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GameObject player; // Reference to the player GameObject. + UnityEngine.GameObject player; // Reference to the player GameObject. PlayerHealth playerHealth; // Reference to the player's health. EnemyHealth enemyHealth; // Reference to this enemy's health. bool playerInRange; // Whether player is within the trigger collider and can be attacked. @@ -20,7 +20,7 @@ namespace CompleteProject void Awake () { // Setting up the references. - player = GameObject.FindGameObjectWithTag ("Player"); + player = UnityEngine.GameObject.FindGameObjectWithTag ("Player"); playerHealth = player.GetComponent <PlayerHealth> (); enemyHealth = GetComponent<EnemyHealth>(); anim = GetComponent <Animator> (); diff --git a/Assets/_CompletedAssets/Scripts/Enemy/EnemyHealth.cs b/Assets/_CompletedAssets/Scripts/Enemy/EnemyHealth.cs index 70ddb79939969fb2d84d39be0f63f7b114680733..e932680dd2e0280af815a53c08397772bcfe71f9 100644 --- a/Assets/_CompletedAssets/Scripts/Enemy/EnemyHealth.cs +++ b/Assets/_CompletedAssets/Scripts/Enemy/EnemyHealth.cs @@ -5,12 +5,12 @@ namespace CompleteProject public class EnemyHealth : MonoBehaviour { public int startingHealth = 100; // The amount of health the enemy starts the game with. - public int currentHealth; // The current health the enemy has. + public float currentHealth; // The current health the enemy has. public float sinkSpeed = 2.5f; // The speed at which the enemy sinks through the floor when dead. public int scoreValue = 10; // The amount added to the player's score when the enemy dies. public AudioClip deathClip; // The sound to play when the enemy dies. - - + + OrbManager orbManager; // The manager to drop orb Animator anim; // Reference to the animator. AudioSource enemyAudio; // Reference to the audio source. ParticleSystem hitParticles; // Reference to the particle system that plays when the enemy is damaged. @@ -26,6 +26,7 @@ namespace CompleteProject enemyAudio = GetComponent <AudioSource> (); hitParticles = GetComponentInChildren <ParticleSystem> (); capsuleCollider = GetComponent <CapsuleCollider> (); + orbManager = UnityEngine.GameObject.FindGameObjectWithTag("OrbManager").GetComponent<OrbManager>(); // Setting the current health when the enemy first spawns. currentHealth = startingHealth; @@ -43,7 +44,7 @@ namespace CompleteProject } - public void TakeDamage (int amount, Vector3 hitPoint) + public void TakeDamage (float amount, Vector3 hitPoint) { // If the enemy is dead... if(isDead) @@ -90,6 +91,9 @@ namespace CompleteProject public void StartSinking () { + // Drop the orb + orbManager.Spawn(); + // Find and disable the Nav Mesh Agent. GetComponent <UnityEngine.AI.NavMeshAgent> ().enabled = false; diff --git a/Assets/_CompletedAssets/Scripts/Enemy/EnemyMovement.cs b/Assets/_CompletedAssets/Scripts/Enemy/EnemyMovement.cs index 37a242bf5ea75bfd7382feaab1ce40b8763f07c7..e0a56b00696cd328b9a8cdbb5c46f75a3e2ba4c8 100644 --- a/Assets/_CompletedAssets/Scripts/Enemy/EnemyMovement.cs +++ b/Assets/_CompletedAssets/Scripts/Enemy/EnemyMovement.cs @@ -11,23 +11,23 @@ namespace CompleteProject UnityEngine.AI.NavMeshAgent nav; // Reference to the nav mesh agent. - void Awake () + void Awake() { // Set up the references. - player = GameObject.FindGameObjectWithTag ("Player").transform; - playerHealth = player.GetComponent <PlayerHealth> (); - enemyHealth = GetComponent <EnemyHealth> (); - nav = GetComponent <UnityEngine.AI.NavMeshAgent> (); + player = UnityEngine.GameObject.FindGameObjectWithTag("Player").transform; + playerHealth = player.GetComponent<PlayerHealth>(); + enemyHealth = GetComponent<EnemyHealth>(); + nav = GetComponent<UnityEngine.AI.NavMeshAgent>(); } - void Update () + void Update() { // If the enemy and the player have health left... - if(enemyHealth.currentHealth > 0 && playerHealth.currentHealth > 0) + if (enemyHealth.currentHealth > 0 && playerHealth.currentHealth > 0) { // ... set the destination of the nav mesh agent to the player. - nav.SetDestination (player.position); + nav.SetDestination(player.position); } // Otherwise... else diff --git a/Assets/_CompletedAssets/Scripts/Managers/EnemyManager.cs b/Assets/_CompletedAssets/Scripts/Managers/EnemyManager.cs index b4897880b45f96d9b9f843f4a8fcd0fce32b7891..d75a3902d3f468402b99ce2a58b04f97106bb0c9 100644 --- a/Assets/_CompletedAssets/Scripts/Managers/EnemyManager.cs +++ b/Assets/_CompletedAssets/Scripts/Managers/EnemyManager.cs @@ -5,7 +5,7 @@ namespace CompleteProject public class EnemyManager : MonoBehaviour { public PlayerHealth playerHealth; // Reference to the player's heatlh. - public GameObject enemy; // The enemy prefab to be spawned. + public UnityEngine.GameObject enemy; // The enemy prefab to be spawned. public float spawnTime = 3f; // How long between each spawn. public Transform[] spawnPoints; // An array of the spawn points this enemy can spawn from. diff --git a/Assets/_CompletedAssets/Scripts/Managers/OrbManager.cs b/Assets/_CompletedAssets/Scripts/Managers/OrbManager.cs new file mode 100644 index 0000000000000000000000000000000000000000..3974d04d87d12c00774532fc36b58389e2498e3a --- /dev/null +++ b/Assets/_CompletedAssets/Scripts/Managers/OrbManager.cs @@ -0,0 +1,63 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace CompleteProject +{ + public class OrbManager : MonoBehaviour + { + public PlayerHealth playerHealth; // Reference to the player's heatlh. + public Transform playerTransform; + public UnityEngine.GameObject[] orbs; // The orb prefabs to be spawn. + public float spawnRadius = 5f; + public float spawnCollisionCheckRadius = 0.5f; + + public void Spawn() + { + // If the player has no health left... + if (playerHealth.currentHealth <= 0f) + { + // ... exit the function. + return; + } + + // Generate Random Point for Spawn + Vector3 spawnPoint = Vector3.zero; + spawnPoint.y = 0.11f; + + // Get random point + spawnPoint.x = playerTransform.position.x + (2 * Random.value - 1) * spawnRadius; + spawnPoint.z = playerTransform.position.z + (2 * Random.value - 1) * spawnRadius; + + // Adjust to not exit the orb spawn radiu + if (spawnPoint.x < 0) + { + spawnPoint.x = Mathf.Max(spawnPoint.x, -spawnRadius); + } + else if (spawnPoint.x > 0) { + spawnPoint.x = Mathf.Min(spawnPoint.x, spawnRadius); + } + + if (spawnPoint.z < 0) + { + spawnPoint.z = Mathf.Max(spawnPoint.z, -spawnRadius); + } + else if (spawnPoint.z > 0) + { + spawnPoint.z = Mathf.Min(spawnPoint.z, spawnRadius); + } + + + if (!Physics.CheckSphere(spawnPoint, spawnCollisionCheckRadius)) + { + // Randomly select orb type to spawn + int orbTypeIdx = Random.Range(0, orbs.Length); + + // Create an instance of the orb prefab at the randomly selected spawn point's position and rotation. + Instantiate(orbs[orbTypeIdx], spawnPoint, playerTransform.rotation); + } + + + } + } +} diff --git a/Assets/_CompletedAssets/Scripts/Managers/OrbManager.cs.meta b/Assets/_CompletedAssets/Scripts/Managers/OrbManager.