Browse Source

根据需求调整了若干项

芋圆号航母 6 years ago
parent
commit
f0b4401818
100 changed files with 1614 additions and 231 deletions
  1. 5 4
      .vs/FarplaneSpire/xs/UserPrefs.xml
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  8. 5 4
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  55. 3 0
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  56. 8 4
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  57. 1 10
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  58. 1 1
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  59. 1 1
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  60. 1 1
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  61. 53 6
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  62. 13 4
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  63. 3 3
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 		"cost" : 1,
 		"value" : 10,
-		"tenacity" : 2,
-		"describe" : "木棍"
+		"tenacity" : 9,
+		"describe" : "木棍啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊",
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Assets/Resources/Textures/Cards/Tenacity/tenacity_01.png


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Assets/Resources/Textures/Cards/Tenacity/tenacity_02.png


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Assets/Resources/Textures/Cards/Tenacity/tenacity_03.png


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Assets/Resources/Textures/Cards/Tenacity/tenacity_04.png


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Assets/Resources/Textures/Cards/Tenacity/tenacity_05.png


BIN
Assets/Resources/Textures/Cards/Tenacity/tenacity_06.png


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Assets/Resources/Textures/Cards/Tenacity/tenacity_07.png


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Assets/Resources/Textures/Cards/Tenacity/tenacity_08.png


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Assets/Resources/Textures/Cards/Tenacity/tenacity_09.png


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Assets/Resources/Textures/Cards/Tenacity/tenacity_10.png


+ 9 - 9
Assets/Scenes/BattleGroundScene.unity

@@ -372,7 +372,6 @@ MonoBehaviour:
   m_Script: {fileID: 11500000, guid: 4dfa06fcaa53d400f9763a8124764101, type: 3}
   m_Name: 
   m_EditorClassIdentifier: 
-  cardPrefab: {fileID: 1475197940733008, guid: e5adcfc7295ab4836b8a737e163b6194, type: 2}
   cachePlace: {fileID: 1653146835}
 --- !u!212 &148747341
 SpriteRenderer:
@@ -451,8 +450,9 @@ MonoBehaviour:
   armyLoc: {fileID: 1765370933}
   enemyLoc: {fileID: 1612319567}
   followPanel: {fileID: 1266454754}
-  bloodPre: {fileID: 1377248289381964, guid: 47ec2ad53173941869a9b7bde5f2b3d6, type: 2}
-  cardPrefab: {fileID: 1723762539282576, guid: e5adcfc7295ab4836b8a737e163b6194, type: 2}
+  bloodPre: {fileID: 1371730780343188, guid: 5d628e99083a243f89626a27acefbae1, type: 2}
+  parryPre: {fileID: 1247378129312992, guid: c68d1a015d1d54e039713efc49425780, type: 2}
+  cardPrefab: {fileID: 1348467818511188, guid: e5adcfc7295ab4836b8a737e163b6194, type: 2}
   cachePlace: {fileID: 1653146835}
 --- !u!1 &160635358
 GameObject:
@@ -879,7 +879,7 @@ Transform:
   m_PrefabInternal: {fileID: 0}
   m_GameObject: {fileID: 534609931}
   m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
-  m_LocalPosition: {x: 0, y: 0, z: 0}
+  m_LocalPosition: {x: 0, y: 0, z: -1}
   m_LocalScale: {x: 1, y: 1, z: 1}
   m_Children: []
   m_Father: {fileID: 1583365312}
@@ -954,7 +954,7 @@ Transform:
   m_PrefabInternal: {fileID: 0}
   m_GameObject: {fileID: 537806382}
   m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
-  m_LocalPosition: {x: 0, y: 0, z: 0}
+  m_LocalPosition: {x: 0, y: 0, z: -1}
   m_LocalScale: {x: 1, y: 1, z: 1}
   m_Children: []
   m_Father: {fileID: 1583365312}
@@ -1246,7 +1246,7 @@ Transform:
   m_PrefabInternal: {fileID: 0}
   m_GameObject: {fileID: 727355420}
   m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
-  m_LocalPosition: {x: 0, y: 0, z: 0}
+  m_LocalPosition: {x: 0, y: 0, z: -1}
   m_LocalScale: {x: 1, y: 1, z: 1}
   m_Children: []
   m_Father: {fileID: 1583365312}
@@ -1696,7 +1696,7 @@ Transform:
   m_PrefabInternal: {fileID: 0}
   m_GameObject: {fileID: 1219638505}
   m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
-  m_LocalPosition: {x: 0, y: 0, z: 0}
+  m_LocalPosition: {x: 0, y: 0, z: -1}
   m_LocalScale: {x: 1, y: 1, z: 1}
   m_Children: []
   m_Father: {fileID: 1583365312}
@@ -2297,8 +2297,8 @@ RectTransform:
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 1, y: 0}
   m_AnchorMax: {x: 1, y: 0}
-  m_AnchoredPosition: {x: -140, y: 33}
-  m_SizeDelta: {x: 130, y: 45}
+  m_AnchoredPosition: {x: -140, y: 20.9}
+  m_SizeDelta: {x: 100, y: 35}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!114 &1757166745
 MonoBehaviour:

