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InitBulletPos { get; set; } = null; - - public Transform BulletObj { get; set; } = null; } diff --git a/Assets/Game1/Scripts/TowerManager.cs b/Assets/Game1/Scripts/TowerManager.cs index 27dba98..0895595 100644 --- a/Assets/Game1/Scripts/TowerManager.cs +++ b/Assets/Game1/Scripts/TowerManager.cs @@ -4,7 +4,7 @@ using UnityEngine; public class TowerManager : MonoBehaviour { - public Shot towerShot = null; + public Shot[] towerShots = new Shot[] { }; public ShotTypeInfo[] shotTypeInfos = new ShotTypeInfo[] { }; private int currentShotTypeIndex = 0; // Start is called before the first frame update @@ -23,12 +23,17 @@ public class TowerManager : MonoBehaviour } var shotTypeInfo = shotTypeInfos[currentShotTypeIndex]; - towerShot.bullet = shotTypeInfo.bulletPrefab; - towerShot.muzzleFlare = shotTypeInfo.muzzlePrefab; - towerShot.impact = shotTypeInfo.impactPrefab; - towerShot.InitializePool(); - towerShot.shotAudioClip = shotTypeInfo.shotAudioClip; + for (int i = 0; i < towerShots.Length; i++) + { + var towerShot = towerShots[i]; + towerShot.bullet = shotTypeInfo.bulletPrefab; + towerShot.muzzleFlare = shotTypeInfo.muzzlePrefab; + towerShot.impact = shotTypeInfo.impactPrefab; + + towerShot.InitializePool(); + towerShot.shotAudioClip = shotTypeInfo.shotAudioClip; + } } //// Update is called once per frame diff --git a/Assets/Scripts/Bullet.cs b/Assets/Scripts/Bullet.cs index b321b37..61c7f38 100644 --- a/Assets/Scripts/Bullet.cs +++ b/Assets/Scripts/Bullet.cs @@ -40,13 +40,15 @@ namespace Assets.Scripts ///// //public bool IsLockedTarget { get; set; } = false; public Enemy LockTarget { get; set; } = null; + public Enemy HitTarget { get; set; } = null; + public Enemy BeforeHitTarget { get; set; } = null; private Vector3 _shotTargetPosition = Vector3.zero; public Vector3 ShotTargetPosition { get { - if (IsAutoLock && LockTarget != null) + if (LockTarget != null) { _shotTargetPosition = LockTarget.transform.position; //return LockTarget.transform.position; @@ -58,7 +60,6 @@ namespace Assets.Scripts _shotTargetPosition = value; } } - public Enemy hittedEnemy { get; set; } = null; public bool LookRotation = true; public bool Missile = false; public Transform missileTarget; @@ -151,7 +152,7 @@ namespace Assets.Scripts return null; } var enemy = hit.collider.gameObject.GetComponent(); - if (enemy != null) + if (enemy != null && enemy != BeforeHitTarget) { rthit = hit; minDistance = hit.distance; @@ -215,7 +216,6 @@ namespace Assets.Scripts return;//穿过 } - bool isHitted = false; if (enemy != null) { ////如果子弹在怪物前面或者相交 @@ -238,8 +238,13 @@ namespace Assets.Scripts //} if (VisibilityTool.IsObjectInFrustum(enemy.gameObject, _cam)) { - currentHitPosition = enemy.transform.position; - isHitted = true; + if (BeforeHitTarget != enemy) + { + BeforeHitTarget = enemy;//保证只触发一次 + HitTarget = enemy; + currentHitPosition = enemy.transform.position; + Hitted(); + } } //} } @@ -260,13 +265,13 @@ namespace Assets.Scripts // Tweener.Kill(true); //} - if (isHitted) - { - hittedEnemy = enemy; - Hitted(); - //ResetBullet(transform, impact); - //transform.DOKill(true); - } + //if (isHitted) + //{ + // LockTarget = enemy; + // Hitted(); + // //ResetBullet(transform, impact); + // //transform.DOKill(true); + //} } } } @@ -334,6 +339,19 @@ namespace Assets.Scripts Hitted(); } + /// + /// 重置锁定的敌方对象,以及击中的敌方对象 + /// + public void ResetEnemyTargets() + { + //IsLockedTarget = false; + HitTarget = null; + LockTarget = null; + } + + /// + /// 重置当前复用变量状态 + /// public void ResetBullet() { Tweener = null; @@ -341,9 +359,8 @@ namespace Assets.Scripts currentHitPosition = Vector3.zero; IsAutoLock = false; - //IsLockedTarget = false; - hittedEnemy = null; - LockTarget = null; + ResetEnemyTargets(); + BeforeHitTarget = null; _shotTargetPosition = Vector3.zero; //currentShotCount = 0; diff --git a/Assets/Scripts/EnemyManager.cs b/Assets/Scripts/EnemyManager.cs index 9240779..c8a36ac 100644 --- a/Assets/Scripts/EnemyManager.cs +++ b/Assets/Scripts/EnemyManager.cs @@ -93,6 +93,7 @@ public class EnemyManager : MonoBehaviour //} //else //{ + enemyComp.transform.name = $"Enemy_{i}"; if (enemyComp != null) { yield return null; // Adjust the interval as needed diff --git a/Assets/Scripts/Shot.cs b/Assets/Scripts/Shot.cs index 318bf5a..8a9b724 100644 --- a/Assets/Scripts/Shot.cs +++ b/Assets/Scripts/Shot.cs @@ -66,7 +66,7 @@ public class Shot : MonoBehaviour private Vector3 turretLerpEuler = Vector3.zero; private float smoothXAngle = 0f; private float targetXAngle = 0f; - private float hitDistance = 0.2f; // мֵ + private float hitDistance = 0.1f; // мֵ private bool isCanShot = false; private bool isStartAttack = false; private ConcurrentQueue nextShotInfos = new(); @@ -74,12 +74,12 @@ public class Shot : MonoBehaviour - // ʹQueueListظͬһ - public List bulletPool = new(); - public List muzzlePool = new(); - public List impactPool = new(); - public List activeBulletPool = new(); - public List activeImpactPool = new(); + // Listظ + private List bulletPool = new(); + private List muzzlePool = new(); + private List impactPool = new(); + private List activeBulletPool = new(); + private List activeImpactPool = new(); private Camera _cam = null; @@ -144,7 +144,7 @@ public class Shot : MonoBehaviour { if (muzzle != null) { - muzzle.DOKill(); + //muzzle.DOKill(); Destroy(muzzle.gameObject); } } @@ -153,7 +153,7 @@ public class Shot : MonoBehaviour { if (impact != null) { - impact.DOKill(); + //impact.DOKill(); var recycle = impact.GetComponent(); recycle.IsNeedDestroyInRecycle = true; } @@ -162,7 +162,7 @@ public class Shot : MonoBehaviour { if (impact != null) { - impact.DOKill(true); + //impact.DOKill(true); Destroy(impact.gameObject); } } @@ -287,10 +287,6 @@ public class Shot : MonoBehaviour while (true) { - if (nextShotInfos.TryDequeue(out NextShotInfo info)) - { - SingleShot(info.Enemy, true, info.CurrentShotCount, info.InitBulletPos, info.BulletObj); - } if (shotNextDuration == 0) { yield return null; @@ -299,6 +295,10 @@ public class Shot : MonoBehaviour { yield return new WaitForSeconds(shotNextDuration); } + if (nextShotInfos.TryDequeue(out NextShotInfo info)) + { + SingleShot(info.Enemy, true, info.CurrentShotCount, info.InitBulletPos, info.bulletObj); + } } } @@ -311,6 +311,7 @@ public class Shot : MonoBehaviour /// private void SingleShot(Enemy lockEnemy, bool isNextLineShot, int currentShotCount = 0, Vector3? initBulletPos = null, Transform bulletObj = null) { + //Debug.Log(currentShotCount + ":" + initBulletPos); Transform muzzleObj = null; if (bulletObj == null || bulletObj.IsDestroyed()) { @@ -324,6 +325,8 @@ public class Shot : MonoBehaviour if (bulletObj != null) { + // 1. ǿ״̬ + //PoolTool.ResetTransform(bulletObj); // 6. bulletObj.gameObject.SetActive(true); // 10. Ч @@ -332,8 +335,6 @@ public class Shot : MonoBehaviour AudioTool.AudioSource.PlayOneShot(shotAudioClip); } - //// 1. ǿ״̬ - //PoolTool.ResetTransform(bulletObj); //PoolTool.ResetTransform(muzzleObj); // 2. 