5
Game/Assets/Scripts/Business.meta
Normal file
5
Game/Assets/Scripts/Business.meta
Normal file
@ -0,0 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 44471b44c7c4ac24da59e339e3d53ef4
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
userData:
|
@ -1,54 +1,54 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Serialization;
|
||||
using TransportGame.Model;
|
||||
using TransportGame.Utils;
|
||||
|
||||
namespace TransportGame.Business
|
||||
{
|
||||
public static class BiomeManager
|
||||
{
|
||||
private static List<Biome> biomes = new List<Biome>();
|
||||
|
||||
/// <summary>
|
||||
/// Gets all the loaded biomes
|
||||
/// </summary>
|
||||
public static IEnumerable<Biome> Biomes
|
||||
{
|
||||
get
|
||||
{
|
||||
return biomes;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Loads the biomes from the Biome directory.
|
||||
/// </summary>
|
||||
public static void LoadBiomes()
|
||||
{
|
||||
foreach (var file in Directory.GetFiles(ConfigurationManager.BiomeDirectory, "*.xml", SearchOption.AllDirectories))
|
||||
{
|
||||
try
|
||||
{
|
||||
// Open file
|
||||
var stream = File.OpenRead(file);
|
||||
|
||||
// Try to deserialize biome
|
||||
XmlSerializer serializer = new XmlSerializer(typeof(Biome));
|
||||
var biome = (Biome)serializer.Deserialize(stream);
|
||||
|
||||
// Add it to biome list
|
||||
biomes.Add(biome);
|
||||
Logger.Info("Loaded biome '{0}' from file '{1}'.", biome.Name, file);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Logger.Exception(ex);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Serialization;
|
||||
using TransportGame.Model;
|
||||
using TransportGame.Utils;
|
||||
|
||||
namespace TransportGame.Business
|
||||
{
|
||||
public static class BiomeManager
|
||||
{
|
||||
private static List<Biome> biomes = new List<Biome>();
|
||||
|
||||
/// <summary>
|
||||
/// Gets all the loaded biomes
|
||||
/// </summary>
|
||||
public static IEnumerable<Biome> Biomes
|
||||
{
|
||||
get
|
||||
{
|
||||
return biomes;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Loads the biomes from the Biome directory.
|
||||
/// </summary>
|
||||
public static void LoadBiomes()
|
||||
{
|
||||
foreach (var file in Directory.GetFiles(ConfigurationManager.BiomeDirectory, "*.xml", SearchOption.AllDirectories))
|
||||
{
|
||||
try
|
||||
{
|
||||
// Open file
|
||||
var stream = File.OpenRead(file);
|
||||
|
||||
// Try to deserialize biome
|
||||
XmlSerializer serializer = new XmlSerializer(typeof(Biome));
|
||||
var biome = (Biome)serializer.Deserialize(stream);
|
||||
|
||||
// Add it to biome list
|
||||
biomes.Add(biome);
|
||||
Logger.Info("Loaded biome '{0}' from file '{1}'.", biome.Name, file);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Logger.Exception(ex);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
8
Game/Assets/Scripts/Business/BiomeManager.cs.meta
Normal file
8
Game/Assets/Scripts/Business/BiomeManager.cs.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 82e9dc6ef4e61c2468a98567ff4d4a17
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e18c16459f0ad3b4aa2ce07825b41222
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
5
Game/Assets/Scripts/Generator.meta
Normal file
5
Game/Assets/Scripts/Generator.meta
Normal file
@ -0,0 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 48bbce5a58e77054b8048679600cd5d8
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
userData:
|
8
Game/Assets/Scripts/Generator/TerrainGenerator.cs.meta
Normal file
8
Game/Assets/Scripts/Generator/TerrainGenerator.cs.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f4042531a480f4149bdda36c67975b0c
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
5
Game/Assets/Scripts/Model.meta
Normal file
5
Game/Assets/Scripts/Model.meta
Normal file
@ -0,0 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a9b1f8f4e926c744ca43952af763e85b
