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@ -1,11 +1,13 @@
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using System;
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using System;
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using TMPro;
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using Unity.VisualScripting;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.EventSystems;
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem.EnhancedTouch;
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using UnityEngine.InputSystem.EnhancedTouch;
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using UnityEngine.UI;
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using WeChatWASM;
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using WeChatWASM;
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using Touch = UnityEngine.InputSystem.EnhancedTouch.Touch;
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using Touch = UnityEngine.InputSystem.EnhancedTouch.Touch;
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@ -42,6 +44,8 @@ public class CameraController : MonoBehaviour
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//[SerializeField] private float zoomInertiaDecay = 0.93f; // 惯性衰减系数
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//[SerializeField] private float zoomInertiaDecay = 0.93f; // 惯性衰减系数
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[SerializeField] private float zoomMin = 2f;
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[SerializeField] private float zoomMin = 2f;
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[SerializeField] private float zoomMax = 30f;
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[SerializeField] private float zoomMax = 30f;
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// Canvas的UI射线检测组件(自动获取)
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public GraphicRaycaster uiRaycaster;
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//[SerializeField] private float zoomSnapThreshold = 0.01f;
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//[SerializeField] private float zoomSnapThreshold = 0.01f;
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//[SerializeField] private float zoomSmoothTime = 0.15f; // 新增平滑时间
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//[SerializeField] private float zoomSmoothTime = 0.15f; // 新增平滑时间
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@ -53,7 +57,7 @@ public class CameraController : MonoBehaviour
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// 运行时状态
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// 运行时状态
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private Camera _cam;
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private Camera _cam;
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private Vector2? _posInput = null;
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private Vector2 _posInput = Vector2.zero;
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private Vector2? _moveInput = null;
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private Vector2? _moveInput = null;
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private Vector2 _zoomInput = Vector2.zero;
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private Vector2 _zoomInput = Vector2.zero;
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private float _rotateInput;
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private float _rotateInput;
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@ -67,9 +71,12 @@ public class CameraController : MonoBehaviour
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private float _rotationVelocity;
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private float _rotationVelocity;
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private float _beforeTouchDistance = -1;
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private float _beforeTouchDistance = -1;
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private Vector2? _beforeMoveInput = null;
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private Vector2? _beforeMoveInput = null;
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private int _backgroundLayer = 0;
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private int _uiLayer = 0;
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private void Awake()
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private void Awake()
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{
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{
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_backgroundLayer = LayerMask.NameToLayer("Background");
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//_uiLayer = LayerMask.NameToLayer("UI");
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_cam = GetComponent<Camera>();
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_cam = GetComponent<Camera>();
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}
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}
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@ -129,7 +136,7 @@ public class CameraController : MonoBehaviour
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}
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}
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private void MouseAction_canceled(InputAction.CallbackContext ctx)
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private void MouseAction_canceled(InputAction.CallbackContext ctx)
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{
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{
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_posInput = null;
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//_posInput = null;
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_beforeMoveInput = null;
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_beforeMoveInput = null;
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_moveInput = null;
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_moveInput = null;
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@ -210,20 +217,36 @@ public class CameraController : MonoBehaviour
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//Vector2 mousePos = moveAction.action.ReadValue<Vector2>();
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//Vector2 mousePos = moveAction.action.ReadValue<Vector2>();
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// 创建射线(ScreenPointToRay支持Vector2,内部会自动处理z轴为0)
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// 创建射线(ScreenPointToRay支持Vector2,内部会自动处理z轴为0)
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if (EventSystem.current.IsPointerOverGameObject())
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{
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return true;
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}
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return false;
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//Ray ray = _cam.ScreenPointToRay(_moveInput);