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..55b5acedcfe92da5d169f7de1bb7049ca8ce7f6c --- /dev/null +++ b/Assets/_CompletedAssets/Scripts/Managers/OrbManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2c1a448deaf938546be42fdfb3441828 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_CompletedAssets/Scripts/Orbs.meta b/Assets/_CompletedAssets/Scripts/Orbs.meta new file mode 100644 index 0000000000000000000000000000000000000000..5e88abb50bb5ab0055e650d6eb7ade6971e40086 --- /dev/null +++ b/Assets/_CompletedAssets/Scripts/Orbs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 742256d85870263418bc2f48713c4363 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_CompletedAssets/Scripts/Orbs/DamageOrbDropped.cs b/Assets/_CompletedAssets/Scripts/Orbs/DamageOrbDropped.cs new file mode 100644 index 0000000000000000000000000000000000000000..c70bc76c6eb1deab0992f974a3749c5be456c21d --- /dev/null +++ b/Assets/_CompletedAssets/Scripts/Orbs/DamageOrbDropped.cs @@ -0,0 +1,51 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace CompleteProject +{ + public class DamageOrbDropped : MonoBehaviour + { + UnityEngine.GameObject player; // Reference to the player GameObject. + PlayerShooting playerShooting; + float timer; + void Awake() + { + // Setting up the references + player = UnityEngine.GameObject.FindGameObjectWithTag("Player"); + playerShooting = player.GetComponentInChildren<PlayerShooting>(); + timer = 0f; + } + + void OnCollisionEnter(UnityEngine.Collision collision) + { + // If the entering collider is the player + if (collision.gameObject == player) + { + // If player is not pick damageOrb 15 times or more + if (playerShooting.powerUp < 1.5f) + { + playerShooting.PowerUp(); + GetComponent<Renderer>().enabled = false; + Destroy(gameObject, 1f); + } + } + } + + + // Update is called once per frame + void Update() + { + timer += Time.deltaTime; + + // If orb was dropped more than 5 seconds, orb will disappear + if (timer > 5f) + { + GetComponent<Renderer>().enabled = false; + Destroy(gameObject, 1f); + + } + } + } + +} \ No newline at end of file diff --git a/Assets/_CompletedAssets/Scripts/Orbs/DamageOrbDropped.cs.meta b/Assets/_CompletedAssets/Scripts/Orbs/DamageOrbDropped.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..dbb849d6dde111be39468ab420348d2c354ed9f6 --- /dev/null +++ b/Assets/_CompletedAssets/Scripts/Orbs/DamageOrbDropped.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0f5007f54bb38ea4bbf8a6da5110aeef +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_CompletedAssets/Scripts/Orbs/HealthOrbDropped.cs b/Assets/_CompletedAssets/Scripts/Orbs/HealthOrbDropped.cs new file mode 100644 index 0000000000000000000000000000000000000000..0991ee79144ddd29e2977297d57164d9d89d5f38 --- /dev/null +++ b/Assets/_CompletedAssets/Scripts/Orbs/HealthOrbDropped.cs @@ -0,0 +1,48 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace CompleteProject +{ + public class HealthOrbDropped : MonoBehaviour + { + UnityEngine.GameObject player; // Reference to the player GameObject. + PlayerHealth playerHealth; + float timer; + void Awake() + { + // Setting up the references + player = UnityEngine.GameObject.FindGameObjectWithTag("Player"); + playerHealth = player.GetComponentInChildren<PlayerHealth>(); + timer = 0f; + } + + void OnCollisionEnter(UnityEngine.Collision collision) + { + // If the entering collider is the player + if (collision.gameObject == player) + { + Debug.Log("Nyentuh Health orb"); + + // Heal the player + playerHealth.Heal(); + GetComponent<Renderer>().enabled = false; + Destroy(gameObject, 1f); + } + } + + + // Update is called once per frame + void Update() + { + timer += Time.deltaTime; + + // If orb was dropped more than 5 seconds, orb will disappear + if (timer > 5f) + { + GetComponent<Renderer>().enabled = false; + Destroy(gameObject, 1f); + } + } + } +} diff --git a/Assets/_CompletedAssets/Scripts/Orbs/HealthOrbDropped.cs.meta b/Assets/_CompletedAssets/Scripts/Orbs/HealthOrbDropped.