```
feat(Enemy): 添加敌人攻击动画速度控制功能 - 新增attackDuration属性用于控制完整攻击动作时长 - 实现攻击动画速度动态调整,支持自定义攻击持续时间 - 添加健康条显示组件到敌人类 - 增加物理材质配置优化碰撞效果 - 添加微信小游戏平台支持和适配 - 集成自适应性能包和微信小游戏SDK - 配置项目构建设置支持多平台发布 - 更新质量设置以适配不同目标平台 - 调整场景中物体位置和旋转参数 - 修复角色控制器材质引用问题 - 优化敌人AI移动和攻击逻辑 ```
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||||||
m_PrefabAsset: {fileID: 0}
|
|
||||||
m_Name: ' (Instance) (Instance) (Instance)'
|
|
||||||
dynamicFriction: 0.6
|
|
||||||
staticFriction: 0.6
|
|
||||||
bounciness: 0
|
|
||||||
frictionCombine: 0
|
|
||||||
bounceCombine: 0
|
|
||||||
--- !u!1660057539 &9223372036854775807
|
--- !u!1660057539 &9223372036854775807
|
||||||
SceneRoots:
|
SceneRoots:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
|
|||||||
@@ -20,6 +20,10 @@ public class NewBehaviourScript : MonoBehaviour
|
|||||||
//攻击范围
|
//攻击范围
|
||||||
public float attackRange = 5f;
|
public float attackRange = 5f;
|
||||||
|
|
||||||
|
//完整攻击动作时长,单位为秒;设置为0时使用动画真实时长
|
||||||
|
[Min(0f)]
|
||||||
|
public float attackDuration = 0f;
|
||||||
|
|
||||||
//角色状态
|
//角色状态
|
||||||
private State state = State.Alert;
|
private State state = State.Alert;
|
||||||
|
|
||||||
@@ -176,12 +180,74 @@ public class NewBehaviourScript : MonoBehaviour
|
|||||||
return Vector3.Distance(transform.position, opponent.transform.position) <= reachDistance;
|
return Vector3.Distance(transform.position, opponent.transform.position) <= reachDistance;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//查找当前Animator中使用的攻击动画时长
|
||||||
|
private float GetAttackAnimationDuration()
|
||||||
|
{
|
||||||
|
if (animator == null || animator.runtimeAnimatorController == null)
|
||||||
|
{
|
||||||
|
return 0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
var overrideController = animator.runtimeAnimatorController as AnimatorOverrideController;
|
||||||
|
if (overrideController != null)
|
||||||
|
{
|
||||||
|
var overrides = new List<KeyValuePair<AnimationClip, AnimationClip>>();
|
||||||
|
overrideController.GetOverrides(overrides);
|
||||||
|
|
||||||
|
foreach (var pair in overrides)
|
||||||
|
{
|
||||||
|
if (IsAttackAnimation(pair.Key))
|
||||||
|
{
|
||||||
|
return pair.Value != null ? pair.Value.length : pair.Key.length;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
foreach (var clip in animator.runtimeAnimatorController.animationClips)
|
||||||
|
{
|
||||||
|
if (IsAttackAnimation(clip))
|
||||||
|
{
|
||||||
|
return clip.length;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return 0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
//根据动画名称判断是否为攻击动画
|
||||||
|
private bool IsAttackAnimation(AnimationClip clip)
|
||||||
|
{
|
||||||
|
if (clip == null)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
string clipName = clip.name.ToLowerInvariant();
|
||||||
|
return clipName.Contains("attack")
|
||||||
|
|| clipName.Contains("攻击")
|
||||||
|
|| clipName.Contains("挥剑");
|
||||||
|
}
|
||||||
|
|
||||||
|
//设置攻击动画播放速度
