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{
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||||
"version": "1.0",
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"components": [
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"Microsoft.VisualStudio.Workload.ManagedGame"
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]
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}
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@ -0,0 +1,46 @@
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|||
using System;
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||||
using System.Collections.Generic;
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using NodeCanvas.Framework;
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using ParadoxNotion;
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using UnityEngine;
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||||
|
||||
namespace GameplayEditor.Core
|
||||
{
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||||
/// <summary>
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||||
/// 所有活动节点类型的抽象基类
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/// 每个子类对应一张配置表,有独立的字段结构和导出逻辑
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public abstract class ActivityNodeBase : Node
|
||||
{
|
||||
/// <summary>表格名称,用于路由到对应 CSV 文件</summary>
|
||||
public abstract string TableName { get; }
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||||
|
||||
/// <summary>字段名(CSV 第1行)</summary>
|
||||
public abstract string[] FieldNames { get; }
|
||||
|
||||
/// <summary>字段类型(CSV 第2行)</summary>
|
||||
public abstract string[] FieldTypes { get; }
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||||
|
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/// <summary>字段说明(CSV 第3行)</summary>
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public abstract string[] FieldDocs { get; }
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/// <summary>将节点数据序列化为一行 CSV 数据</summary>
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||||
public abstract Dictionary<string, string> ToExcelRow();
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||||
|
||||
/// <summary>从 CSV 一行数据反序列化到节点字段</summary>
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||||
public abstract void FromExcelRow(Dictionary<string, string> data);
|
||||
|
||||
// 所有子类共用的 Node 抽象属性
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public override int maxInConnections => -1;
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public override int maxOutConnections => -1;
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public override Type outConnectionType => typeof(GameplayConnection);
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||||
public override bool allowAsPrime => true;
|
||||
public override bool canSelfConnect => false;
|
||||
public override Alignment2x2 commentsAlignment => Alignment2x2.Bottom;
|
||||
public override Alignment2x2 iconAlignment => Alignment2x2.Default;
|
||||
|
||||
protected override Status OnExecute(Component agent, IBlackboard blackboard)
|
||||
=> Status.Success;
|
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}
|
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}
|
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|
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serializedVersion: 2
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|
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@ -0,0 +1,9 @@
|
|||
using NodeCanvas.Framework;
|
||||
|
||||
namespace GameplayEditor.Core
|
||||
{
|
||||
[System.Serializable]
|
||||
public class GameplayConnection : Connection
|
||||
{
|
||||
}
|
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}
|
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|
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LevelID,NodeID,NodeLayer,EventTypeGroup,Priority,EventMappingID,InteractVisible,NodeState,ParentNodeID
|
||||
int,int,int,string,string,int,bool,bool,int
|
||||
关卡编号ID,节点ID(唯一),节点层级,节点事件类型组(|分隔),优先级权重(|分隔),存储事件ID映射,交互是否可见,节点是否可进入,父节点ID(-1表示根节点)
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m_Name: 5 Build and Publish
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m_Name: PublishCriteria
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@ -1,69 +0,0 @@
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using System.Linq;
|
||||
using Unity.Play.Publisher.Editor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Tutorials