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
userData:
|
8
Game/Assets/Scripts/Model/Biome.cs.meta
Normal file
8
Game/Assets/Scripts/Model/Biome.cs.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 15c4c7a1393cf2b4e9520d38705830a3
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
5
Game/Assets/Scripts/Model/Config.meta
Normal file
5
Game/Assets/Scripts/Model/Config.meta
Normal file
@ -0,0 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 976fce089fd84a043888fb58c4c5580a
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
userData:
|
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8a3817f3a7058cc41b46eb849acf069b
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
8
Game/Assets/Scripts/Model/Map.cs.meta
Normal file
8
Game/Assets/Scripts/Model/Map.cs.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fc6d250254fab4447aa1b764a56d3373
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
5
Game/Assets/Scripts/Noise.meta
Normal file
5
Game/Assets/Scripts/Noise.meta
Normal file
@ -0,0 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d0f8f06d46c43004e86c37ef7faed5f3
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
userData:
|
@ -1,137 +1,137 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
using TransportGame.Utils;
|
||||
|
||||
namespace TransportGame.Noise
|
||||
{
|
||||
public abstract class NoiseGenerator
|
||||
{
|
||||
public float Scale { get; set; }
|
||||
public float Low { get; set; }
|
||||
public float High { get; set; }
|
||||
public float NonLinearPower { get; set; }
|
||||
public int Octaves { get; set; }
|
||||
public float Persistence { get; set; }
|
||||
|
||||
private float seedX, seedY;
|
||||
|
||||
public NoiseGenerator()
|
||||
{
|
||||
System.Random random = new System.Random();
|
||||
seedX = random.NextSingle(-10000f, 10000f);
|
||||
seedY = random.NextSingle(-10000f, 10000f);
|
||||
|
||||
Scale = 1f;
|
||||
Low = -1f;
|
||||
High = 1f;
|
||||
NonLinearPower = 1f;
|
||||
Octaves = 1;
|
||||
Persistence = .5f;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Produces noise in the [-1,1] interval
|
||||
/// </summary>
|
||||
/// <param name="x"></param>
|
||||
/// <param name="y"></param>
|
||||
/// <returns></returns>
|
||||
protected abstract float GenerateNoise(float x, float y);
|
||||
|
||||
/// <summary>
|
||||
/// Generates noise
|
||||
/// </summary>
|
||||
/// <param name="x">X coordinate</param>
|
||||
/// <param name="y">Y coordinate</param>
|
||||
/// <param name="low">Minimum value</param>
|
||||
/// <param name="high">Maximum value</param>
|
||||
/// <param name="scale">Scale</param>
|
||||
/// <param name="octaves">Number of octaves (layers)</param>
|
||||
/// <param name="persistence">Persistence (impact of each layer)</param>
|
||||
/// <param name="nonLinearPower">Non-linearity</param>
|
||||
/// <returns>Noise</returns>
|
||||
public float Generate(float x, float y, float low, float high, float scale, int octaves, float persistence, float nonLinearPower)
|
||||
{
|
||||
float value = 0;
|
||||
int freq = 1;
|
||||
float amp = 1;
|
||||
float maxAmp = 0;
|
||||
|
||||
for (int i = 0; i < octaves; ++i)
|
||||
{
|
||||
value += GenerateNoise(seedX + freq * scale * x, seedY + freq * scale * y) * amp;
|
||||
maxAmp += amp;
|
||||
amp *= persistence;
|
||||
freq *= 2;
|
||||
}
|
||||
|
||||
// Bring to [0,1]
|
||||
value = (value / maxAmp) / 2f + .5f;
|
||||
|
||||
// Raise to non-linear power
|
||||
value = Mathf.Pow(value, nonLinearPower);
|
||||
|
||||
// Bring to required interval
|
||||
value = value * (high - low) + low;
|
||||
|
||||
// Done
|
||||
return value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generates noise
|
||||
/// </summary>
|
||||
/// <param name="x">X coordinate</param>
|
||||
/// <param name="y">Y coordinate</param>
|
||||
/// <param name="low">Minimum value</param>
|
||||