|
||||||
|
private void SetAttackAnimationSpeed()
|
||||||
|
{
|
||||||
|
float animationDuration = GetAttackAnimationDuration();
|
||||||
|
if (animationDuration <= 0f || attackDuration <= 0f)
|
||||||
|
{
|
||||||
|
animator.speed = 1f;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
animator.speed = animationDuration / attackDuration;
|
||||||
|
}
|
||||||
|
|
||||||
//攻击
|
//攻击
|
||||||
private void attack(GameObject friend)
|
private void attack(GameObject friend)
|
||||||
{
|
{
|
||||||
target = friend;
|
target = friend;
|
||||||
|
|
||||||
//攻击动画动作
|
//根据目标攻击时长加速或减速完整攻击动画
|
||||||
|
SetAttackAnimationSpeed();
|
||||||
animator.SetInteger("speed", 0);
|
animator.SetInteger("speed", 0);
|
||||||
animator.SetTrigger("attack");
|
animator.SetTrigger("attack");
|
||||||
state = State.Attack;
|
state = State.Attack;
|
||||||
@@ -191,6 +257,9 @@ public class NewBehaviourScript : MonoBehaviour
|
|||||||
// 在 Animator 的 Attack 动画结束时调用此方法
|
// 在 Animator 的 Attack 动画结束时调用此方法
|
||||||
public void OnAttackAnimationEnd()
|
public void OnAttackAnimationEnd()
|
||||||
{
|
{
|
||||||
|
//攻击动画结束后恢复Animator速度
|
||||||
|
animator.speed = 1f;
|
||||||
|
|
||||||
//攻击动画结束后,目标仍在攻击范围内则立即进行下一次攻击
|
//攻击动画结束后,目标仍在攻击范围内则立即进行下一次攻击
|
||||||
target = FindNearestOpponent();
|
target = FindNearestOpponent();
|
||||||
if (target != null && IsWithinAttackReach(target))
|
if (target != null && IsWithinAttackReach(target))
|
||||||
|
|||||||
@@ -0,0 +1,229 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
public class WorldHealthBar : MonoBehaviour
|
||||||
|
{
|
||||||
|
// 最大生命值。
|
||||||
|
[Min(1f)] public float maxHealth = 100f;
|
||||||
|
|
||||||
|
// 当前生命值,范围会自动限制在 0 到 maxHealth 之间。
|
||||||
|
[Min(0f)] public float currentHealth = 100f;
|
||||||
|
|
||||||
|
// 血条相对于单位头顶的额外高度。
|
||||||
|
[Min(0f)] public float heightOffset = 0.25f;
|
||||||
|
|
||||||
|
// 所有单位使用统一的血条世界宽度。
|
||||||
|
[Min(0.1f)] public float barWidth = 1.2f;
|
||||||
|
|
||||||
|
// 血条边框颜色。
|
||||||
|
public Color borderColor = new Color(0.03f, 0.03f, 0.03f, 0.95f);
|
||||||
|
|
||||||
|
// 血条内部填充颜色。
|
||||||
|
public Color fillColor = new Color(0.1f, 0.8f, 0.18f, 1f);
|
||||||
|
|
||||||
|
// 血条 UI 的像素尺寸,实际显示大小由 worldWidth 控制。
|
||||||
|
private const int PixelWidth = 100;
|
||||||
|
private const int PixelHeight = 14;
|
||||||
|
|
||||||
|
// 世界空间 Canvas,用来承载血条 UI。
|
||||||
|
private Canvas canvas;
|
||||||
|
|
||||||
|
// 血条整体的 RectTransform。
|
||||||
|
private RectTransform barRect;
|
||||||
|
|
||||||
|
// 绿色血量填充 Image。
|
||||||
|
private Image fillImage;
|
||||||
|
|
||||||
|
// 血条相对于单位的本地位置。
|
||||||
|
private Vector3 localBarPosition;
|
||||||
|
|
||||||
|
// 血条最终使用的世界宽度。
|
||||||
|
private float worldWidth;
|
||||||
|
|
||||||
|
// 所有血条共用的圆角 Sprite。
|
||||||
|
private static Sprite roundedSprite;
|
||||||
|
|
||||||
|
// 初始化血量和血条 UI。
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
maxHealth = Mathf.Max(1f, maxHealth);