|
||||
{
|
||||
/// <summary>
|
||||
/// Contaisn all the callbacks needed for the Build And Publish tutorial
|
||||
/// </summary>
|
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[CreateAssetMenu(fileName = "PublishCriteria", menuName = "Tutorials/Microgame/PublishCriteria")]
|
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class PublishCriteria : ScriptableObject
|
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{
|
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static PublisherWindow publisherWindow;
|
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public bool IsNotDisplayingFirstTimeInstructions()
|
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{
|
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if (!IsWebGLPublisherOpen()) { return false; }
|
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return (!string.IsNullOrEmpty(publisherWindow.CurrentTab) && publisherWindow.CurrentTab != PublisherWindow.TabIntroduction);
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}
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public bool IsUserLoggedIn()
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{
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if (!IsWebGLPublisherOpen()) { return false; }
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return (publisherWindow.CurrentTab != PublisherWindow.TabNotLoggedIn);
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}
|
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|
||||
public bool IsBuildBeingUploaded()
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{
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if (!IsWebGLPublisherOpen()) { return false; }
|
||||
switch (PublisherUtils.GetCurrentPublisherState(publisherWindow))
|
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{
|
||||
case PublisherState.Upload:
|
||||
case PublisherState.Process:
|
||||
return true;
|
||||
default: break;
|
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}
|
||||
return !string.IsNullOrEmpty(PublisherUtils.GetUrlOfLastPublishedBuild(publisherWindow));
|
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}
|
||||
|
||||
public bool IsBuildPublished()
|
||||
{
|
||||
if (!IsWebGLPublisherOpen()) { return false; }
|
||||
return !string.IsNullOrEmpty(PublisherUtils.GetUrlOfLastPublishedBuild(publisherWindow));
|
||||
}
|
||||
|
||||
public bool AtLeastOneBuildIsRegistered()
|
||||
{
|
||||
if (!IsWebGLPublisherOpen()) { return false; }
|
||||
switch (PublisherUtils.GetCurrentPublisherState(publisherWindow))
|
||||
{
|
||||
case PublisherState.Zip:
|
||||
case PublisherState.Upload:
|
||||
case PublisherState.Process:
|
||||
return true;
|
||||
default: break;
|
||||
}
|
||||
int availableBuilds = PublisherUtils.GetAllBuildsDirectories()
|
||||
.Where(p => (p != string.Empty)
|
||||
&& PublisherUtils.BuildIsValid(p)).Count();
|
||||
return availableBuilds > 0;
|
||||
}
|
||||
|
||||
bool IsWebGLPublisherOpen()
|
||||
{
|
||||
if (publisherWindow) { return true; }
|
||||
publisherWindow = PublisherWindow.FindInstance();
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
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|
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@ -1,17 +0,0 @@
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||||
m_EditorClassIdentifier:
|
||||
m_AutoRepaintOnSceneChange: 1
|
||||
m_MinSize: {x: 200, y: 200}
|
||||
m_MaxSize: {x: 4000, y: 4000}
|
||||
m_TitleContent:
|
||||
m_Text: Scene
|
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m_Image: {fileID: 2318424515335265636, guid: 0000000000000000d000000000000000,
|
||||
type: 0}
|
||||
m_Tooltip:
|
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m_DepthBufferBits: 32
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m_Pos:
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serializedVersion: 2
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x: 0
|
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y: 19
|
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width: 971
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height: 445
|
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m_SceneLighting: 1
|
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lastFramingTime: 0
|
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m_2DMode: 0
|
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m_isRotationLocked: 0
|
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m_AudioPlay: 0
|
