状态机工具1.0.1
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50
Assets/03.FiniteStateMachine/RunTime/Use/FSMInitialize.cs
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50
Assets/03.FiniteStateMachine/RunTime/Use/FSMInitialize.cs
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace Stary.Evo.FiniteStateMachine
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{
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public static class FSMInitialize
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{
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/// <summary>
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/// 状态机初始化
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/// </summary>
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/// <param name="targetScene">指定场景</param>
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/// <returns></returns>
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public static FSMManager Init(Scene targetScene)
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{
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GameObject targetObject = targetScene.GetRootGameObjects().FirstOrDefault(go => go.name == "FSMManger");
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FSMManager fSMManager;
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if (targetObject == null)
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{
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targetObject = new GameObject("FSMManger");
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SceneManager.MoveGameObjectToScene(targetObject, targetScene);
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fSMManager = new FSMManager();
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fSMManager.FSMMangerObject = targetObject;
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void OnSceneUnloaded(Scene scene)
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{
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// 当场景卸载时释放缓存
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if (scene.name == targetScene.name)
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{
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GameObject.Destroy(targetObject);
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fSMManager = null;
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}
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}
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SceneManager.sceneUnloaded += OnSceneUnloaded;
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return fSMManager;
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}
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else
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{
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Debug.LogError("场景: " + targetScene.name + "已经初始化过FSM状态机!!!");
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return null;
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}
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}
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}
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}
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fileFormatVersion: 2
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guid: b42c8b9ea04cabf4d96cb64afb21a797
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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150
Assets/03.FiniteStateMachine/RunTime/Use/FSMManager.cs
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150
Assets/03.FiniteStateMachine/RunTime/Use/FSMManager.cs
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Stary.Evo.FiniteStateMachine
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{
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public class FSMManager
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{
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public GameObject FSMMangerObject;
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private Dictionary<int, FSMController> controllers = new Dictionary<int, FSMController>();
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private Dictionary<int, SingleState> states = new Dictionary<int, SingleState>();
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private int nextControllerId = 0;
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private int nextStateId = 0;
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/// <summary>
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/// 创建FSMController
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/// </summary>
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/// <returns>返回创建的FSMController的识别Int值</returns>
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public int CreateFSMController()
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{
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if (FSMMangerObject == null)
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{
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Debug.LogError("FSM状态机还未初始化!!!");
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return -1;
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}
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else
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{
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int id = nextControllerId++;
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GameObject newController = new GameObject("FSMController" + id);
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newController.transform.SetParent(FSMMangerObject.transform);
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var controller = newController.AddComponent<FSMController>();
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controllers[id] = controller;
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return id;
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}
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}
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/// <summary>
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/// 销毁指定FSMController
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/// </summary>
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/// <param name="controllerId"></param>
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public void DestroyFSMController(int controllerId)
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{
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if (controllers.TryGetValue(controllerId, out var controller))
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{
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GameObject.Destroy(controller.gameObject);
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controllers.Remove(controllerId);
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}
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else
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{
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Debug.LogError("该Id的FSMController不存在或已被销毁!!!");
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}
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}
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/// <summary>
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/// 退出指定Controller中的所有状态
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/// </summary>
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/// <param name="controllerId"></param>
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public void ExitAllStateInController(int controllerId)
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{
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if (controllers.TryGetValue(controllerId, out var controller))
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{
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controller.ExitAll();
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}
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else
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{
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Debug.LogError("该Id的FSMController不存在或已被销毁!!!");
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}
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}
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/// <summary>
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/// 创建状态
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/// </summary>
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/// <param name="controllerId">状态挂载的ControllerId</param>
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/// <param name="stateDateAction">状态行为数据</param>
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/// <returns></returns>
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public int CreateState(int controllerId, StateDateAction stateDateAction)
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{
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if (controllers.TryGetValue(controllerId, out var controller))
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{
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// 创建state并将其添加到指定controller生命周期中
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SingleState state = new SingleState();
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state.stateDate = stateDateAction;
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controller.AddState(state);
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int id = nextStateId++;
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states[id] = state;
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return id;
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}
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else
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{
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Debug.LogError("该Id的FSMController不存在或已被销毁,状态初始化失败!!!");
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return -1;
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}
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}
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/// <summary>
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/// 进入指定状态
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/// </summary>
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/// <param name="stateId"></param>
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public void EnterState(int stateId)
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{
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if (states.TryGetValue(stateId, out var state))
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{
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state.Machine.Enter(state.GetType());
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}
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else
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{
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Debug.LogError("该Id的状态不存在!!!");
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}
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}
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/// <summary>
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/// 离开指定状态
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/// </summary>
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/// <param name="stateId"></param>
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public void ExitState(int stateId)
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{
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if (states.TryGetValue(stateId, out var state))
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{
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state.Machine.Exit(state.GetType());
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}
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else
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{
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Debug.LogError("该Id的状态不存在!!!");
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}
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}
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/// <summary>
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/// 销毁指定状态
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/// </summary>
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/// <param name="stateId"></param>
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public void DestroyState(int stateId)
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{
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if (states.TryGetValue(stateId, out var state))
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{
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states.Remove(stateId);
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}
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}
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// 将状态添加到FSMController
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public void AddStateToController(int controllerId, int stateId)
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{
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if (controllers.TryGetValue(controllerId, out var controller) && states.TryGetValue(stateId, out var state))
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{
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controller.AddState(state);
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}
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}
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}
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}
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11
Assets/03.FiniteStateMachine/RunTime/Use/FSMManager.cs.meta
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11
Assets/03.FiniteStateMachine/RunTime/Use/FSMManager.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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||||
guid: 5ac80573cd6d59246a7fe1b954f1b57e
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||||
MonoImporter:
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||||
externalObjects: {}
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||||
serializedVersion: 2
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||||
defaultReferences: []
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||||
executionOrder: 0
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||||
icon: {instanceID: 0}
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||||
userData:
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assetBundleName:
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||||
assetBundleVariant:
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