|
||||||
|
currentHealth = Mathf.Clamp(currentHealth, 0f, maxHealth);
|
||||||
|
CalculateLayout();
|
||||||
|
CreateBar();
|
||||||
|
UpdateFill();
|
||||||
|
}
|
||||||
|
|
||||||
|
// 每帧让血条保持在单位头顶,并朝向主摄像机。
|
||||||
|
private void LateUpdate()
|
||||||
|
{
|
||||||
|
if (barRect == null) return;
|
||||||
|
barRect.localPosition = localBarPosition;
|
||||||
|
|
||||||
|
// 优先使用场景中名称完全为 Main Camera 的摄像机。
|
||||||
|
Camera camera = FindMainCamera();
|
||||||
|
if (camera == null) return;
|
||||||
|
|
||||||
|
canvas.worldCamera = camera;
|
||||||
|
if (camera.gameObject.name == "Main Camera")
|
||||||
|
{
|
||||||
|
// 使用摄像机的上方向,保证血条在摄像机画面中保持水平。
|
||||||
|
barRect.rotation = Quaternion.LookRotation(
|
||||||
|
camera.transform.position - barRect.position,
|
||||||
|
camera.transform.up);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// 找不到 Main Camera 时,保留原来的展示逻辑。
|
||||||
|
barRect.rotation = Quaternion.LookRotation(
|
||||||
|
camera.transform.position - barRect.position,
|
||||||
|
Vector3.up);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 查找场景中名称为 Main Camera 的摄像机;找不到时回退到 Camera.main。
|
||||||
|
private Camera FindMainCamera()
|
||||||
|
{
|
||||||
|
GameObject mainCameraObject = GameObject.Find("Main Camera");
|
||||||
|
if (mainCameraObject != null)
|
||||||
|
{
|
||||||
|
Camera namedCamera = mainCameraObject.GetComponent<Camera>();
|
||||||
|
if (namedCamera != null && namedCamera.isActiveAndEnabled)
|
||||||
|
{
|
||||||
|
return namedCamera;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return Camera.main;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 直接设置当前生命值,并刷新绿色填充比例。
|
||||||
|
public void SetHealth(float value)
|
||||||
|
{
|
||||||
|
currentHealth = Mathf.Clamp(value, 0f, maxHealth);
|
||||||
|
UpdateFill();
|
||||||
|
}
|
||||||
|
|
||||||
|
// 让单位受到伤害。
|
||||||
|
public void TakeDamage(float amount) => SetHealth(currentHealth - amount);
|
||||||
|
|
||||||
|
// 让单位恢复生命值。
|
||||||
|
public void Heal(float amount) => SetHealth(currentHealth + amount);
|
||||||
|
|
||||||
|
// 根据单位模型或碰撞体计算血条位置和宽度。
|
||||||
|
private void CalculateLayout()
|
||||||
|
{
|
||||||
|
Bounds bounds = new Bounds(transform.position, new Vector3(1f, 2f, 1f));
|
||||||
|
bool found = false;
|
||||||
|
foreach (Renderer renderer in GetComponentsInChildren<Renderer>(true))
|
||||||
|
{
|
||||||
|
if (!found)
|
||||||
|
{
|
||||||
|
bounds = renderer.bounds;
|
||||||
|
found = true;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
bounds.Encapsulate(renderer.bounds);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!found)
|
||||||
|
{
|
||||||
|
CharacterController controller = GetComponent<CharacterController>();
|
||||||
|
if (controller != null) bounds = controller.bounds;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 血条尺寸固定,不随单位模型大小变化;只根据模型顶部调整位置。
|
||||||
|
worldWidth = barWidth;
|
||||||
|
// 水平方向固定对齐单位根节点,只使用模型顶部计算血条高度。
|
||||||
|