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m_Position:
|
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m_Target: {x: 0, y: 0, z: 0}
|
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speed: 2
|
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m_Value: {x: 0, y: 0, z: 0}
|
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m_RenderMode: 0
|
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m_ValidateTrueMetals: 0
|
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m_SceneViewState:
|
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showFog: 1
|
||||
showMaterialUpdate: 0
|
||||
showSkybox: 1
|
||||
showFlares: 1
|
||||
showImageEffects: 1
|
||||
grid:
|
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xGrid:
|
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m_Target: 0
|
||||
speed: 2
|
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m_Value: 0
|
||||
yGrid:
|
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m_Target: 1
|
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speed: 2
|
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m_Value: 1
|
||||
zGrid:
|
||||
m_Target: 0
|
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speed: 2
|
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m_Value: 0
|
||||
m_Rotation:
|
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m_Target: {x: -0.08717229, y: 0.89959055, z: -0.21045254, w: -0.3726226}
|
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speed: 2
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m_Value: {x: -0.08717229, y: 0.89959055, z: -0.21045254, w: -0.3726226}
|
||||
m_Size:
|
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m_Target: 10
|
||||
speed: 2
|
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m_Value: 10
|
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m_Ortho:
|
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m_Target: 0
|
||||
speed: 2
|
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m_Value: 0
|
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m_LastSceneViewRotation: {x: 0, y: 0, z: 0, w: 0}
|
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m_LastSceneViewOrtho: 0
|
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m_ReplacementShader: {fileID: 0}
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m_ReplacementString:
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m_LastLockedObject: {fileID: 0}
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m_ViewIsLockedToObject: 0
|
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--- !u!114 &17
|
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MonoBehaviour:
|
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m_ObjectHideFlags: 52
|
||||
m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
|
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m_GameObject: {fileID: 0}
|
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m_Enabled: 1
|
||||
m_EditorHideFlags: 1
|
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m_Script: {fileID: 12061, guid: 0000000000000000e000000000000000, type: 0}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
m_AutoRepaintOnSceneChange: 0
|
||||
m_MinSize: {x: 200, y: 200}
|
||||
m_MaxSize: {x: 4000, y: 4000}
|
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m_TitleContent:
|
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m_Text: Hierarchy
|
||||
m_Image: {fileID: -590624980919486359, guid: 0000000000000000d000000000000000,
|
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type: 0}
|
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m_Tooltip:
|
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m_DepthBufferBits: 0
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m_Pos:
|
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serializedVersion: 2
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x: 2
|
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y: 19
|
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width: 286
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height: 445
|
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m_TreeViewState:
|
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scrollPos: {x: 0, y: 0}
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m_SelectedIDs: 68fbffff
|
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m_LastClickedID: -1176
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m_ExpandedIDs: 7efbffff00000000
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m_RenameOverlay:
|
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m_UserAcceptedRename: 0
|
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m_Name:
|
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m_OriginalName:
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m_EditFieldRect:
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serializedVersion: 2
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x: 0
|
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y: 0
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width: 0
|
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height: 0
|
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m_UserData: 0
|
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m_IsWaitingForDelay: 0
|
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m_IsRenaming: 0
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m_OriginalEventType: 11
|
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m_IsRenamingFilename: 0
|
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m_ClientGUIView: {fileID: 0}
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m_SearchString:
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m_ExpandedScenes:
|
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-
|
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m_CurrenRootInstanceID: 0
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m_Locked: 0
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m_CurrentSortingName: TransformSorting
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|
|
@ -1,8 +0,0 @@
|
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fileFormatVersion: 2
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guid: eabc9546105bf4accac1fd62a63e88e6
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timeCreated: 1487337779
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licenseType: Store
|
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DefaultImporter:
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userData:
|
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assetBundleName:
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assetBundleVariant:
|
||||
|
|
@ -16,10 +16,18 @@ namespace TPUModelerEditor
|
|||
private static readonly Dictionary<Type, MethodInfo> methodByType;
|
||||
static MeshFilterEditor()
|
||||
{
|
||||
IEnumerable<Type> SafeGetTypes(Assembly assembly)
|
||||
{
|
||||
try { return assembly.GetTypes(); }
|
||||
catch (ReflectionTypeLoadException ex) { return ex.Types.Where(t => t != null); }
|
||||
catch { return Array.Empty<Type>(); }
|
||||
}
|
||||
|
||||
var query = from assembly in AppDomain.CurrentDomain.GetAssemblies()
|
||||
from type in assembly.GetTypes()
|
||||
from type in SafeGetTypes(assembly)
|
||||
where type.Name == "MeshFilterEditor"
|
||||
let methodInfo = type.GetMethod(nameof(OnMeshFilterGUI), BindingFlags.Static | BindingFlags.Public)
|
||||
where methodInfo != null
|
||||
let parameters = methodInfo.GetParameters()
|
||||
where parameters.Length > 0 && parameters[0].ParameterType.Name == nameof(UModeler)
|
||||
select new { Type = parameters[0].ParameterType, Method = methodInfo };
|
||||
|
|
|
|||
|
|
@ -0,0 +1,312 @@
|
|||
# 玩法编辑器系统 — 完整实现方案
|
||||
|
||||
## 系统架构
|
||||
|
||||
```
|
||||
┌─────────────────────────────────────────────────────────────────┐
|
||||
│ GameplayEditorWindow (Editor) │
|
||||
│ ┌──────────────────────────┐ ┌────────────────────────────┐ │
|
||||
│ │ Canvas 可视化编辑 │ │ Excel 表格映射 │ │
|
||||
│ │ (FlowCanvas/NodeCanvas) │ │ (GraphDataSchema) │ │
|
||||
│ └──────────┬───────────────┘ └─────────────┬──────────────┘ │
|
||||
│ │ │ │
|
||||
│ └──────────────┬─────────────────┘ │
|
||||
│ │ │
|
||||
│ GraphExcelSyncManager (Runtime) │
|
||||
│ (双向同步: Graph JSON ↔ Excel 表格) │
|
||||
│ │ │
|
||||
│ ┌──────────────────┴──────────────────┐ │
|
||||
│ │ │ │
|
||||
│ ExcelDataProvider Graph.onGraphSerialized │
|
||||
│ (EPPlus 读写 .xlsx) (自动触发同步) │
|
||||
└─────────────────────────────────────────────────────────────────┘
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 核心模块说明
|
||||
|
||||
### 1. **GraphDataSchema** (`GraphDataSchema.cs`)
|
||||
定义 Canvas 节点字段 ↔ Excel 列的映射关系
|
||||
|
||||
**使用方式:**
|
||||
```
|
||||
在 Unity Editor 中:
|
||||
1. 右键 → Create → GameplayEditor/GraphDataSchema
|
||||
2. 配置字段映射:
|
||||
- fieldName: 节点中的字段名(支持嵌套如 'task.duration')
|
||||
- excelColumnName: Excel 表格列名
|
||||
- fieldType: 数据类型(String/Int/Float/Bool/Vector3/Color)