㷢λãȷʹ꣩ @@ -356,11 +357,26 @@ public class Shot : MonoBehaviour var bulletComp = bulletObj.GetComponent(); bulletComp.IsAutoLock = isAutoLock; bulletComp.IsShoting = true; - if ((isAutoLock || initBulletPos != null) && lockEnemy != null && !lockEnemy.IsDestroyed()) + var beforeHitTargetTransform = bulletComp.BeforeHitTarget == null ? null : bulletComp.BeforeHitTarget.transform; + if (isNextLineShot) + { + bulletComp.LockTarget = GetNearestEnemyFromTransform(bulletObj, beforeHitTargetTransform); + if (bulletComp.LockTarget != null) + { + //Debug.Log((bulletComp.BeforeHitTarget == null ? null : bulletComp.BeforeHitTarget.name) + ":" + bulletComp.LockTarget.name); + bulletComp.ShotTargetPosition = bulletComp.LockTarget.transform.position; + } + else + { + var pos = gun.position + gun.forward * shotDistance; + pos.y = gun.position.y; + bulletComp.ShotTargetPosition = pos; + } + } + else if (isAutoLock && lockEnemy != null && !lockEnemy.IsDestroyed()) { bulletComp.LockTarget = lockEnemy; bulletComp.ShotTargetPosition = lockEnemy.transform.position; - //bulletObj.transform.LookAt(targetPos); } else { @@ -368,7 +384,8 @@ public class Shot : MonoBehaviour pos.y = gun.position.y; bulletComp.ShotTargetPosition = pos; } - var tmpTargetPos = bulletComp.ShotTargetPosition; + //var tmpTargetPos = bulletComp.ShotTargetPosition; + //bulletObj.LookAt(bulletComp.ShotTargetPosition); bulletObj.transform.eulerAngles = Vector3.zero; @@ -381,26 +398,33 @@ public class Shot : MonoBehaviour muzzleObj.transform.LookAt(bulletComp.ShotTargetPosition); } - Vector3? lockTargetPos = null; + //ÿδǰ Kill Tween + bulletComp.Tweener?.Kill(false); //var worldTop = _cam.ScreenToWorldPoint(new Vector3(0, Screen.height, _cam.nearClipPlane)); //var yDistance = worldTop.z - transform.position.z; //float shotDuration = 1f / shotSpeed; // DOTween.To̬µλãÿ֡Ŀλã bulletComp.Tweener = DOTween.To( - () => bulletObj == null ? transform.position : bulletObj.position, // ǰλãGetter - (Vector3 pos) => + () => + { + return bulletObj == null ? transform.position : bulletObj.position; // ǰλãGetter + }, (Vector3 pos) => { if (bulletObj != null) { bulletObj.position = Vector3.MoveTowards(bulletObj.position, bulletComp.ShotTargetPosition, Time.deltaTime * shotSpeed); } // λãSetter }, - tmpTargetPos, + bulletComp.ShotTargetPosition,//Ŀλ shotSpeed ) .SetSpeedBased() .SetEase(Ease.Linear) + //.OnPlay(() => + //{ + // Debug.Log("Play"); + //}) //.SetLoops(0) // ѭ .OnUpdate(() => { @@ -429,7 +453,7 @@ public class Shot : MonoBehaviour { if (bulletComp.LockTarget == null) { - bulletComp.LockTarget = GetNearestEnemyFromBullet(bullet); + bulletComp.LockTarget = GetNearestEnemyFromTransform(bulletObj, beforeHitTargetTransform); //bulletComp.IsLockedTarget = true; } } @@ -438,70 +462,82 @@ public class Shot : MonoBehaviour if (bulletComp.LockTarget != null && bulletObj != null) { //var targetDir = (bulletComp.LockTarget.transform.position - bulletObj.transform.position).normalized; - bulletObj.LookAt(bulletComp.LockTarget.transform.position); + bulletComp.ShotTargetPosition = bulletComp.LockTarget.transform.position; + bulletObj.LookAt(bulletComp.ShotTargetPosition); //bulletObj.forward = Vector3.Lerp( // bulletObj.forward, // targetDir, // Time.deltaTime * lerpSpeed // ת //); - //bulletComp.ShotTargetPosition = bulletComp.LockTarget.transform.position; } + //if (isNextLineShot) + //{ //Զ״̬ڹ켣¹ҲжǷ - if (!isAutoLock) + if (CalcBulletBoom(bulletComp)) { - CalcBulletBoom(bulletComp, bulletComp.LockTarget); + bulletObj.DOComplete(true); + bulletObj.DOKill(); } - //ݴеĿλ - lockTargetPos = CheckBulletBoom(bulletComp, true); - }) - .OnPlay(() => - { + //} }) .OnComplete(() => { //if (currentShotCount > 0) //{ - //Debug.Log(currentShotCount); + // Debug.Log(currentShotCount); //} - bulletComp.LockTarget = CalcBulletBoom(bulletComp, bulletComp.LockTarget); + bool isBulletHitted = CalcBulletBoom(bulletComp); - if (bulletComp.LockTarget != null && hitAudioClip != null) + if (bulletComp.HitTarget != null && hitAudioClip != null) { AudioTool.AudioSource.PlayOneShot(hitAudioClip); } - currentShotCount++; - if (currentShotCount <= continueShotCount) + if (bulletComp.HitTarget != null) { - //bulletComp.currentShotCount = currentShotCount; - - PoolTool.RecycleMuzzleToPool(muzzleObj, this.muzzlePool, this.activeImpactPool); - var nextLockTarget = GetNearestEnemyFromTarget(bulletComp.currentHitPosition, bulletComp.LockTarget); - if (nextLockTarget != null) + currentShotCount++; + if (currentShotCount <= continueShotCount) { - //SingleShot(nextLockTarget, bulletComp.transform.position, bulletComp.transform);// + //bulletComp.currentShotCount = currentShotCount; - lockTargetPos = CheckBulletBoom(bulletComp, false); - //InitBulletPos = lockTargetPos,ӻеĿλÿʼ - nextShotInfos.Enqueue(new NextShotInfo { CurrentShotCount = currentShotCount, Enemy = nextLockTarget, InitBulletPos = lockTargetPos }); + PoolTool.RecycleMuzzleToPool(muzzleObj, this.muzzlePool, this.activeImpactPool); + var nextLockTarget = GetNearestEnemyFromTransform(bulletObj, bulletComp.HitTarget == null ? bulletObj : bulletComp.HitTarget.transform); + if (nextLockTarget != null) + { + //SingleShot(nextLockTarget, bulletComp.transform.position, bulletComp.transform);// + //InitBulletPos = lockTargetPos,ӻеĿλÿʼ + Vector3 initBulletPos = bulletObj.position; + Transform hitTransform = null; + if (bulletComp.HitTarget != null) + { + hitTransform = bulletComp.HitTarget.transform; + initBulletPos = hitTransform.position; + } - PoolTool.RecycleBulletToPool(bulletObj, this.bulletPool, this.activeBulletPool); - //SingleShot(nextLockTarget, true, currentShotCount, bulletObj.position, null);// + CheckBulletBoom(isBulletHitted, bulletComp, false); + bulletComp.ResetEnemyTargets(); + nextShotInfos.Enqueue(new NextShotInfo { CurrentShotCount = currentShotCount, Enemy = nextLockTarget, InitBulletPos = initBulletPos, bulletObj = bulletObj }); + + + //SingleShot(nextLockTarget, true, currentShotCount, initBulletPos, bulletObj);// + //PoolTool.RecycleBulletToPool(bulletObj, this.bulletPool, this.activeBulletPool); + } + else + { + CheckBulletBoom(isBulletHitted, bulletComp); + } } else { - CheckBulletBoom(bulletComp, false); - PoolTool.RecycleBulletToPool(bulletObj, this.bulletPool, this.activeBulletPool); + CheckBulletBoom(isBulletHitted, bulletComp); } } else { - CheckBulletBoom(bulletComp, false); - PoolTool.RecycleTarget(bulletObj, muzzleObj, this.bulletPool, this.activeBulletPool, this.muzzlePool, this.activeImpactPool); + CheckBulletBoom(isBulletHitted, bulletComp); } }); - //// 8. ӵУʹԻǿ꣩ //yield return bulletObj.DOMove(targetPos, shotSpeed) // .SetEase(Ease.Linear) @@ -550,26 +586,37 @@ public class Shot : MonoBehaviour } } - private Vector3? CheckBulletBoom(Bullet bulletComp, bool withCallback) + private void