Vector3 top = transform.InverseTransformPoint(new Vector3(transform.position.x, bounds.max.y, transform.position.z));
|
||||||
|
localBarPosition = new Vector3(0f, top.y + heightOffset, 0f);
|
||||||
|
}
|
||||||
|
// 创建世界空间 Canvas、边框和绿色血量填充。
|
||||||
|
private void CreateBar()
|
||||||
|
{
|
||||||
|
GameObject barObject = new GameObject("WorldHealthBar", typeof(RectTransform), typeof(Canvas), typeof(CanvasScaler));
|
||||||
|
barObject.transform.SetParent(transform, false);
|
||||||
|
barObject.layer = gameObject.layer;
|
||||||
|
canvas = barObject.GetComponent<Canvas>();
|
||||||
|
canvas.renderMode = RenderMode.WorldSpace;
|
||||||
|
canvas.sortingOrder = 100;
|
||||||
|
barObject.GetComponent<CanvasScaler>().dynamicPixelsPerUnit = 10f;
|
||||||
|
barRect = barObject.GetComponent<RectTransform>();
|
||||||
|
barRect.sizeDelta = new Vector2(PixelWidth, PixelHeight);
|
||||||
|
barRect.localScale = Vector3.one * (worldWidth / PixelWidth);
|
||||||
|
barRect.localPosition = localBarPosition;
|
||||||
|
|
||||||
|
Image background = CreateImage("Border", barObject.transform, RoundedSprite(), borderColor);
|
||||||
|
SetFullRect(background.rectTransform);
|
||||||
|
|
||||||
|
Image inner = CreateImage("Fill", barObject.transform, RoundedSprite(), fillColor);
|
||||||
|
inner.rectTransform.anchorMin = Vector2.zero;
|
||||||
|
inner.rectTransform.anchorMax = Vector2.one;
|
||||||
|
inner.rectTransform.offsetMin = new Vector2(2f, 2f);
|
||||||
|
inner.rectTransform.offsetMax = new Vector2(-2f, -2f);
|
||||||
|
inner.type = Image.Type.Filled;
|
||||||
|
inner.fillMethod = Image.FillMethod.Horizontal;
|
||||||
|
inner.fillOrigin = 0;
|
||||||
|
fillImage = inner;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 创建一个用于边框或填充的 UI Image。
|
||||||
|
private static Image CreateImage(string name, Transform parent, Sprite sprite, Color color)
|
||||||
|
{
|
||||||
|
GameObject imageObject = new GameObject(name, typeof(RectTransform), typeof(Image));
|
||||||
|
imageObject.transform.SetParent(parent, false);
|
||||||
|
Image image = imageObject.GetComponent<Image>();
|
||||||
|
image.sprite = sprite;
|
||||||
|
image.color = color;
|
||||||
|
image.raycastTarget = false;
|
||||||
|
return image;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 让 UI 元素铺满父级 RectTransform。
|
||||||
|
private static void SetFullRect(RectTransform rect)
|
||||||
|
{
|
||||||
|
rect.anchorMin = Vector2.zero;
|
||||||
|
rect.anchorMax = Vector2.one;
|
||||||
|
rect.offsetMin = Vector2.zero;
|
||||||
|
rect.offsetMax = Vector2.zero;
|
||||||
|
}
|
||||||
|
// 根据当前生命值更新绿色填充比例。
|
||||||
|
private void UpdateFill()
|
||||||
|
{
|
||||||
|
if (fillImage != null)
|
||||||
|
{
|
||||||
|
fillImage.fillAmount = Mathf.Clamp01(currentHealth / maxHealth);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 创建并缓存一个带圆角的白色 Sprite,供边框和填充复用。
|
||||||
|
private static Sprite RoundedSprite()
|
||||||
|
{
|
||||||
|