|
||||
3. 指定 sheetName(对应 Excel 中的 Sheet 名称)
|
||||
```
|
||||
|
||||
**示例配置:**
|
||||
```
|
||||
Sheet: "技能"
|
||||
字段映射:
|
||||
- ID → NodeID (Int)
|
||||
- name → NodeName (String)
|
||||
- comment → 描述 (String)
|
||||
- task.duration → 持续时间 (Float)
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### 2. **ExcelDataProvider** (`ExcelDataProvider.cs`)
|
||||
负责读写 .xlsx 文件的底层操作
|
||||
|
||||
**依赖:** EPPlus NuGet 包
|
||||
```bash
|
||||
# 在 Unity 项目中安装(需要配置 NuGet)
|
||||
Install-Package EPPlus
|
||||
```
|
||||
|
||||
**API:**
|
||||
```csharp
|
||||
var provider = new ExcelDataProvider("Assets/玩法编辑器.xlsx");
|
||||
|
||||
// 读取 Sheet
|
||||
var data = provider.ReadSheet("技能");
|
||||
|
||||
// 写入 Sheet
|
||||
provider.WriteSheet("技能", nodeDataList);
|
||||
|
||||
// 获取所有 Sheet 名称
|
||||
var sheets = provider.GetSheetNames();
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### 3. **GraphExcelSyncManager** (`GraphExcelSyncManager.cs`)
|
||||
运行时双向同步管理器
|
||||
|
||||
**工作流程:**
|
||||
|
||||
**Canvas → Excel(自动):**
|
||||
```
|
||||
Graph.SelfSerialize()
|
||||
↓ (触发 onGraphSerialized 事件)
|
||||
↓
|
||||
GraphExcelSyncManager.OnGraphChanged()
|
||||
↓
|
||||
ExtractNodeData() (遍历所有节点,按 Schema 提取字段)
|
||||
↓
|
||||
ExcelDataProvider.WriteSheet() (写入 Excel)
|
||||
```
|
||||
|
||||
**Excel → Canvas(手动触发):**
|
||||
```
|
||||
SyncExcelToGraph()
|
||||
↓
|
||||
ExcelDataProvider.ReadSheet() (读取 Excel 数据)
|
||||
↓
|
||||
ApplyDataToGraph() (按 NodeID 匹配节点,更新字段)
|
||||
↓
|
||||
Graph 节点更新完成
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### 4. **GameplayEditorWindow** (`GameplayEditorWindow.cs`)
|
||||
编辑器窗口 UI
|
||||
|
||||
**打开方式:** `Window → Gameplay Editor`
|
||||
|
||||
**功能:**
|
||||
- 左侧:Canvas 节点列表(实时显示)
|
||||
- 右侧:Schema 字段映射(配置参考)
|
||||
- 工具栏:同步按钮(Canvas ↔ Excel)
|
||||
|
||||
---
|
||||
|
||||
## 使用流程
|
||||
|
||||
### 第一步:创建 Schema 配置
|
||||
```
|
||||
1. 在 Assets 中右键 → Create → GameplayEditor/GraphDataSchema
|
||||
2. 命名为 "SkillGraphSchema"
|
||||
3. 配置字段映射(对应你的 Graph 节点结构)
|
||||
4. 保存
|
||||
```
|
||||
|
||||
### 第二步:配置 SyncManager
|
||||
```csharp
|
||||
// 在某个 MonoBehaviour 中
|
||||
public class GameplayController : MonoBehaviour
|
||||
{
|
||||
public Graph skillGraph;
|
||||
public GraphDataSchema skillSchema;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
var syncManager = gameObject.AddComponent<GraphExcelSyncManager>();
|
||||
syncManager.targetGraph = skillGraph;
|
||||
syncManager.schema = skillSchema;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 第三步:编辑工作流
|
||||
```
|
||||
1. 在 Canvas 中编辑节点 → 自动同步到 Excel
|
||||
2. 在 Excel 中修改数据 → 点击"同步 Excel → Canvas"更新
|
||||
3. 支持批量编辑:在 Excel 中修改多行数据,一次性导入
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 数据流向示例
|
||||
|
||||
### 场景:编辑技能节点
|
||||
|
||||
**Canvas 中的节点结构:**
|
||||
```csharp
|
||||
public class SkillNode : FlowNode
|
||||
{
|
||||
public int skillID;
|
||||
public string skillName;
|
||||
public float cooldown;
|
||||
public int manaCost;
|
||||
}
|
||||
```
|
||||
|
||||
**Schema 配置:**
|
||||
```
|
||||
Sheet: "技能"
|
||||
字段映射:
|
||||
- skillID → 技能ID (Int)
|
||||
- skillName → 技能名称 (String)
|
||||
- cooldown → 冷却时间 (Float)
|
||||
- manaCost → 魔法消耗 (Int)
|
||||
```
|
||||
|
||||
**Excel 表格:**
|
||||
```
|
||||
| 技能ID | 技能名称 | 冷却时间 | 魔法消耗 |
|
||||
|--------|---------|---------|---------|
|
||||
| 1 | 火球术 | 5.0 | 50 |
|
||||
| 2 | 冰冻术 | 8.0 | 60 |
|
||||
```
|
||||
|
||||
**同步流程:**
|
||||
```
|
||||
修改 Canvas 节点 → Graph.SelfSerialize()
|
||||
→ onGraphSerialized 事件触发
|
||||
→ ExtractNodeData() 提取 [skillID, skillName, cooldown, manaCost]
|
||||
→ WriteSheet() 写入 Excel
|
||||
→ Excel 自动更新
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 高级特性
|
||||
|
||||
### 1. 节点类型过滤
|
||||
```csharp
|
||||
schema.nodeTypeFilter = new List<string> { "SkillNode", "BuffNode" };
|
||||
// 只同步这两种类型的节点
|
||||
```
|
||||
|
||||
### 2. 嵌套字段支持
|
||||
```csharp
|
||||
// 节点中有嵌套对象
|
||||
public class SkillNode : FlowNode
|
||||
{
|
||||
public SkillData data;
|
||||
}
|
||||
|
||||
public class SkillData
|
||||
{
|
||||
public float duration;
|
||||
}
|
||||
|
||||
// Schema 配置支持嵌套路径
|
||||
fieldName = "data.duration"
|
||||
```
|
||||
|
||||
### 3. 自定义字段类型转换
|
||||
```csharp
|
||||
// 在 ExcelDataProvider 中扩展
|
||||
private object ConvertValue(object value, GraphDataSchema.FieldType type)
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case GraphDataSchema.FieldType.Vector3:
|
||||
// 自定义 Vector3 解析逻辑
|
||||
break;
|
||||
// ...