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//// ÉäÏß¼ì²â£¨¼ì²âUI²ã£©
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if (uiRaycaster != null)
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//if (Physics.Raycast(ray, out RaycastHit hit, 100f, LayerMask.GetMask("UI")))
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{
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//{
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// 第一步:先检测UI
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// //enabled = false;
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PointerEventData pointerData = new PointerEventData(EventSystem.current);
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// //StartCoroutine(EnableAfterDelay(0.1f));
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pointerData.position = _posInput;
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// return false;
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List<RaycastResult> uiResults = new List<RaycastResult>();
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//}
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uiRaycaster.Raycast(pointerData, uiResults);
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if (uiResults.Count > 0)
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{
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return true; // 有UI则不检测3D
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}
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}
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Ray ray = _cam.ScreenPointToRay(_posInput);
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if (Physics.Raycast(ray, out RaycastHit hit, 100f))
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{
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if (hit.collider.gameObject.layer == _backgroundLayer)
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{
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//enabled = false;
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//StartCoroutine(EnableAfterDelay(0.1f));
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return false;
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}
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}
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return false;
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// 射线检测(检测U
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//return true;
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//return true;
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}
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}
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@ -293,7 +316,7 @@ public class CameraController : MonoBehaviour
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//_zoomInput.Set(0, 0);
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//_zoomInput.Set(0, 0);
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//_posInput.Value.Set(0, 0);
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//_posInput.Value.Set(0, 0);
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}
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}
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float touchDistance = Vector2.Distance(_posInput.Value, _zoomInput);
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float touchDistance = Vector2.Distance(_posInput, _zoomInput);
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if (_beforeTouchDistance == -1)
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if (_beforeTouchDistance == -1)
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{
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{
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_beforeTouchDistance = touchDistance;
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_beforeTouchDistance = touchDistance;
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@ -351,9 +374,9 @@ public class CameraController : MonoBehaviour
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// 回调方法实现
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// 回调方法实现
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private void OnMovePerformed(InputAction.CallbackContext ctx)
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private void OnMovePerformed(InputAction.CallbackContext ctx)
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{
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{
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_posInput = ctx.ReadValue<Vector2>();
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if (_isPressDown)
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if (_isPressDown)
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{
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{
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_posInput = ctx.ReadValue<Vector2>();
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if (_beforeMoveInput == null)
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if (_beforeMoveInput == null)
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{
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{
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_beforeMoveInput = _posInput;
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_beforeMoveInput = _posInput;
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@ -367,7 +390,7 @@ public class CameraController : MonoBehaviour
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private void OnMoveCanceled(InputAction.CallbackContext ctx)
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private void OnMoveCanceled(InputAction.CallbackContext ctx)
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{
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{
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_posInput = null;
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//_posInput = null;
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_moveInput = null;
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_moveInput = null;
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_beforeMoveInput = null;
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_beforeMoveInput = null;
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@ -66,6 +66,20 @@ public class Enemy : MonoBehaviour
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}
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}
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public void ResetMaterial()
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{
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var color = _renderer.material.color;
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color.a = 1;
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_renderer.material.color = color;
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}
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public void SetAlphaMaterial()
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{
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var color = _renderer.material.color;