CheckBulletBoom(bool isBulletHitted, Bullet bulletComp, bool recycleToPool = true) + { + if (isBulletHitted) + { + CheckBulletBoom(bulletComp); + } + if (recycleToPool) + { + PoolTool.RecycleBulletToPool(bulletComp.transform, this.bulletPool, this.activeBulletPool); + } + } + + private Vector3? CheckBulletBoom(Bullet bulletComp) { Vector3? hitPosition = null; - Enemy hittedEnemy = bulletComp.hittedEnemy; - if (hittedEnemy != null) + if (bulletComp.HitTarget != null)// && bulletComp.HitTarget != bulletComp.BeforeHitTarget) { //Calc is Boom - hitPosition = hittedEnemy.transform.position; - bool isDestroyed = hittedEnemy.TakeDamage(bulletComp.power);//Եз˺ + hitPosition = bulletComp.HitTarget.transform.position; + bool isDestroyed = bulletComp.HitTarget.TakeDamage(bulletComp.power);//Եз˺ Vector3 targetDir = (bulletComp.transform.position - hitPosition.Value).normalized; var impact = PoolTool.GetFromPool(this.impactPool, this.activeBulletPool, this.activeImpactPool); //Instantiate(impactPrefab, point, rot); bulletComp.InitImpact(hitPosition.Value, targetDir, impact);//ըЧ + //if (bulletComp.Tweener != null) + //{ + // bulletComp.Tweener.Complete(withCallback); + //} + //bulletComp.transform.DOKill(); if (isDestroyed) { - if (bulletComp.Tweener != null) - { - bulletComp.Tweener.Complete(withCallback); - } - bulletComp.transform.DOKill(); lockEnemy = null; } } @@ -577,45 +624,43 @@ public class Shot : MonoBehaviour } - private Enemy CalcBulletBoom(Bullet bulletComp, Enemy lockTarget) + private bool CalcBulletBoom(Bullet bulletComp) { - if (bulletComp.hittedEnemy != null) - { - lockTarget = bulletComp.hittedEnemy; - } + bool isBulletHitted = false; // м⣨򴥷Ч if (bulletComp.gameObject != null) { - bool isNeedDestroy = !VisibilityTool.IsObjectInFrustum(bulletComp.gameObject, _cam); - if (lockTarget == null) + if (bulletComp.HitTarget != null) { - if (isNeedDestroy) - { - if (bulletComp.Tweener != null) - { - bulletComp.Tweener.Complete(true); - } - bulletComp.transform.DOKill(); - } + return true; } else { - if (!isNeedDestroy) + //ĻΧ֮⣬ӵ + isBulletHitted = !VisibilityTool.IsObjectInFrustum(bulletComp.gameObject, _cam); + } + if (!isBulletHitted && bulletComp.LockTarget != null && bulletComp.HitTarget != bulletComp.BeforeHitTarget) + { + float currentDistance = Vector3.Distance(bulletComp.transform.position, bulletComp.LockTarget.transform.position); + isBulletHitted = currentDistance < hitDistance; + + if (isBulletHitted) { - float currentDistance = Vector3.Distance(bulletComp.transform.position, lockTarget.transform.position); - isNeedDestroy = currentDistance < hitDistance; + bulletComp.currentHitPosition = bulletComp.LockTarget.transform.position; + bulletComp.HitTarget = bulletComp.LockTarget; + bulletComp.BeforeHitTarget = bulletComp.HitTarget; + bulletComp.IsShoting = false; } - bulletComp.currentHitPosition = lockTarget.transform.position; } //if (isDestroyed) //{ - // bulletComp.Tweener.Kill(true); + // bulletComp.Tweener.Kill(true); // //bulletObj.DOKill(true); // ֹͣTween //} - ////HitTarget(bulletObj, muzzleObj); + // HitTarget(bulletObj, muzzleObj); //} } - return lockTarget; + return isBulletHitted; } // 㵯嵽Ŀľ @@ -660,11 +705,12 @@ public class Shot : MonoBehaviour // Debug.Log("cc:" + Global.LockedEnemies.Count); //} isStartAttack = false; - lockEnemy = GetNearestEnemyFromTarget(transform.position); + lockEnemy = GetNearestEnemyFromTransform(transform); } } - private Enemy GetNearestEnemyFromTarget(Vector3 