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 集成现有项目的步骤
|
||||
|
||||
### 1. 复制文件到项目
|
||||
```
|
||||
Assets/BP_Scripts/GameplayEditor/
|
||||
├── GraphDataSchema.cs
|
||||
├── ExcelDataProvider.cs
|
||||
├── GraphExcelSyncManager.cs
|
||||
└── GameplayEditorWindow.cs
|
||||
```
|
||||
|
||||
### 2. 安装 EPPlus 依赖
|
||||
```
|
||||
在 Packages/manifest.json 中添加:
|
||||
"com.epplus": "https://github.com/EPPlusSoftware/EPPlus.git"
|
||||
```
|
||||
|
||||
### 3. 为现有 Graph 创建 Schema
|
||||
```
|
||||
对于每个 Graph 类型(技能、关卡、单位、行为树),
|
||||
创建对应的 Schema 配置文件
|
||||
```
|
||||
|
||||
### 4. 启用自动同步
|
||||
```csharp
|
||||
// 在 GameplayController 中
|
||||
private void OnEnable()
|
||||
{
|
||||
Graph.onGraphSerialized += OnGraphChanged;
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 与参考项目的对应关系
|
||||
|
||||
| 参考项目文件 | 我们的实现 | 用途 |
|
||||
|---|---|---|
|
||||
| `行为树教程.xlsx` | `GraphDataSchema` | 定义表格结构 |
|
||||
| `x效果C054.xlsm` | `ExcelDataProvider` | 读写 Excel |
|
||||
| `g关卡C036.xlsm` | `GameplayEditorWindow` | 编辑界面 |
|
||||
| `d单位G071.xlsm` | `GraphExcelSyncManager` | 数据同步 |
|
||||
|
||||
---
|
||||
|
||||
## 故障排查
|
||||
|
||||
### 问题 1:Excel 文件被锁定
|
||||
**原因:** 文件被其他程序打开
|
||||
**解决:** 关闭 Excel,重新同步
|
||||
|
||||
### 问题 2:字段映射不生效
|
||||
**原因:** fieldName 拼写错误或字段不存在
|
||||
**解决:** 检查 Schema 配置中的 fieldName 是否与节点字段名完全匹配
|
||||
|
||||
### 问题 3:数据类型转换失败
|
||||
**原因:** Excel 中的数据类型与 Schema 定义不符
|
||||
**解决:** 在 ExcelDataProvider 中添加类型转换逻辑
|
||||
|
||||
---
|
||||
|
||||
## 扩展方向
|
||||
|
||||
1. **支持多 Graph 同时编辑** → 在 GameplayEditorWindow 中添加 Tab 页
|
||||
2. **版本控制** → 记录每次同步的时间戳和变更内容
|
||||
3. **冲突解决** → 当 Canvas 和 Excel 同时修改时的合并策略
|
||||
4. **导出配置** → 将 Graph 导出为 JSON/Protobuf 供游戏运行时使用
|
||||
5. **可视化表格** → 在 Editor 中直接显示 Excel 表格,支持拖拽编辑
|
||||
|
||||
|
|
@ -1,28 +1,15 @@
|
|||
{
|
||||
"dependencies": {
|
||||
"com.unity.ai.navigation": "1.1.6",
|
||||
"com.unity.barracuda": "3.0.0",
|
||||
"com.unity.burst": "1.8.21",
|
||||
"com.unity.cinemachine": "2.10.6",
|
||||
"com.unity.collab-proxy": "2.11.2",
|
||||
"com.unity.connect.share": "4.2.3",
|
||||
"com.unity.editorcoroutines": "1.0.0",
|
||||
"com.unity.ext.nunit": "1.0.6",
|
||||
"com.unity.ide.rider": "3.0.36",
|
||||
"com.unity.cinemachine": "2.10.3",
|
||||
"com.unity.ide.rider": "3.0.31",
|
||||
"com.unity.ide.visualstudio": "2.0.22",
|
||||
"com.unity.ide.vscode": "1.2.5",
|
||||
"com.unity.inputsystem": "1.14.2",
|
||||
"com.unity.learn.iet-framework": "3.1.3",
|
||||
"com.unity.mathematics": "1.2.6",
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"com.unity.ml-agents": "2.0.1",
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"com.unity.probuilder": "5.2.4",
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"com.unity.render-pipelines.core": "14.0.12",
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"com.unity.probuilder": "5.2.3",
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"com.unity.render-pipelines.universal": "14.0.12",
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"com.unity.test-framework": "1.1.33",
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"com.unity.textmeshpro": "3.0.7",
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"com.unity.timeline": "1.7.7",
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"com.unity.ugui": "1.0.0",
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"com.unity.visualscripting": "1.9.4",
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"com.unity.visualeffectgraph": "14.0.12",
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"com.unity.modules.ai": "1.0.0",
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"com.unity.modules.androidjni": "1.0.0",
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"com.unity.modules.animation": "1.0.0",
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|
|
|
|||
|
|
@ -1,17 +1,8 @@
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{
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"dependencies": {
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"com.unity.ai.navigation": {
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"version": "1.1.6",
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"depth": 0,
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"source": "registry",
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"dependencies": {
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"com.unity.modules.ai": "1.0.0"
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},
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"url": "https://packages.unity.cn"
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},
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"com.unity.barracuda": {
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"version": "3.0.0",
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"depth": 0,
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"depth": 1,
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"source": "registry",
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"dependencies": {
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"com.unity.burst": "1.6.0",
|
||||
|
|
@ -22,7 +13,7 @@
|
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},
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"com.unity.burst": {
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"version": "1.8.21",
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"depth": 0,
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"depth": 1,
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"source": "registry",
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"dependencies": {
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"com.unity.mathematics": "1.2.1",
|
||||
|
|
@ -31,7 +22,7 @@
|
|||
"url": "https://packages.unity.cn"
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},
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"com.unity.cinemachine": {
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"version": "2.10.6",
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"version": "2.10.3",
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"depth": 0,
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"source": "registry",
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"dependencies": {
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|
|
@ -39,39 +30,22 @@
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|||
},
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"url": "https://packages.unity.cn"
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},
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"com.unity.collab-proxy": {
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"depth": 0,
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"dependencies": {},
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"url": "https://packages.unity.cn"
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},
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"depth": 0,
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},