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color.a = 0;
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_renderer.material.color = color;
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}
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// Update is called once per frame
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// Update is called once per frame
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void Update()
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void Update()
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{
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{
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@ -134,7 +148,10 @@ public class Enemy : MonoBehaviour
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public void Respawn()
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public void Respawn()
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{
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{
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AudioTool.AudioSource.PlayOneShot(boomClip);
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if (boomClip != null)
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{
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AudioTool.AudioSource.PlayOneShot(boomClip);
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}
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gameObject.transform.DOKill(true);
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gameObject.transform.DOKill(true);
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Global.LockedEnemies.Remove(GetHashCode());
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Global.LockedEnemies.Remove(GetHashCode());
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Global.DespawnEnemy(this);
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Global.DespawnEnemy(this);
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public class EnemyManager : MonoBehaviour
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public class EnemyManager : MonoBehaviour
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{
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{
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public float attackRadius = 5f;
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public float attackRadius = 5f;
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public Transform startLoc;
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public Transform[] startLoc = new Transform[] { };
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public Transform[] pathesLoc = new Transform[] { };
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public Transform[] pathesLoc = new Transform[] { };
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[Tooltip("每只怪出现的间隔")]
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[Tooltip("每只怪出现的间隔")]
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public float enemyAppearDuration = 0.1f;
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public float enemyAppearDuration = 0.1f;
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@ -42,9 +42,6 @@ public class EnemyManager : MonoBehaviour
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/// </summary>
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/// </summary>
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public float enemyMoveSpeed = 1f;
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public float enemyMoveSpeed = 1f;
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[Tooltip("爆炸音效")]
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public AudioClip boomClip;
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[Tooltip("每波怪的个数")]
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[Tooltip("每波怪的个数")]
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public float initEachEnemyCount = 50;
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public float initEachEnemyCount = 50;
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@ -86,7 +83,7 @@ public class EnemyManager : MonoBehaviour
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for (int i = 0; i < initEachEnemyCount; i++)
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for (int i = 0; i < initEachEnemyCount; i++)
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{
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{
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//var pos = new Vector3(Random.Range(0f, Screen.width), Random.Range(Screen.height + 125f, Screen.height + 353f), _cam.nearClipPlane - _cam.transform.position.z);
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//var pos = new Vector3(Random.Range(0f, Screen.width), Random.Range(Screen.height + 125f, Screen.height + 353f), _cam.nearClipPlane - _cam.transform.position.z);
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SpawnEnemy(Mathf.FloorToInt(Random.value * enemyPrefabList.Length));
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var enemyComp = SpawnEnemy(Mathf.FloorToInt(Random.value * enemyPrefabList.Length));
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//float duration = Mathf.Max(0.2f, Random.value / _currAttackIndex * 10);
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//float duration = Mathf.Max(0.2f, Random.value / _currAttackIndex * 10);
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//if (i % 5 == 0)
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//if (i % 5 == 0)
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//{
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//{
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@ -94,6 +91,11 @@ public class EnemyManager : MonoBehaviour
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//}
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//}
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//else
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//else
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//{
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//{
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if (enemyComp != null)
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{
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yield return null; // Adjust the interval as needed
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enemyComp.ResetMaterial();
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}
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yield return new WaitForSeconds(enemyAppearDuration); // Adjust the interval as needed
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yield return new WaitForSeconds(enemyAppearDuration); // Adjust the interval as needed
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//}
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//}
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}
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}
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@ -102,56 +104,57 @@ public class EnemyManager : MonoBehaviour