if (roundedSprite != null) return roundedSprite;
|
||||||
|
|
||||||
|
const int width = 64;
|
||||||
|
const int height = 16;
|
||||||
|
const float radius = 5f;
|
||||||
|
Texture2D texture = new Texture2D(width, height, TextureFormat.RGBA32, false);
|
||||||
|
texture.wrapMode = TextureWrapMode.Clamp;
|
||||||
|
texture.filterMode = FilterMode.Bilinear;
|
||||||
|
texture.hideFlags = HideFlags.HideAndDontSave;
|
||||||
|
|
||||||
|
for (int y = 0; y < height; y++)
|
||||||
|
{
|
||||||
|
for (int x = 0; x < width; x++)
|
||||||
|
{
|
||||||
|
float dx = Mathf.Max(Mathf.Max(radius - x, 0f), x - (width - 1 - radius));
|
||||||
|
float dy = Mathf.Max(Mathf.Max(radius - y, 0f), y - (height - 1 - radius));
|
||||||
|
bool inside = dx * dx + dy * dy <= radius * radius;
|
||||||
|
texture.SetPixel(x, y, inside ? Color.white : Color.clear);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
texture.Apply();
|
||||||
|
roundedSprite = Sprite.Create(texture, new Rect(0, 0, width, height), new Vector2(0.5f, 0.5f), width);
|
||||||
|
roundedSprite.hideFlags = HideFlags.HideAndDontSave;
|
||||||
|
return roundedSprite;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: BnkasHmoUC2Ntt5WLsMxZlTfTsvoVRA6JRpZDgF9Te//UKDtvjgPjYc=
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: CHgYsSn7W3ywDacFOl6IdvGhuyE1ucsoqiui/VU8DOAZYbuB3mLCXBA=
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: B3oXt3mqVikBOQrdz/8vAPEHkxk7gLO5hsDW+ViDUjtgoKBQr7JRqmE=
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
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name: Ultra
|
||||||
pixelLightCount: 4
|
pixelLightCount: 4
|
||||||
shadows: 2
|
shadows: 2
|
||||||
@@ -199,16 +304,20 @@ QualitySettings:
|
|||||||
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
|
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
|
||||||
shadowmaskMode: 1
|
shadowmaskMode: 1
|
||||||
skinWeights: 4
|
skinWeights: 4
|
||||||
textureQuality: 0
|
globalTextureMipmapLimit: 0
|
||||||
|
textureMipmapLimitSettings: []
|
||||||
anisotropicTextures: 1
|
anisotropicTextures: 1
|
||||||
antiAliasing: 4
|
antiAliasing: 4
|
||||||
softParticles: 1
|
softParticles: 1
|
||||||
softVegetation: 1
|
softVegetation: 1
|
||||||
realtimeReflectionProbes: 1
|
realtimeReflectionProbes: 1
|
||||||
billboardsFaceCameraPosition: 1
|
billboardsFaceCameraPosition: 1
|
||||||
|
useLegacyDetailDistribution: 1
|
||||||
vSyncCount: 0
|
vSyncCount: 0
|
||||||
|
realtimeGICPUUsage: 100
|
||||||
lodBias: 2
|
lodBias: 2
|
||||||
maximumLODLevel: 0
|
maximumLODLevel: 0
|
||||||
|
enableLODCrossFade: 1
|
||||||
streamingMipmapsActive: 0
|
streamingMipmapsActive: 0
|
||||||
streamingMipmapsAddAllCameras: 1
|
streamingMipmapsAddAllCameras: 1
|
||||||
streamingMipmapsMemoryBudget: 512
|
streamingMipmapsMemoryBudget: 512
|
||||||
@@ -221,7 +330,25 @@ QualitySettings:
|
|||||||
asyncUploadPersistentBuffer: 1
|
asyncUploadPersistentBuffer: 1
|
||||||