+ 3 - 0
Assets/Scripts/Assist/AssistConfig.cs

@@ -18,6 +18,9 @@ namespace FSAssist {
         public static string Bleed = "0001";        // 流血的ID
         public static string Fracture = "0002";        // 骨折的ID
         public static string Paralysis = "0003";        // 麻痹的ID
+
+        public static float PlayerCardSpace = 50;       // 玩家手牌空隙
+        public static float PlayerCardRadius = 400;     // 玩家手牌半径
     }
 }
 

+ 8 - 4
Assets/Scripts/Battle/BattleField.cs

@@ -25,7 +25,6 @@ namespace FSBattle {
     public class BattleField : MonoBehaviour {
         // 记录战场状态
         private BattleFieldRound round = BattleFieldRound.BATTLE_FIELD_READY_GAME;
-        public GameObject cardPrefab;
         public Transform cachePlace;
         
         // Use this for initialization
@@ -112,16 +111,18 @@ namespace FSBattle {
 
                 case BattleFieldRound.BATTLE_FIELD_ENEMY_DEAL:
                     round = BattleFieldRound.BATTLE_FIELD_PLAYER_DEAL;
+                    // 将按钮字体改为我方结束出牌
                     print("我方出牌,直到按下回合结束按钮 ... ");
                     break;
 
                 case BattleFieldRound.BATTLE_FIELD_PLAYER_DEAL:
                     round = BattleFieldRound.BATTLE_FIELD_COMPAIRE_CARDS;
                     print("开始比牌 ... ");
-                    // 暂无行动
+                    // 比牌
                     CompaireCards();
-                    // 未来在此实现比牌功能,当前过2秒后进入下一回合
-                    Invoke("NextRound", 2.0f);
+                    // 接下来点击结束回合按钮后进入下一回合
+                    //// 未来在此实现比牌功能,当前过2秒后进入下一回合
+                    //Invoke("NextRound", 2.0f);
                     break;
 
                 case BattleFieldRound.BATTLE_FIELD_COMPAIRE_CARDS:
@@ -183,6 +184,9 @@ namespace FSBattle {
                 // 通知清理牌桌
                 EventListener.Instance.PostEvent(EventEnum.EVENT_CLEAR_HAND_CARDS);
                 NextRound();
+            } else if (round == BattleFieldRound.BATTLE_FIELD_COMPAIRE_CARDS) {
+                // 如果是比牌回合,则暂无处理,直接进入下一回合
+                NextRound();
             }
         }
 

+ 1 - 10
Assets/Scripts/Buff/Buff.cs

@@ -15,16 +15,7 @@ namespace FSBuff {
         // 叠加
         public int Overlay;
         public Role Target;
-
-        // Use this for initialization
-        void Start() {
-            Overlay = 0;
-        }
-
-        // Update is called once per frame
-        void Update() {
-
-        }
+        public Transform transform;
 
         /*
          * Buff执行,当行动回合等于0时,Buff取消

+ 1 - 1
Assets/Scripts/Buff/BuffManager.cs

@@ -58,7 +58,7 @@ namespace FSBuff {
                 buff.Round = AssistMethods.ReadInt(oneValue, "round");
                 buff.ID = id;
                 buff.Overlay = 1;
-
+                                
                 // 给角色挂载Buff
                 role.AddBuff(buff);
                 //// 挂载后直接运行

+ 1 - 1
Assets/Scripts/Card/AckCard.cs

@@ -56,7 +56,7 @@ namespace FSCard {
         */
         public void OnExecute() {
             print("卡片 " + ID + " 启动," + Target.CurrentAttr.ID + " 受到攻击...");
-            Target.GetDamage(-Value);
+            Target.GetDamage(-Value * 10);
 