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}
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}
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}
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}
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public void SpawnEnemy(int enemyIndex)
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public Enemy SpawnEnemy(int enemyIndex)
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{
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{
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if (enemyIndex < 0 || enemyIndex >= enemyPrefabList.Length)
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if (enemyIndex < 0 || enemyIndex >= enemyPrefabList.Length)
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{
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{
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Debug.LogError("Invalid enemy index: " + enemyIndex);
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Debug.LogError("Invalid enemy index: " + enemyIndex);
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return;
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return null;
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}
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}
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//var fromPos = _cam.ScreenToWorldPoint(spawnPosition);
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//var fromPos = _cam.ScreenToWorldPoint(spawnPosition);
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//spawnPosition.y = 350;//移动到指定位置
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//spawnPosition.y = 350;//移动到指定位置
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//var toPos = _cam.ScreenToWorldPoint(spawnPosition);
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//var toPos = _cam.ScreenToWorldPoint(spawnPosition);
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var pos = Vector3.zero;
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var pos = Vector3.zero;
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var enemy = Instantiate(enemyPrefabList[enemyIndex], Vector3.zero, Quaternion.identity);
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var enemy = Instantiate(enemyPrefabList[enemyIndex], Vector3.zero, Quaternion.identity);
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if (startLoc == null && pathesLoc.Length > 0)
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//if (startLoc.Length == 0 && pathesLoc.Length > 0)
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//{
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var startPos = startLoc.Last().position;
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var bounds = enemy.GetComponentInChildren<Collider>().bounds;
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//float angle = Mathf.PI * 2 * Random.value; // 修正角度计算逻辑
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float x = Random.Range(0, Screen.width);
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float y = Screen.height + 100;
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pos = new Vector3(x, y, _cam.transform.position.z);
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bool isLeft = pos.x < Screen.width * 0.5f;
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pos = _cam.ScreenToWorldPoint(pos);
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pos.y = pathesLoc.Last().position.y;
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pos.z = startPos.z;
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//往中聚拢怪物尺寸的长度
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if (isLeft)
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{
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{
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var bounds = enemy.GetComponentInChildren<Collider>().bounds;
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pos.x += bounds.size.magnitude * 0.5f;
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//float angle = Mathf.PI * 2 * Random.value; // 修正角度计算逻辑
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float x = Random.Range(0, Screen.width);
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float y = Screen.height + 100;
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pos = new Vector3(x, y, 0);
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bool isLeft = pos.x < Screen.width * 0.5f;
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pos = _cam.ScreenToWorldPoint(pos);
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pos.y = pathesLoc.Last().position.y;
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//往中聚拢怪物尺寸的长度
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if (isLeft)
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{
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pos.x += bounds.size.magnitude * 0.5f;
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}
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else
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{
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pos.x -= bounds.size.magnitude * 0.5f;
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}
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//pathesLoc.Last().position + new Vector3(Mathf.Cos(angle), 0, Mathf.Sin(angle)) * attackRadius;
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}
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}
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else
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else
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{
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{
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pos = startLoc.position;
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pos.x -= bounds.size.magnitude * 0.5f;
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}
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}
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//pathesLoc.Last().position + new Vector3(Mathf.Cos(angle), 0, Mathf.Sin(angle)) * attackRadius;
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//}
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//else
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//{
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// pos = startLoc[Random.Range(0, startLoc.Length)].position;
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//}
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enemy.position = pos;
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enemy.position = pos;
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var enemyComp = enemy.GetComponent<Enemy>();
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var enemyComp = enemy.GetComponent<Enemy>();
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enemy.eulerAngles = new Vector3(enemy.eulerAngles.x + enemyComp.addEulerX, enemy.eulerAngles.y + 180, enemy.eulerAngles.z);