targetPosition, Enemy currentHitTarget = null) + + private Enemy GetNearestEnemyFromTransform(Transform bullet, Transform currentHitTarget = null) { Enemy result = null; float minDistance = float.MaxValue; @@ -673,53 +719,14 @@ public class Shot : MonoBehaviour var enemy = Global.Enemies[i]; if (enemy != null) { - if (enemy == currentHitTarget) - { - continue; - } - float distance = Vector3.Distance(enemy.transform.position, targetPosition); - if (distance < minDistance && distance <= shotDistance)// && (ringManager == null || distance > ringManager.radius * 1.2f))// && !Global.LockedEnemies.ContainsKey(enemy.GetHashCode())) - { - if (VisibilityTool.IsObjectInFrustum(enemy.gameObject, _cam)) - { - minDistance = distance; - result = enemy; - } - } - } - } - //if (result == null) - //{ - // result = Global.Enemies.FirstOrDefault(m => !m.IsDestroyed()); - //} - return result; - } - - private Enemy GetNearestEnemyFromBullet(Transform bullet, Enemy currentHitTarget = null) - { - Enemy result = null; - float minDistance = float.MaxValue; - for (int i = 0; i < Global.Enemies.Count; i++) - { - var enemy = Global.Enemies[i]; - if (enemy != null) - { - if (enemy == currentHitTarget) + if (enemy.transform == currentHitTarget) { continue; } float distance = GetDistanceToTarget(bullet, enemy.transform); - if (distance < minDistance && distance <= shotDistance)// && (ringManager == null || distance > ringManager.radius * 1.2f))// && !Global.LockedEnemies.ContainsKey(enemy.GetHashCode())) + if (distance < minDistance && distance < shotDistance)// && (ringManager == null || distance > ringManager.radius * 1.2f))// && !Global.LockedEnemies.ContainsKey(enemy.GetHashCode())) { - if (_cam.orthographic) - { - if (VisibilityTool.IsObjectInFrustum(enemy.gameObject, _cam)) - { - minDistance = distance; - result = enemy; - } - } - else + if (VisibilityTool.IsObjectInFrustum(enemy.gameObject, _cam)) { minDistance = distance; result = enemy; diff --git a/Assets/Scripts/Tools/PoolTool.cs b/Assets/Scripts/Tools/PoolTool.cs index 7bb89c4..16f5de2 100644 --- a/Assets/Scripts/Tools/PoolTool.cs +++ b/Assets/Scripts/Tools/PoolTool.cs @@ -59,7 +59,7 @@ public class PoolTool trans.DOKill(false); // ǿɱTween trans.SetParent(null); // - trans.localPosition = Vector3.zero; + //trans.localPosition = Vector3.zero; //trans.localRotation = Quaternion.identity; //trans.localScale = Vector3.one; diff --git a/Assets/WX-WASM-SDK-V2/Editor/MiniGameConfig.asset b/Assets/WX-WASM-SDK-V2/Editor/MiniGameConfig.asset index 9743bc5..e4e6548 100644 --- a/Assets/WX-WASM-SDK-V2/Editor/MiniGameConfig.asset +++ b/Assets/WX-WASM-SDK-V2/Editor/MiniGameConfig.asset @@ -29,7 +29,7 @@ MonoBehaviour: HideAfterCallMain: 1 preloadFiles: Orientation: 0 - bgImageSrc: Assets/Game1/Images/SplashScreen/SplashScreen2.jpg + bgImageSrc: Assets/TowerDefence/Images/SplashScreen/SplashScreen.jpg dataFileSubPrefix: maxStorage: 200 defaultReleaseSize: 31457280 diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset index 1c50473..fd26fbf 100644 --- a/ProjectSettings/ProjectSettings.asset +++ b/ProjectSettings/ProjectSettings.asset @@ -42,7 +42,7 @@ PlayerSettings: height: 1 m_SplashScreenLogos: [] m_VirtualRealitySplashScreen: {fileID: 0} - expectedBundleIdentifier: com.Unity-Technologies.com.unity.template.urp-blank + expectedBundleIdentifier: com.xsoft.UMiniGame integrityHash: m_HolographicTrackingLossScreen: {fileID: 0} defaultScreenWidth: 1024