             // 判断BUFF是否存在,如果存在,则运行BUFF
             if (BuffID != null) {

+ 1 - 1
Assets/Scripts/Card/DefCard.cs

@@ -62,7 +62,7 @@ namespace FSCard {
         */
         public void OnExecute() {
             print("卡片 " + ID + " 启动," + Target.CurrentAttr.ID + " 增加防御 ...");
-            Target.CurrentAttr.Def += Value;
+            Target.Defense(Value);
 
             // 判断BUFF是否存在,如果存在,则运行BUFF
             if (BuffID != null) {

+ 53 - 6
Assets/Scripts/Role/Role.cs

@@ -3,6 +3,7 @@ using System.Collections.Generic;
 using UnityEngine;
 using FSBuff;
 using FSAssist;
+using UnityEngine.UI;
 
 namespace FSRole {
     /*
@@ -16,11 +17,14 @@ namespace FSRole {
         // 角色所挂载的BUFF数组,所有Buff都放在这里面
         public ArrayList buffs;
         // 血条
-        private Vector2 originSize;
+        private float originWidth;
         private RectTransform bloodRect;
+        // 格挡值
+        public Transform parryTransform;
+
         public void SetBloodTrs(Transform blood) {
-            bloodRect = blood.GetComponent<RectTransform>();
-            originSize = bloodRect.sizeDelta;
+            bloodRect = blood.Find("Blood").GetComponent<RectTransform>();
+            originWidth = bloodRect.rect.width;
         }
 
         // Use this for initialization
@@ -47,8 +51,15 @@ namespace FSRole {
             CurrentAttr.Hp += damage;
             // 当血量大于0时
             if (CurrentAttr.Hp >= 0) {
-                float newWidth = (float)CurrentAttr.Hp / OriginAttr.Hp * originSize.x;
-                bloodRect.sizeDelta = new Vector2(newWidth, originSize.y);
+                float newWidth = (float)CurrentAttr.Hp / OriginAttr.Hp * originWidth;
+
+                print("长度对比 : new = " + newWidth + ", origin = " + originWidth);
+
+                bloodRect.sizeDelta = new Vector2(newWidth, 0.8f);
+
+                //bloodRect.rect.width = newWidth;
+            } else {
+                print("角色 : " + CurrentAttr.ID + " 死了 ...");
             }
         }
 
@@ -65,6 +76,8 @@ namespace FSRole {
         public void Defense(int value) {
             print("角色 : " + CurrentAttr.ID + "增加了" + value + "点防御,当前防御 : " + (CurrentAttr.Def + value));
             CurrentAttr.Def += value;
+
+            parryTransform.GetComponent<Text>().text = "格挡值 : " + CurrentAttr.Def;
         }
 
         /*
@@ -104,8 +117,41 @@ namespace FSRole {
                     // 如果有同样的BUFF,则更新原BUFF,并叠加层数
                     index.Round = buff.Round;
                     index.Overlay++;
-                    return;
+
+                    // 获取指定的Sprite
+                    SpriteRenderer getRender = index.transform.Find("num").GetComponent<SpriteRenderer>();
+                    Texture2D getTex = Resources.Load<Texture2D>(string.Format("Textures/Cards/Buff/overlay_{0:d2}", index.Overlay));
+
+                    if (getTex != null && getRender != null) {
+                        Sprite numSprite = Sprite.Create(getTex, new Rect(0, 0, getTex.width, getTex.height), new Vector3(0.5f, 0));
+                        getRender.sprite = numSprite;
+                    }
                 }
+
+                // 调整Buff图片的位置
+                index.transform.position = new Vector3(0.3f * buffs.Count, 1.5f, 1) + transform.position;
+            }
+
+            GameObject buffObj = Instantiate(Resources.Load("Prefabs/BuffSub"), transform) as GameObject;
+            buff.transform = buffObj.transform;
+            buffObj.transform.position = new Vector3(0.3f * buffs.Count, 1.5f, 1) + transform.position;
+            // 获取Buff图片和层数图片
+            SpriteRenderer buffRender = buff.transform.Find("buff").GetComponent<SpriteRenderer>();
+            SpriteRenderer numRender = buff.transform.Find("num").GetComponent<SpriteRenderer>();
+
+            // 获取图片资源
+            Texture2D buffTex = Resources.Load<Texture2D>("Textures/Cards/Buff/buff_" + buff.ID);
+            Texture2D numTex = Resources.Load<Texture2D>(string.Format("Textures/Cards/Buff/overlay_{0:d2}", buff.Overlay));
+
+            // 添加上图片
+            if (buffTex != null) {
+                Sprite buffSprite = Sprite.Create(buffTex, new Rect(0, 0, buffTex.width, buffTex.height), new Vector3(0.5f, 0.5f));
+                buffRender.sprite = buffSprite;
+            }
+
+            if (numTex != null) {
+                Sprite numSprite = Sprite.Create(numTex, new Rect(0, 0, numTex.width, numTex.height), new Vector3(0.5f, 0.5f));
+                numRender.sprite = numSprite;
             }
 