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enemy.eulerAngles = new Vector3(enemy.eulerAngles.x + enemyComp.addEulerX, enemy.eulerAngles.y + 180, enemy.eulerAngles.z);
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//Debug.Log(enemy.eulerAngles);
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//Debug.Log(enemy.eulerAngles);
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enemyComp.boomClip = boomClip;
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Global.Enemies.Add(enemyComp);
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Global.Enemies.Add(enemyComp);
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// 初始化时将物体移动到最近的NavMesh点
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// 初始化时将物体移动到最近的NavMesh点
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NavMeshHit initHit;
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NavMeshHit initHit;
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if (NavMesh.SamplePosition(enemy.position, out initHit, 8.0f, NavMesh.AllAreas))
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if (NavMesh.SamplePosition(enemy.position, out initHit, 8.0f, NavMesh.AllAreas))
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{
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{
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transform.position = initHit.position;
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enemy.position = initHit.position;
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}
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}
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else
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else
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{
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{
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@ -162,6 +165,8 @@ public class EnemyManager : MonoBehaviour
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destPos = new Vector3(enemy.position.x, destPos.y, destPos.z);
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destPos = new Vector3(enemy.position.x, destPos.y, destPos.z);
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ToDestination(enemyComp, destPos);
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ToDestination(enemyComp, destPos);
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enemyComp.SetAlphaMaterial();
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return enemyComp;
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//enemy.DOMove(toPos, enemyMoveSpeed)
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//enemy.DOMove(toPos, enemyMoveSpeed)
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// .SetEase(Ease.Linear) // 强制匀速,无加速减速
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// .SetEase(Ease.Linear) // 强制匀速,无加速减速
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// .SetSpeedBased(); // 标记为可回收,完成后回收到池; // 关键:将第二个参数视为“速度”而非“时间”
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// .SetSpeedBased(); // 标记为可回收,完成后回收到池; // 关键:将第二个参数视为“速度”而非“时间”
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@ -26,7 +26,10 @@ public class Shot : MonoBehaviour
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public Transform turret;
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public Transform turret;
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public Transform gun;
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public Transform gun;
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[Tooltip("发射音效")]
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public AudioClip shotAudioClip;
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public AudioClip shotAudioClip;
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[Tooltip("击中音效")]
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public AudioClip hitAudioClip;
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[Tooltip("发射时间间隔")]
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[Tooltip("发射时间间隔")]
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public float shotDuration = 0.2f;
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public float shotDuration = 0.2f;
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[Tooltip("连发发射时间间隔")]
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[Tooltip("连发发射时间间隔")]
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@ -263,6 +266,12 @@ public class Shot : MonoBehaviour
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if (bulletObj != null)
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if (bulletObj != null)
|
||||||
{
|
{
|
||||||
|
// 10. 播放音效
|
||||||
|
if (!isNextLineShot && shotAudioClip != null)
|
||||||
|
{
|
||||||
|
AudioTool.AudioSource.PlayOneShot(shotAudioClip);
|
||||||
|
}
|
||||||
|
|
||||||
//// 1. 强制重置所有状态
|
//// 1. 强制重置所有状态
|
||||||
//PoolTool.ResetTransform(bulletObj);
|
//PoolTool.ResetTransform(bulletObj);
|
||||||
//PoolTool.ResetTransform(muzzleObj);
|
//PoolTool.ResetTransform(muzzleObj);
|
||||||
@ -383,6 +392,12 @@ public class Shot : MonoBehaviour
|
|||||||
//{
|
//{
|
||||||
//Debug.Log(currentShotCount);
|
//Debug.Log(currentShotCount);
|
||||||
//}
|
//}
|
||||||
|
|
||||||
|
if (hitAudioClip != null)
|
||||||
|
{
|
||||||
|
AudioTool.AudioSource.PlayOneShot(hitAudioClip);
|
||||||
|
}
|
||||||
|
|
||||||
if (currentShotCount <= continueShotCount)
|
if (currentShotCount <= continueShotCount)
|
||||||
{
|
{
|
||||||
currentShotCount++;
|
currentShotCount++;
|
||||||
@ -455,12 +470,6 @@ public class Shot : MonoBehaviour
|
|||||||
// RecycleToPool(muzzleObj, muzzlePool, activeMuzzles);
|
// RecycleToPool(muzzleObj, muzzlePool, activeMuzzles);
|
||||||
// }
|
// }
|
||||||
//});
|
//});
|
||||||
|
|
||||||
// 10. ²¥·ÅÒôЧ
|
|
||||||
if (shotAudioClip != null)
|
|
||||||
{
|
|
||||||
AudioTool.AudioSource.PlayOneShot(shotAudioClip);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@ -17,7 +17,7 @@ public class AudioTool
|
|||||||
{
|
{
|
||||||
var audioGameObject = new GameObject("GlobalAudioSource");
|
var audioGameObject = new GameObject("GlobalAudioSource");
|
||||||
_audioSource = audioGameObject.AddComponent<AudioSource>();
|
_audioSource = audioGameObject.AddComponent<AudioSource>();
|
||||||
_audioSource.volume = 0.5f;
|
_audioSource.volume = 0.33f;
|
||||||
Object.DontDestroyOnLoad(audioGameObject);
|
Object.DontDestroyOnLoad(audioGameObject);
|
||||||
}
|
}
|
||||||
return _audioSource;
|
return _audioSource;
|
||||||
|
|||||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
8
Assets/TowerDefence/Sound.meta
Normal file
8
Assets/TowerDefence/Sound.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: XXwe4yOsW3/dMMBzC1jPC8h83tfB/g93jIgfIpggr04FAFQLuAPZ0Zs=
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
8
Assets/TowerDefence/Sound/Audio.meta
Normal file
8
Assets/TowerDefence/Sound/Audio.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: Ci4btnj/UH4DjBxU5p6J+WPBPbfw7HxW6JXXY/7jYllQhbqnUu3Njos=
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
BIN
Assets/TowerDefence/Sound/Audio/baoshixiaochu.mp3
Normal file
BIN
Assets/TowerDefence/Sound/Audio/baoshixiaochu.mp3
Normal file
Binary file not shown.
