;
|
||||
case PropEnum.VIP经验:
|
||||
// 游戏内简化为一次使用1个(背包里支持滑条选数量)
|
||||
var typeName = string.IsNullOrEmpty(p.name) ? PropEnum.VIP经验.ToString() : p.name;
|
||||
UIManager.Instance.ShowTiShi($"确定使用1个{typeName}吗?", () =>
|
||||
{
|
||||
APIRequestList.UseVipExp(1, (result) =>
|
||||
{
|
||||
UIManager.Instance.ShowBoardError(string.IsNullOrEmpty(result) ? "使用成功" : result);
|
||||
// 刷新用户数据,同步道具数量与VIP经验
|
||||
APIRequestList.GetUser((user) =>
|
||||
{
|
||||
if (user != null)
|
||||
GameManager.Instance.UpdataUserData(user);
|
||||
});
|
||||
});
|
||||
});
|
||||
break;
|
||||
case PropEnum.改名卡:
|
||||
UIManager.Instance.ShowBoardError("改名卡请到主界面背包中使用");
|
||||
break;
|
||||
default:
|
||||
UIManager.Instance.ShowBoardError($"[{sub.effectType}] 效果暂未接入");
|
||||
// 装备/碎片等道具没有游戏内使用流程
|
||||
UIManager.Instance.ShowBoardError($"[{(PropEnum)p.type}] 暂不支持在游戏内使用");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>克隆项图标:按后端 imageUrl 下载(与背包面板同惯例,回调时判空防已销毁)</summary>
|
||||
private void SetPropItemIconUrl(GameObject item, string imageUrl)
|
||||
{
|
||||
if (string.IsNullOrEmpty(imageUrl)) return;
|
||||
var img = item.transform.childCount > 0 ? item.transform.GetChild(0).GetComponent<Image>() : null;
|
||||
if (img == null) img = item.GetComponent<Image>();
|
||||
if (img == null) img = item.GetComponentInChildren<Image>();
|
||||
if (img == null) return;
|
||||
WebTool.DownImage(APIManager.baseURL + imageUrl, (texture) =>
|
||||
{
|
||||
if (item == null || img == null) return;
|
||||
if (texture != null)
|
||||
img.sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), Vector2.one * 0.5f);
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>克隆项文本:优先取 child0 的 TMP,再退回自身/子级查找(与表情列表同惯例)</summary>
|
||||
private void SetPropItemText(GameObject item, string text)
|
||||
{
|
||||
|
||||
@@ -0,0 +1,27 @@
|
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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m_ObjectHideFlags: 0
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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: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 7af095737098abf4a82d9f3aec2acd56, type: 3}
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m_Name: LeftPropConfigData
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m_EditorClassIdentifier:
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props:
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- name: "\u522E\u522E\u5361"
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icon: {fileID: 21300000, guid: 22d1d87308197904daf37acd8018b57a, type: 3}
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desc:
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propType: 7
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- name: "\u53EC\u5524\u5361"
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icon: {fileID: 21300000, guid: 51e6fb12f3138424b8ed70848955769d, type: 3}
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desc:
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propType: 11
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- name: "\u5927\u5587\u53ED"
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icon: {fileID: 21300000, guid: 36cce6bf8fda6624fba6241dfdade24e, type: 3}
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desc:
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propType: 9
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 2d8fe2d5eb5e28e4daa6dda98ef29515
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -3,24 +3,9 @@ using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// 道具效果类型(一级/二级道具共用,配置时下拉选择),
|
||||
/// 具体效果在 GameMainPanel_FishBase.UsePropEffect 按枚举分发。
|
||||
/// 一级道具条目(左侧道具菜单主列表,ScriptableObject 手动配置)。
|
||||
/// 点击一级道具时,按 propType 读取后端已拥有道具(user.props)动态展开到第二层。
|
||||
/// </summary>
|
||||
public enum PropEffectType
|
||||
{
|
||||
无 = 0,
|
||||
火箭炮 = 1,
|
||||
激光炮 = 2,
|
||||
冰冻 = 3,
|
||||
锁定 = 4,
|
||||
闪电 = 5,
|
||||
护盾 = 6,
|
||||
速射 = 7,
|
||||
召唤卡 = 8,
|
||||
大喇叭 = 9,
|
||||
}
|
||||
|
||||
/// <summary>一级道具条目(左侧道具菜单主列表)</summary>
|
||||