             // 往数组中添加数组
@@ -121,6 +167,7 @@ namespace FSRole {
                 if (index.ID.Equals(buff.ID)) {
                     print("角色 " + CurrentAttr.ID + " 取消BUFF " + buff.ID);
                     buffs.Remove(index);
+                    Destroy(index.transform.gameObject);
                     return;
                 }
             }

+ 13 - 4
Assets/Scripts/Role/RoleManager.cs

@@ -30,6 +30,8 @@ namespace FSRole {
         public Transform followPanel;
         // 血量的预制体
         public GameObject bloodPre;
+        // 格挡值预制体
+        public GameObject parryPre;
         // 卡片预制体
         public GameObject cardPrefab;
         // 缓存地
@@ -134,11 +136,18 @@ namespace FSRole {
 
             // 创建血条,放在角色下面
             // 转换为屏幕坐标在调整
-            GameObject followObj = Instantiate(bloodPre, followPanel);
+            GameObject bloodObj = Instantiate(bloodPre, followPanel);
             // 转化角色的坐标
-            Vector3 roleScreen = Camera.main.WorldToScreenPoint(role.transform.position);
-            followObj.transform.position = roleScreen;
-            role.GetComponent<Role>().SetBloodTrs(followObj.transform);
+            Vector3 roleScreen = Camera.main.WorldToScreenPoint(role.transform.position - new Vector3(0.35f, 0, 0));
+            bloodObj.transform.position = roleScreen;
+            role.GetComponent<Role>().SetBloodTrs(bloodObj.transform);
+
+            // 制作
+            GameObject parryObj = Instantiate(parryPre, followPanel);
+            parryObj.GetComponent<Text>().text = "格挡值 : 0";
+            Vector3 parryPos = Camera.main.WorldToScreenPoint(role.transform.position - new Vector3(-0.85f, 0.5f, 0));
+            parryObj.transform.position = parryPos;
+            role.GetComponent<Role>().parryTransform = parryObj.transform;
 
             // 加载图片资源
             string path = "Textures/Roles/" + value.ID;

+ 3 - 3
Assets/Scripts/ViewManager/BattleGround/CardPanelManager.cs

@@ -162,9 +162,9 @@ public class CardPanelManager : MonoBehaviour {
     */
     private void ArrangePlayerCards() {
         // 空隙
-        float space = 50;
+        float space = AssistConfig.PlayerCardSpace;
         // 配置的半径
-        float radius = 400;
+        float radius = AssistConfig.PlayerCardRadius;
         // 获取偏移的角度
         float angle = Mathf.Atan(space / radius) * 180 / Mathf.PI;
 
@@ -175,7 +175,7 @@ public class CardPanelManager : MonoBehaviour {
             
             Transform cardTransform = (Transform)BattleFieldManager.Instance.ArmyHandCards[i];
             // 设置位置
-            cardTransform.localPosition = new Vector3(loc * space, 0, 0);
+            cardTransform.localPosition = new Vector3(loc * space, 30, 0);
             CardAction action = cardTransform.GetComponent<CardAction>();
             action.StartPos = cardTransform.position;
             // 设置角度