23
Assets/TowerDefence/Sound/Audio/baoshixiaochu.mp3.meta
Normal file
23
Assets/TowerDefence/Sound/Audio/baoshixiaochu.mp3.meta
Normal file
@ -0,0 +1,23 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: WXhK4y2lVi5Q0Jdo2o+m5LxOyeR6OArhUoJErsePDCNFMEng5r0pKRM=
|
||||||
|
AudioImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 7
|
||||||
|
defaultSettings:
|
||||||
|
serializedVersion: 2
|
||||||
|
loadType: 0
|
||||||
|
sampleRateSetting: 0
|
||||||
|
sampleRateOverride: 44100
|
||||||
|
compressionFormat: 1
|
||||||
|
quality: 1
|
||||||
|
conversionMode: 0
|
||||||
|
preloadAudioData: 0
|
||||||
|
platformSettingOverrides: {}
|
||||||
|
forceToMono: 0
|
||||||
|
normalize: 1
|
||||||
|
loadInBackground: 0
|
||||||
|
ambisonic: 0
|
||||||
|
3D: 1
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
BIN
Assets/TowerDefence/Sound/Audio/ding.mp3
Normal file
BIN
Assets/TowerDefence/Sound/Audio/ding.mp3
Normal file
Binary file not shown.
23
Assets/TowerDefence/Sound/Audio/ding.mp3.meta
Normal file
23
Assets/TowerDefence/Sound/Audio/ding.mp3.meta
Normal file
@ -0,0 +1,23 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: XnwdvCquUnivlXs1Aa5DYb7VjTp1uY5iAqEzAYDUnByAilWQt8+6k8w=
|
||||||
|
AudioImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 7
|
||||||
|
defaultSettings:
|
||||||
|
serializedVersion: 2
|
||||||
|
loadType: 0
|
||||||
|
sampleRateSetting: 0
|
||||||
|
sampleRateOverride: 44100
|
||||||
|
compressionFormat: 1
|
||||||
|
quality: 1
|
||||||
|
conversionMode: 0
|
||||||
|
preloadAudioData: 0
|
||||||
|
platformSettingOverrides: {}
|
||||||
|
forceToMono: 0
|
||||||
|
normalize: 1
|
||||||
|
loadInBackground: 0
|
||||||
|
ambisonic: 0
|
||||||
|
3D: 1
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
8
Assets/TowerDefence/Sound/Music.meta
Normal file
8
Assets/TowerDefence/Sound/Music.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: By9J436tWy7lbhGkTTIXOHBXpALErfz7Pn4aW0E71gUoXPLKJD0ji/k=
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
BIN
Assets/TowerDefence/Sound/Music/bg-music1.mp3
Normal file
BIN
Assets/TowerDefence/Sound/Music/bg-music1.mp3
Normal file
Binary file not shown.
23
Assets/TowerDefence/Sound/Music/bg-music1.mp3.meta
Normal file
23
Assets/TowerDefence/Sound/Music/bg-music1.mp3.meta
Normal file
@ -0,0 +1,23 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: CywfsiKrVy0pKKtI4ZwffkOrnjFk5/3iMWZO/ydd05n7d8B0u6Q8wzI=
|
||||||
|
AudioImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 7
|
||||||
|
defaultSettings:
|
||||||
|
serializedVersion: 2
|
||||||
|
loadType: 0
|
||||||
|
sampleRateSetting: 0
|
||||||
|
sampleRateOverride: 44100
|
||||||
|
compressionFormat: 1
|
||||||
|
quality: 1
|
||||||
|
conversionMode: 0
|
||||||
|
preloadAudioData: 0
|
||||||
|
platformSettingOverrides: {}
|
||||||
|
forceToMono: 0
|
||||||
|
normalize: 1
|
||||||
|
loadInBackground: 0
|
||||||
|
ambisonic: 0
|
||||||
|
3D: 1
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
Loading…
x
Reference in New Issue
Block a user