Комнаты ставятся, но криво
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fileFormatVersion: 2
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guid: b32d6ce440f44fd3abadaa489a44890c
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timeCreated: 1762797763
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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namespace Code.Generator
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{
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[CreateAssetMenu(menuName = "Config/GeneratorConfig", fileName = "GeneratorConfig")]
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public class GeneratorConfig : ScriptableObject
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{
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public AssetReference[] roomAssetReferences;
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}
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}
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fileFormatVersion: 2
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guid: 1a7c77305de54155b5b94b607531ee3c
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timeCreated: 1762453750
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@@ -0,0 +1,12 @@
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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namespace Code.Generator
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{
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public interface IRoomGeneratorFactory
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{
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UniTask PreloadRooms();
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GameObject GetCachedPrefab(int index);
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UniTask<Room> CreateRoomByIndex(int index);
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: f3fca4115e714519b869eb72d856e89f
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timeCreated: 1762453657
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@@ -0,0 +1,26 @@
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using System;
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using Code.UI;
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using UnityEngine;
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namespace Code.Generator
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{
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public class Room : MonoBehaviour
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{
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[SerializeField] private float roomTimer;
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public float RoomTimer => roomTimer;
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[SerializeField] private Transform enterMarker;
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public Transform EnterMarker => enterMarker;
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[SerializeField] private Transform exitMarker;
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public Transform ExitMarker => exitMarker;
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private void Awake()
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{
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if (EnterMarker == null || ExitMarker == null)
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{
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Debug.LogError($"Але маркеры не найдены у комнаты {gameObject.name}");
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}
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}
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//PIZDEC
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 5ba1a19c534f4401aa287d4b68ce470c
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timeCreated: 1762014278
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@@ -0,0 +1,103 @@
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using System.Collections.Generic;
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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namespace Code.Generator
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{
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public class RoomGenerator : MonoBehaviour
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{
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[SerializeField] private GeneratorConfig generatorConfig;
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private RoomGeneratorFactory _factory;
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private float _timer;
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private List<int> _roomIndexesStack;
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private List<Room> _spawnedRooms;
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private async void Awake()
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{
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_factory = new RoomGeneratorFactory(generatorConfig);
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_spawnedRooms = new List<Room>();
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_roomIndexesStack = new List<int>();
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_timer = Random.Range(60, 120f);
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Debug.LogWarning($"КОТЛЫ ГЕНЕРАЛЬСКИЕ{_timer}");
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await _factory.PreloadRooms();
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CreateRoomsStack();
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await GenerateRoomsAsync();
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}
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private void CreateRoomsStack()
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{
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var remainingTime = _timer;
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int totalRooms = generatorConfig.roomAssetReferences.Length;
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List<int> availableIndexes = new List<int>();
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for (int i = 0; i < totalRooms; i++)
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availableIndexes.Add(i);
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while (remainingTime > 0 && availableIndexes.Count > 0)
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{
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int randomIndex = Random.Range(0, availableIndexes.Count);
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int chosenOne = availableIndexes[randomIndex];
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availableIndexes.RemoveAt(randomIndex);
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var prefab = _factory.GetCachedPrefab(chosenOne);
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if (prefab == null)
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continue;
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Room room = prefab.GetComponent<Room>();
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if (room == null)
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continue;
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float currentRoomTime = room.RoomTimer;
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if (remainingTime >= currentRoomTime)
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{
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_roomIndexesStack.Add(chosenOne);
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remainingTime -= currentRoomTime;
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Debug.Log($"комната {room.name} время {currentRoomTime} осталось: {remainingTime}");
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}
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}
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Debug.Log($"стек комнат: {_roomIndexesStack.Count}");
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}
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private async UniTask GenerateRoomsAsync()
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{
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for (int i = 0; i < _roomIndexesStack.Count; i++)
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{
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int index = _roomIndexesStack[i];
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Room room = await _factory.CreateRoomByIndex(index);
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if (i == 0)
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{
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room.transform.position = Vector3.zero;
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room.transform.rotation = Quaternion.identity;
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}
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else
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{
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Room previousRoom = _spawnedRooms[i - 1];
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PlaceRoom(room, previousRoom);
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}
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_spawnedRooms.Add(room);
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}
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}
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private void PlaceRoom(Room current, Room previous)
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{
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if (current.EnterMarker == null || previous.ExitMarker == null)
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return;
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Transform enter = current.EnterMarker;
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Transform exit = previous.ExitMarker;
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Quaternion rotationDiff = Quaternion.FromToRotation(enter.forward, exit.forward);
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current.transform.rotation = rotationDiff * current.transform.rotation;
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Vector3 offset = enter.localPosition;
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current.transform.position = exit.position - offset;
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 353230beca35458dafc91c6409c25ab3
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timeCreated: 1762014615
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@@ -0,0 +1,52 @@
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using Code.Configs;
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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namespace Code.Generator
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{
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public class RoomGeneratorFactory : IRoomGeneratorFactory
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{
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private readonly AssetReference[] _roomAssetReferences;
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private readonly GameObject[] _cashedRooms;
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private bool _isInitialized;
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public RoomGeneratorFactory(GeneratorConfig generatorConfig)
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{
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_roomAssetReferences = generatorConfig.roomAssetReferences;
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_cashedRooms = new GameObject[_roomAssetReferences.Length];
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}
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public async UniTask PreloadRooms()
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{
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if (_isInitialized)
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return;
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for (int i = 0; i < _roomAssetReferences.Length; i++)
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{
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var reference = _roomAssetReferences[i];
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var prefab = await reference.LoadAssetAsync<GameObject>().ToUniTask();
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_cashedRooms[i] = prefab;
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}
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_isInitialized = true;
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Debug.Log($"комнат в памяти есть: {_cashedRooms.Length}");
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}
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public GameObject GetCachedPrefab(int index)
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{
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if (index < 0 || index >= _cashedRooms.Length)
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return null;
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return _cashedRooms[index];
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}
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public async UniTask<Room> CreateRoomByIndex(int index)
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{
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if (!_isInitialized)
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await PreloadRooms();
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Room room = Object.Instantiate(_cashedRooms[index]).GetComponent<Room>();
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return room;
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: d6e5b72284354ba79ec5b89cf06f1203
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timeCreated: 1762454256
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@@ -0,0 +1,15 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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m_Name: GeneratorConfig
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m_EditorClassIdentifier: Assembly-CSharp::Code.Generator.GeneratorConfig
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roomAssetReferences: []
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Reference in new issue
Block a user