/// <param name="high">Maximum value</param>
|
||||
/// <param name="scale">Scale</param>
|
||||
/// <param name="octaves">Number of octaves (layers)</param>
|
||||
/// <param name="persistence">Persistence (impact of each layer)</param>
|
||||
/// <returns>Noise</returns>
|
||||
public float Generate(float x, float y, float low, float high, float scale, int octaves, float persistence)
|
||||
{
|
||||
return Generate(x, y, low, high, scale, octaves, persistence, NonLinearPower);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generates noise
|
||||
/// </summary>
|
||||
/// <param name="x">X coordinate</param>
|
||||
/// <param name="y">Y coordinate</param>
|
||||
/// <param name="low">Minimum value</param>
|
||||
/// <param name="high">Maximum value</param>
|
||||
/// <param name="scale">Scale</param>
|
||||
/// <returns>Noise</returns>
|
||||
public float Generate(float x, float y, float low, float high, float scale)
|
||||
{
|
||||
return Generate(x, y, low, high, scale, Octaves, Persistence, NonLinearPower);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generates noise
|
||||
/// </summary>
|
||||
/// <param name="x">X coordinate</param>
|
||||
/// <param name="y">Y coordinate</param>
|
||||
/// <param name="low">Minimum value</param>
|
||||
/// <param name="high">Maximum value</param>
|
||||
/// <returns>Noise</returns>
|
||||
public float Generate(float x, float y, float low, float high)
|
||||
{
|
||||
return Generate(x, y, low, high, Scale, Octaves, Persistence, NonLinearPower);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generates noise
|
||||
/// </summary>
|
||||
/// <param name="x">X coordinate</param>
|
||||
/// <param name="y">Y coordinate</param>
|
||||
/// <returns>Noise</returns>
|
||||
public float Generate(float x, float y)
|
||||
{
|
||||
return Generate(x, y, Low, High, Scale, Octaves, Persistence, NonLinearPower);
|
||||
}
|
||||
}
|
||||
}
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
using TransportGame.Utils;
|
||||
|
||||
namespace TransportGame.Noise
|
||||
{
|
||||
public abstract class NoiseGenerator
|
||||
{
|
||||
public float Scale { get; set; }
|
||||
public float Low { get; set; }
|
||||
public float High { get; set; }
|
||||
public float NonLinearPower { get; set; }
|
||||
public int Octaves { get; set; }
|
||||
public float Persistence { get; set; }
|
||||
|
||||
private float seedX, seedY;
|
||||
|
||||
public NoiseGenerator()
|
||||
{
|
||||
System.Random random = new System.Random();
|
||||
seedX = random.NextSingle(-10000f, 10000f);
|
||||
seedY = random.NextSingle(-10000f, 10000f);
|
||||
|
||||
Scale = 1f;
|
||||
Low = -1f;
|
||||
High = 1f;
|
||||
NonLinearPower = 1f;
|
||||
Octaves = 1;
|
||||
Persistence = .5f;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Produces noise in the [-1,1] interval
|
||||
/// </summary>
|
||||
/// <param name="x"></param>
|
||||
/// <param name="y"></param>
|
||||
/// <returns></returns>
|
||||
protected abstract float GenerateNoise(float x, float y);
|
||||
|
||||
/// <summary>
|
||||
/// Generates noise
|
||||
/// </summary>
|
||||
/// <param name="x">X coordinate</param>
|
||||
/// <param name="y">Y coordinate</param>
|
||||
/// <param name="low">Minimum value</param>
|
||||
/// <param name="high">Maximum value</param>
|
||||
/// <param name="scale">Scale</param>
|
||||
/// <param name="octaves">Number of octaves (layers)</param>
|
||||
/// <param name="persistence">Persistence (impact of each layer)</param>
|
||||
/// <param name="nonLinearPower">Non-linearity</param>
|
||||
/// <returns>Noise</returns>
|
||||
public float Generate(float x, float y, float low, float high, float scale, int octaves, float persistence, float nonLinearPower)
|
||||
{
|
||||
float value = 0;
|
||||
int freq = 1;
|
||||
float amp = 1;
|
||||
float maxAmp = 0;
|
||||
|
||||
for (int i = 0; i < octaves; ++i)
|
||||