+ 44 - 44
Library/CurrentLayout.dwlt

@@ -20,7 +20,7 @@ MonoBehaviour:
   m_ShowMode: 4
   m_Title: 
   m_RootView: {fileID: 2}
-  m_MinSize: {x: 950, y: 521}
+  m_MinSize: {x: 950, y: 300}
   m_MaxSize: {x: 10000, y: 10000}
 --- !u!114 &2
 MonoBehaviour:
@@ -87,10 +87,10 @@ MonoBehaviour:
     y: 30
     width: 1279
     height: 663
-  m_MinSize: {x: 534, y: 471}
-  m_MaxSize: {x: 18004, y: 14021}
+  m_MinSize: {x: 538, y: 492}
+  m_MaxSize: {x: 18008, y: 14042}
   vertical: 0
-  controlID: 9
+  controlID: 96
 --- !u!114 &5
 MonoBehaviour:
   m_ObjectHideFlags: 52
@@ -129,14 +129,14 @@ MonoBehaviour:
     y: 0
     width: 768
     height: 663
-  m_MinSize: {x: 200, y: 200}
-  m_MaxSize: {x: 4000, y: 4000}
-  m_ActualView: {fileID: 15}
+  m_MinSize: {x: 202, y: 221}
+  m_MaxSize: {x: 4002, y: 4021}
+  m_ActualView: {fileID: 16}
   m_Panes:
   - {fileID: 16}
   - {fileID: 15}
-  m_Selected: 1
-  m_LastSelected: 0
+  m_Selected: 0
+  m_LastSelected: 1
 --- !u!114 &7
 MonoBehaviour:
   m_ObjectHideFlags: 52
@@ -157,10 +157,10 @@ MonoBehaviour:
     y: 0
     width: 234
     height: 663
-  m_MinSize: {x: 234, y: 471}
-  m_MaxSize: {x: 10004, y: 14021}
+  m_MinSize: {x: 234, y: 492}
+  m_MaxSize: {x: 10004, y: 14042}
   vertical: 1
-  controlID: 68
+  controlID: 74
 --- !u!114 &8
 MonoBehaviour:
   m_ObjectHideFlags: 52
@@ -179,8 +179,8 @@ MonoBehaviour:
     y: 0
     width: 277
     height: 663
-  m_MinSize: {x: 100, y: 100}
-  m_MaxSize: {x: 4000, y: 4000}
+  m_MinSize: {x: 102, y: 121}
+  m_MaxSize: {x: 4002, y: 4021}
   m_ActualView: {fileID: 11}
   m_Panes:
   - {fileID: 13}
@@ -206,8 +206,8 @@ MonoBehaviour:
     y: 0
     width: 234
     height: 281
-  m_MinSize: {x: 200, y: 200}
-  m_MaxSize: {x: 4000, y: 4000}
+  m_MinSize: {x: 204, y: 221}
+  m_MaxSize: {x: 4004, y: 4021}
   m_ActualView: {fileID: 17}
   m_Panes:
   - {fileID: 17}
@@ -364,7 +364,7 @@ MonoBehaviour:
     m_ShowAllHits: 0
     m_SearchArea: 1
     m_Folders:
-    - Assets/Resources/Jsons
+    - Assets/Prefabs
   m_ViewMode: 0
   m_StartGridSize: 64
   m_LastFolders: []
@@ -376,7 +376,7 @@ MonoBehaviour:
     scrollPos: {x: 0, y: 0}
     m_SelectedIDs: 32260000
     m_LastClickedID: 9778
-    m_ExpandedIDs: 000000005a09000062090000840900008a090000d8090000080a0000460a0000820a0000a60a0000b20a0000900b0000a60b0000ce0b00003e0c00004a0c00006a0c00006e0c0000a82e0000aa2e0000ac2e0000
+    m_ExpandedIDs: 000000005c0900008e09000098090000340a0000820a0000d40a0000220c0000380c0000f60c00001a0d0000a22f0000a42f0000a62f0000a82f0000
     m_RenameOverlay:
       m_UserAcceptedRename: 0
       m_Name: 
@@ -401,24 +401,24 @@ MonoBehaviour:
       m_Icon: {fileID: 0}
       m_ResourceFile: 
   m_AssetTreeState:
-    scrollPos: {x: 0, y: 0}
+    scrollPos: {x: 0, y: 269}
     m_SelectedIDs: 
     m_LastClickedID: 0
-    m_ExpandedIDs: ffffffff000000005a09000062090000840900008a090000080a0000460a0000820a0000a60a0000b20a0000a60b00000e0c00003e0c00004a0c0000a82e0000aa2e0000ac2e0000
+    m_ExpandedIDs: ffffffff000000005c0900008e09000098090000340a0000820a0000d40a0000220c0000380c0000f60c00001a0d0000a22f0000a42f0000a62f0000a82f0000
     m_RenameOverlay:
       m_UserAcceptedRename: 0
-      m_Name: cards
-      m_OriginalName: cards