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"url": "https://packages.unity.cn"
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},
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"com.unity.editorcoroutines": {
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"depth": 0,
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"depth": 1,
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"source": "registry",
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"dependencies": {},
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"url": "https://packages.unity.cn"
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},
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"com.unity.ext.nunit": {
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"version": "1.0.6",
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"depth": 0,
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"depth": 1,
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"source": "registry",
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"dependencies": {},
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"url": "https://packages.unity.cn"
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},
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"com.unity.ide.rider": {
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"version": "3.0.36",
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"version": "3.0.31",
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"depth": 0,
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"source": "registry",
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"dependencies": {
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|
|
@ -95,15 +69,6 @@
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"dependencies": {},
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"url": "https://packages.unity.cn"
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},
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"com.unity.inputsystem": {
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"version": "1.14.2",
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"depth": 0,
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"source": "registry",
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"dependencies": {
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},
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"url": "https://packages.unity.cn"
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},
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"com.unity.learn.iet-framework": {
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"version": "3.1.3",
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"depth": 0,
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|
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@ -116,7 +81,7 @@
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},
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"com.unity.mathematics": {
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"depth": 0,
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"depth": 1,
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"source": "registry",
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"dependencies": {},
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"url": "https://packages.unity.cn"
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|
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@ -133,19 +98,19 @@
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"url": "https://packages.unity.cn"
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},
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"version": "5.2.3",
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"depth": 0,
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"source": "registry",
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"dependencies": {
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"com.unity.settings-manager": "1.0.3",
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"com.unity.modules.physics": "1.0.0",
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"com.unity.settings-manager": "1.0.3"
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"com.unity.modules.imgui": "1.0.0"
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},
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"url": "https://packages.unity.cn"
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},
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"com.unity.render-pipelines.core": {
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"depth": 0,
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"depth": 1,
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"source": "builtin",
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"dependencies": {
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"com.unity.ugui": "1.0.0",
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|
|
@ -199,7 +164,7 @@
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},
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"com.unity.test-framework": {
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"depth": 0,
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"depth": 1,
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"source": "registry",
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"dependencies": {
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"com.unity.ext.nunit": "1.0.6",
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|
|
@ -209,7 +174,7 @@
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"url": "https://packages.unity.cn"
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},
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"com.unity.textmeshpro": {
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"dependencies": {
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@ -217,36 +182,23 @@
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},
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},
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},
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"depth": 0,
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"depth": 1,
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"source": "builtin",
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"com.unity.modules.imgui": "1.0.0"
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}
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},
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"com.unity.visualscripting": {
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"com.unity.visualeffectgraph": {
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"depth": 0,
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"source": "builtin",
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}
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"com.unity.modules.ai": {
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@ -4,12 +4,12 @@
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Loading…
Reference in New Issue