{
|
||||
value += GenerateNoise(seedX + freq * scale * x, seedY + freq * scale * y) * amp;
|
||||
maxAmp += amp;
|
||||
amp *= persistence;
|
||||
freq *= 2;
|
||||
}
|
||||
|
||||
// Bring to [0,1]
|
||||
value = (value / maxAmp) / 2f + .5f;
|
||||
|
||||
// Raise to non-linear power
|
||||
value = Mathf.Pow(value, nonLinearPower);
|
||||
|
||||
// Bring to required interval
|
||||
value = value * (high - low) + low;
|
||||
|
||||
// Done
|
||||
return value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generates noise
|
||||
/// </summary>
|
||||
/// <param name="x">X coordinate</param>
|
||||
/// <param name="y">Y coordinate</param>
|
||||
/// <param name="low">Minimum value</param>
|
||||
/// <param name="high">Maximum value</param>
|
||||
/// <param name="scale">Scale</param>
|
||||
/// <param name="octaves">Number of octaves (layers)</param>
|
||||
/// <param name="persistence">Persistence (impact of each layer)</param>
|
||||
/// <returns>Noise</returns>
|
||||
public float Generate(float x, float y, float low, float high, float scale, int octaves, float persistence)
|
||||
{
|
||||
return Generate(x, y, low, high, scale, octaves, persistence, NonLinearPower);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generates noise
|
||||
/// </summary>
|
||||
/// <param name="x">X coordinate</param>
|
||||
/// <param name="y">Y coordinate</param>
|
||||
/// <param name="low">Minimum value</param>
|
||||
/// <param name="high">Maximum value</param>
|
||||
/// <param name="scale">Scale</param>
|
||||
/// <returns>Noise</returns>
|
||||
public float Generate(float x, float y, float low, float high, float scale)
|
||||
{
|
||||
return Generate(x, y, low, high, scale, Octaves, Persistence, NonLinearPower);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generates noise
|
||||
/// </summary>
|
||||
/// <param name="x">X coordinate</param>
|
||||
/// <param name="y">Y coordinate</param>
|
||||
/// <param name="low">Minimum value</param>
|
||||
/// <param name="high">Maximum value</param>
|
||||
/// <returns>Noise</returns>
|
||||
public float Generate(float x, float y, float low, float high)
|
||||
{
|
||||
return Generate(x, y, low, high, Scale, Octaves, Persistence, NonLinearPower);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generates noise
|
||||
/// </summary>
|
||||
/// <param name="x">X coordinate</param>
|
||||
/// <param name="y">Y coordinate</param>
|
||||
/// <returns>Noise</returns>
|
||||
public float Generate(float x, float y)
|
||||
{
|
||||
return Generate(x, y, Low, High, Scale, Octaves, Persistence, NonLinearPower);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
8
Game/Assets/Scripts/Noise/NoiseGenerator.cs.meta
Normal file
8
Game/Assets/Scripts/Noise/NoiseGenerator.cs.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1b305f77f2146ba4ab22c5c2eb8848e4
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
@ -1,16 +1,16 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
|
||||
namespace TransportGame.Noise
|
||||
{
|
||||
public class PerlinNoiseGenerator : NoiseGenerator
|
||||
{
|
||||
protected override float GenerateNoise(float x, float y)
|
||||
{
|
||||
return Mathf.PerlinNoise(x, y) * 2 - 1.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
|
||||
namespace TransportGame.Noise
|
||||
{
|
||||
public class PerlinNoiseGenerator : NoiseGenerator
|
||||
{
|
||||
protected override float GenerateNoise(float x, float y)
|
||||
{
|
||||
return Mathf.PerlinNoise(x, y) * 2 - 1.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
8
Game/Assets/Scripts/Noise/PerlinNoiseGenerator.cs.meta
Normal file
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Game/Assets/Scripts/Utils/RandomExtensions.cs.meta
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Normal file
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Reference in New Issue
Block a user