创建开始菜单面板和设置面板
- 添加 MenuForm 与 SettingForm - 为带左右按钮的水平选择界面添加HorizonSelectGroup预制件。 - 添加游戏核心可配置项
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@@ -1,9 +1,9 @@
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using CustomUtility;
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using DataTable;
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using Definition;
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using Definition.Enum;
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using GameFramework.DataTable;
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using GameFramework.Event;
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using Scene;
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using StarForce;
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using UnityGameFramework.Runtime;
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using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
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@@ -5,6 +5,7 @@
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// Feedback: mailto:ellan@gameframework.cn
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//------------------------------------------------------------
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using Definition.DataStruct;
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using GameFramework;
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using GameFramework.Event;
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using GameFramework.Resource;
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@@ -5,6 +5,7 @@ using System.Collections.Generic;
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using CustomUtility;
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using DataTable;
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using Definition;
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using Definition.Enum;
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using TMPro;
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using UI;
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using UnityEngine;
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@@ -71,7 +72,7 @@ namespace Procedure
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}
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}
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procedureOwner.SetData<VarInt32>("NextSceneId", GameEntry.Config.GetInt("Scene.GameplayA"));
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procedureOwner.SetData<VarInt32>("NextSceneId", (int)SceneId.Main);
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ChangeState<ProcedureChangeScene>(procedureOwner);
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}
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@@ -118,35 +119,37 @@ namespace Procedure
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private void LoadFont(string fontName)
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{
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_loadedFlag.Add(Utility.Text.Format("Font.{0}", fontName), false);
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GameEntry.Resource.LoadAsset(AssetUtility.GetFontAsset(fontName), Constant.AssetPriority.FontAsset, new LoadAssetCallbacks(
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(assetName, asset, duration, userData) =>
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{
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_loadedFlag[Utility.Text.Format("Font.{0}", fontName)] = true;
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UGuiForm.SetMainFont((Font)asset);
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Log.Info("Load font '{0}' OK.", fontName);
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},
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(assetName, status, errorMessage, userData) =>
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{
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Log.Error("Can not load font '{0}' from '{1}' with error message '{2}'.", fontName, assetName, errorMessage);
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}));
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GameEntry.Resource.LoadAsset(AssetUtility.GetFontAsset(fontName), Constant.AssetPriority.FontAsset,
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new LoadAssetCallbacks(
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(assetName, asset, duration, userData) =>
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{
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_loadedFlag[Utility.Text.Format("Font.{0}", fontName)] = true;
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UGuiForm.SetMainFont((Font)asset);
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Log.Info("Load font '{0}' OK.", fontName);
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},
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(assetName, status, errorMessage, userData) =>
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{
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Log.Error("Can not load font '{0}' from '{1}' with error message '{2}'.", fontName, assetName,
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errorMessage);
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}));
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}
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private void LoadTMPFont(string fontName)
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{
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_loadedFlag.Add(Utility.Text.Format("Font.{0}", fontName), false);
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GameEntry.Resource.LoadAsset(AssetUtility.GetTMPFontAsset(fontName), Constant.AssetPriority.FontAsset, new LoadAssetCallbacks(
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(assetName, asset, duration, userData) =>
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{
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_loadedFlag[Utility.Text.Format("Font.{0}", fontName)] = true;
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UGuiForm.SetMainTMPFont((TMP_FontAsset)asset);
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Log.Info("Load font '{0}' OK.", fontName);
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},
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(assetName, status, errorMessage, userData) =>
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{
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Log.Error("Can not load font '{0}' from '{1}' with error message '{2}'.", fontName, assetName, errorMessage);
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}));
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GameEntry.Resource.LoadAsset(AssetUtility.GetTMPFontAsset(fontName), Constant.AssetPriority.FontAsset,
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new LoadAssetCallbacks(
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(assetName, asset, duration, userData) =>
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{
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_loadedFlag[Utility.Text.Format("Font.{0}", fontName)] = true;
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UGuiForm.SetMainTMPFont((TMP_FontAsset)asset);
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Log.Info("Load font '{0}' OK.", fontName);
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},
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(assetName, status, errorMessage, userData) =>
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{
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Log.Error("Can not load font '{0}' from '{1}' with error message '{2}'.", fontName, assetName,
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errorMessage);
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}));
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}
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private void OnLoadConfigSuccess(object sender, GameEventArgs e)
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@@ -169,7 +172,8 @@ namespace Procedure
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return;
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}
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Log.Error("Can not load config '{0}' from '{1}' with error message '{2}'.", ne.ConfigAssetName, ne.ConfigAssetName, ne.ErrorMessage);
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Log.Error("Can not load config '{0}' from '{1}' with error message '{2}'.", ne.ConfigAssetName,
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ne.ConfigAssetName, ne.ErrorMessage);
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}
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private void OnLoadDataTableSuccess(object sender, GameEventArgs e)
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@@ -192,7 +196,8 @@ namespace Procedure
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return;
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}
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Log.Error("Can not load data table '{0}' from '{1}' with error message '{2}'.", ne.DataTableAssetName, ne.DataTableAssetName, ne.ErrorMessage);
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Log.Error("Can not load data table '{0}' from '{1}' with error message '{2}'.", ne.DataTableAssetName,
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ne.DataTableAssetName, ne.ErrorMessage);
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}
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private void OnLoadDictionarySuccess(object sender, GameEventArgs e)
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@@ -215,7 +220,8 @@ namespace Procedure
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return;
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}
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Log.Error("Can not load dictionary '{0}' from '{1}' with error message '{2}'.", ne.DictionaryAssetName, ne.DictionaryAssetName, ne.ErrorMessage);
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Log.Error("Can not load dictionary '{0}' from '{1}' with error message '{2}'.", ne.DictionaryAssetName,
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ne.DictionaryAssetName, ne.ErrorMessage);
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}
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}
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}
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}
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@@ -1,7 +1,6 @@
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using Scene;
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using Definition.Enum;
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using System.Collections.Generic;
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using CustomComponent;
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using Definition.Enum;
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using Event;
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using GameFramework.Event;
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using UI;
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@@ -0,0 +1,18 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class ProcedureMain : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: b86c72387528b8e4993ed9c395825d0a
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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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@@ -0,0 +1,37 @@
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using GameFramework.Fsm;
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using GameFramework.Procedure;
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using UI;
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namespace Procedure
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{
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public class ProcedureMenu : ProcedureBase
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{
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public override bool UseNativeDialog => false;
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private MenuFormController _menuFormController;
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#region FSM
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protected override void OnEnter(IFsm<IProcedureManager> procedureOwner)
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{
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base.OnEnter(procedureOwner);
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_menuFormController = new MenuFormController();
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_menuFormController.OpenUI(new MenuFormContext());
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}
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protected override void OnLeave(IFsm<IProcedureManager> procedureOwner, bool isShutdown)
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{
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base.OnLeave(procedureOwner, isShutdown);
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}
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protected override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds,
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float realElapseSeconds)
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{
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base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
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}
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#endregion
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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icon: {instanceID: 0}
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userData:
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assetBundleVariant:
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