+      m_Name: 
+      m_OriginalName: 
       m_EditFieldRect:
         serializedVersion: 2
         x: 0
         y: 0
         width: 0
         height: 0
-      m_UserData: 2914
+      m_UserData: 0
       m_IsWaitingForDelay: 0
       m_IsRenaming: 0
-      m_OriginalEventType: 0
+      m_OriginalEventType: 11
       m_IsRenamingFilename: 1
       m_ClientGUIView: {fileID: 10}
     m_SearchString: 
@@ -494,10 +494,10 @@ MonoBehaviour:
     m_VRangeLocked: 0
     hZoomLockedByDefault: 0
     vZoomLockedByDefault: 0
-    m_HBaseRangeMin: -191.5
-    m_HBaseRangeMax: 191.5
-    m_VBaseRangeMin: -107.75
-    m_VBaseRangeMax: 107.75
+    m_HBaseRangeMin: -383
+    m_HBaseRangeMax: 383
+    m_VBaseRangeMin: -215.5
+    m_VBaseRangeMax: 215.5
     m_HAllowExceedBaseRangeMin: 1
     m_HAllowExceedBaseRangeMax: 1
     m_VAllowExceedBaseRangeMin: 1
@@ -517,7 +517,7 @@ MonoBehaviour:
       y: 17
       width: 766
       height: 625
-    m_Scale: {x: 2, y: 2}
+    m_Scale: {x: 1, y: 1}
     m_Translation: {x: 383, y: 312.5}
     m_MarginLeft: 0
     m_MarginRight: 0
@@ -525,15 +525,15 @@ MonoBehaviour:
     m_MarginBottom: 0
     m_LastShownAreaInsideMargins:
       serializedVersion: 2
-      x: -191.5
-      y: -156.25
-      width: 383
-      height: 312.5
+      x: -383
+      y: -312.5
+      width: 766
+      height: 625
     m_MinimalGUI: 1
-  m_defaultScale: 2
+  m_defaultScale: 1
   m_TargetTexture: {fileID: 0}
   m_CurrentColorSpace: 0
-  m_LastWindowPixelSize: {x: 1532, y: 1284}
+  m_LastWindowPixelSize: {x: 766, y: 642}
   m_ClearInEditMode: 1
   m_NoCameraWarning: 1
   m_LowResolutionForAspectRatios: 01000000000100000100
@@ -560,18 +560,18 @@ MonoBehaviour:
     serializedVersion: 2
     x: 1
     y: 94
-    width: 768
+    width: 766
     height: 642
   m_PersistentViewDataDictionary: {fileID: 0}
   m_SceneLighting: 1
-  lastFramingTime: 44760.325133919716
+  lastFramingTime: 199633.08477592468
   m_2DMode: 1
   m_isRotationLocked: 0
   m_AudioPlay: 0
   m_Position:
-    m_Target: {x: 0, y: -0.11429737, z: 8.72442}
+    m_Target: {x: 357.98053, y: 223.90881, z: 10.217897}
     speed: 2
-    m_Value: {x: 0, y: -0.11429737, z: 8.72442}
+    m_Value: {x: 357.98053, y: 223.90881, z: 10.217897}
   m_RenderMode: 0
   m_CameraMode:
     drawMode: 0
@@ -603,9 +603,9 @@ MonoBehaviour:
     speed: 2
     m_Value: {x: 0, y: 0, z: 0, w: 1}
   m_Size:
-    m_Target: 13.951893
+    m_Target: 560.286
     speed: 2
-    m_Value: 13.951893
+    m_Value: 560.286
   m_Ortho:
     m_Target: 1
     speed: 2
@@ -643,10 +643,10 @@ MonoBehaviour:
     height: 260
   m_PersistentViewDataDictionary: {fileID: 0}
   m_TreeViewState:
-    scrollPos: {x: 0, y: 29}
-    m_SelectedIDs: 0a0a0000
+    scrollPos: {x: 0, y: 0}
+    m_SelectedIDs: 
     m_LastClickedID: 0
-    m_ExpandedIDs: e4fbffff00000000080d0000420d00006c0d0000760d0000900d0000a80d0000
+    m_ExpandedIDs: e4fbffff00000000
     m_RenameOverlay:
       m_UserAcceptedRename: 0
       m_Name: 

+ 1 - 1
Library/EditorInstance.json

@@ -1,4 +1,4 @@
 {
-	"process_id" : 41009,
+	"process_id" : 14554,
 	"version" : "2018.2.15f1"
 }

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+ 0 - 0
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