resolutionScalingFixedDPIFactor: 1
|
resolutionScalingFixedDPIFactor: 1
|
||||||
customRenderPipeline: {fileID: 0}
|
customRenderPipeline: {fileID: 0}
|
||||||
|
terrainQualityOverrides: 0
|
||||||
|
terrainPixelError: 1
|
||||||
|
terrainDetailDensityScale: 1
|
||||||
|
terrainBasemapDistance: 1000
|
||||||
|
terrainDetailDistance: 80
|
||||||
|
terrainTreeDistance: 5000
|
||||||
|
terrainBillboardStart: 50
|
||||||
|
terrainFadeLength: 5
|
||||||
|
terrainMaxTrees: 50
|
||||||
|
vgPersistentBufferSize: 256
|
||||||
|
vgStreamingBufferSize: 512
|
||||||
|
vgPageUploadBufferSize: 64
|
||||||
|
vgPixelsPerEdge: 1
|
||||||
|
vgVertexCacheActive: 0
|
||||||
|
vgVertexCacheAutoVertexAnim: 0
|
||||||
|
vgVertexCacheMaxEntries: 32768
|
||||||
|
vgVertexCacheLoadFactor: 0.67
|
||||||
excludedTargetPlatforms: []
|
excludedTargetPlatforms: []
|
||||||
|
m_TextureMipmapLimitGroupNames: []
|
||||||
m_PerPlatformDefaultQuality:
|
m_PerPlatformDefaultQuality:
|
||||||
Android: 2
|
Android: 2
|
||||||
Lumin: 5
|
Lumin: 5
|
||||||
@@ -229,9 +356,11 @@ QualitySettings:
|
|||||||
Nintendo Switch: 5
|
Nintendo Switch: 5
|
||||||
PS4: 5
|
PS4: 5
|
||||||
PSP2: 2
|
PSP2: 2
|
||||||
|
Server: 0
|
||||||
Stadia: 5
|
Stadia: 5
|
||||||
Standalone: 5
|
Standalone: 5
|
||||||
WebGL: 3
|
WebGL: 3
|
||||||
|
WeixinMiniGame: 2
|
||||||
Windows Store Apps: 5
|
Windows Store Apps: 5
|
||||||
XboxOne: 5
|
XboxOne: 5
|
||||||
iPhone: 2
|
iPhone: 2
|
||||||
|
|||||||
+60
@@ -0,0 +1,60 @@
|
|||||||
|
Library
|
||||||
|
library
|
||||||
|
Temp
|
||||||
|
temp
|
||||||
|
Obj
|
||||||
|
obj
|
||||||
|
Build
|
||||||
|
build
|
||||||
|
Builds
|
||||||
|
builds
|
||||||
|
UserSettings
|
||||||
|
usersettings
|
||||||
|
MemoryCaptures
|
||||||
|
memorycaptures
|
||||||
|
Logs
|
||||||
|
logs
|
||||||
|
**/Assets/AssetStoreTools
|
||||||
|
**/assets/assetstoretools
|
||||||
|
/Assets/Plugins/PlasticSCM*
|
||||||
|
/assets/plugins/PlasticSCM*
|
||||||
|
*.private
|
||||||
|
*.private.meta
|
||||||
|
^*.private.[0-9]+$
|
||||||
|
^*.private.[0-9]+.meta$
|
||||||
|
.vs
|
||||||
|
.vscode
|
||||||
|
.gradle
|
||||||
|
ExportedObj
|
||||||
|
.consulo
|
||||||
|
*.csproj
|
||||||
|
*.unityproj
|
||||||
|
*.sln
|
||||||
|
*.suo
|
||||||
|
*.tmp
|
||||||
|
*.user
|
||||||
|
*.userprefs
|
||||||
|
*.pidb
|
||||||
|
*.booproj
|
||||||
|
*.svd
|
||||||
|
*.pdb
|
||||||
|
*.mdb
|
||||||
|
*.opendb
|
||||||
|
*.VC.db
|
||||||
|
*.pidb.meta
|
||||||
|
*.pdb.meta
|
||||||
|
*.mdb.meta
|
||||||
|
sysinfo.txt
|
||||||
|
crashlytics-build.properties
|
||||||
|
*.apk
|
||||||
|
*.aab
|
||||||
|
*.app
|
||||||
|
*.unitypackage
|
||||||
|
~UnityDirMonSyncFile~*
|
||||||
|
**/Assets/AddressableAssetsData/*/*.bin*
|
||||||
|
**/assets/addressableassetsdata/*/*.bin*
|
||||||
|
**/Assets/StreamingAssets/aa.meta
|
||||||
|
**/assets/streamingassets/*/aa/*
|
||||||
|
.DS_Store*
|
||||||
|
Thumbs.db
|
||||||
|
Desktop.ini
|
||||||
Reference in new issue
Block a user