[Serializable]
|
||||
public class PropItemData
|
||||
{
|
||||
@@ -33,41 +18,19 @@ public class PropItemData
|
||||
[Tooltip("描述(备用字段)")]
|
||||
[TextArea] public string desc;
|
||||
|
||||
[Tooltip("效果类型(枚举选择)")]
|
||||
public PropEffectType effectType = PropEffectType.无;
|
||||
|
||||
[Tooltip("二级子道具(点击一级道具后展开的细节列表)")]
|
||||
public List<SubPropData> subProps = new List<SubPropData>();
|
||||
}
|
||||
|
||||
/// <summary>二级子道具条目(细节)</summary>
|
||||
[Serializable]
|
||||
public class SubPropData
|
||||
{
|
||||
[Tooltip("子道具名")]
|
||||
public string name;
|
||||
|
||||
[Tooltip("图标(可不填)")]
|
||||
public Sprite icon;
|
||||
|
||||
[Tooltip("描述(备用字段)")]
|
||||
[TextArea] public string desc;
|
||||
|
||||
[Tooltip("效果类型(枚举选择,点击子道具时按此分发效果)")]
|
||||
public PropEffectType effectType = PropEffectType.无;
|
||||
|
||||
[Tooltip("效果参数(次数/时长/倍率等,按效果自定义含义)")]
|
||||
public int param;
|
||||
[Tooltip("对应后端道具类型(none = 不过滤,展开显示全部已拥有道具)")]
|
||||
public PropEnum propType = PropEnum.none;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 左侧道具菜单配置资产(ScriptableObject),手动配置:
|
||||
/// 左侧道具菜单配置资产(ScriptableObject),只手动配置第一层:
|
||||
/// Assets 右键 → Create → MyGame → 左侧道具配置 生成 .asset,
|
||||
/// 填好一级道具与二级子道具后,拖到 GameMainPanel_FishBase 的 propConfigData 字段。
|
||||
/// 填好一级道具(枚举选后端道具类型)后,拖到 GameMainPanel_FishBase 的 propConfigData 字段。
|
||||
/// 第二层子道具由后端道具数据动态展开,无需配置。
|
||||
/// </summary>
|
||||
[CreateAssetMenu(fileName = "PropConfigData", menuName = "MyGame/左侧道具配置", order = 0)]
|
||||
public class PropConfigData : ScriptableObject
|
||||
{
|
||||
[Header("一级道具列表(顺序 = 菜单显示顺序)")]
|
||||
[Header("一级道具列表(顺序 = 菜单显示顺序,第二层读后端道具动态展开)")]
|
||||
public List<PropItemData> props = new List<PropItemData>();
|
||||
}
|
||||
|
||||
@@ -6324,7 +6324,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 0
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m_IsActive: 1
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RectTransform:
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m_ObjectHideFlags: 0
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@@ -6597,7 +6597,7 @@ GameObject:
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m_Component:
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- component: {fileID: 7260207937314948868}
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- component: {fileID: 1313386240513734262}
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- component: {fileID: 5881680565191952735}
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- component: {fileID: 8139260103101390892}
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m_Layer: 0
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m_Name: "\u51FA\u6218"
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m_TagString: Untagged
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@@ -6632,7 +6632,7 @@ CanvasRenderer:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 5875793647059852209}
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m_CullTransparentMesh: 1
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--- !u!114 &5881680565191952735
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--- !u!114 &8139260103101390892
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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@@ -6641,7 +6641,7 @@ MonoBehaviour:
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m_GameObject: {fileID: 5875793647059852209}
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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_EditorClassIdentifier:
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@@ -6652,16 +6652,76 @@ MonoBehaviour:
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m_OnCullStateChanged:
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m_PersistentCalls:
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m_Sprite: {fileID: 21300000, guid: 892bb04876732ec4fb32653cc36d15ab, type: 3}
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m_fontMaterial: {fileID: 0}
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Reference in New Issue
Block a user