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..325d01155099e8a0fc7d5a7d2551aadfa7d85b65 --- /dev/null +++ b/Assets/_CompletedAssets/Scripts/Orbs/HealthOrbDropped.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 61bb0f5f3b0195943a410e0599b826e4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_CompletedAssets/Scripts/Orbs/SpeedOrbDropped.cs b/Assets/_CompletedAssets/Scripts/Orbs/SpeedOrbDropped.cs new file mode 100644 index 0000000000000000000000000000000000000000..f7faa6d4318360256745e55c8aa1e4fc9d267474 --- /dev/null +++ b/Assets/_CompletedAssets/Scripts/Orbs/SpeedOrbDropped.cs @@ -0,0 +1,47 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace CompleteProject +{ + public class SpeedOrbDropped : MonoBehaviour + { + UnityEngine.GameObject player; // Reference to the player GameObject. + PlayerMovement playerMovement; + float timer; + void Awake() + { + // Setting up the references + player = UnityEngine.GameObject.FindGameObjectWithTag("Player"); + playerMovement = player.GetComponentInChildren<PlayerMovement>(); + timer = 0f; + } + + void OnCollisionEnter(UnityEngine.Collision collision) + { + // If the entering collider is the player + if (collision.gameObject == player) + { + Debug.Log("Nyentuh speed orb"); + // Set speedup for player + playerMovement.SpeedUp(); + GetComponent<Renderer>().enabled = false; + Destroy(gameObject, 1f); + } + } + + + // Update is called once per frame + void Update() + { + timer += Time.deltaTime; + + // If orb was dropped more than 5 seconds, orb will disappear + if (timer > 5f) + { + GetComponent<Renderer>().enabled = false; + Destroy(gameObject, 1f); + } + } + } +} \ No newline at end of file diff --git a/Assets/_CompletedAssets/Scripts/Orbs/SpeedOrbDropped.cs.meta b/Assets/_CompletedAssets/Scripts/Orbs/SpeedOrbDropped.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..cd38e6c59efa2115f1eecb9710eacdd431ee5535 --- /dev/null +++ b/Assets/_CompletedAssets/Scripts/Orbs/SpeedOrbDropped.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 95d5c812f75d96347b5b7f65ab04c3f7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_CompletedAssets/Scripts/Player/PlayerHealth.cs b/Assets/_CompletedAssets/Scripts/Player/PlayerHealth.cs index 0c2514b7267b891afc1e78011f31fb95444619f8..3c4fb4ba41c3cacb3fa2de7844dc36b60304cfc6 100644 --- a/Assets/_CompletedAssets/Scripts/Player/PlayerHealth.cs +++ b/Assets/_CompletedAssets/Scripts/Player/PlayerHealth.cs @@ -7,13 +7,14 @@ namespace CompleteProject { public class PlayerHealth : MonoBehaviour { - public int startingHealth = 100; // The amount of health the player starts the game with. - public int currentHealth; // The current health the player has. + public float startingHealth = 100f; // The amount of health the player starts the game with. + public float currentHealth; // The current health the player has. public Slider healthSlider; // Reference to the UI's health bar. public Image damageImage; // Reference to an image to flash on the screen on being hurt. public AudioClip deathClip; // The audio clip to play when the player dies. public float flashSpeed = 5f; // The speed the damageImage will fade at. - public Color flashColour = new Color(1f, 0f, 0f, 0.1f); // The colour the damageImage is set to, to flash. + public Color healFlashColour = new Color(1f, 0f, 0f, 0.1f); // The colour the damageImage is set to, to flash. + public Color damageFlashColour = new Color(0.455f, 1f, 0f, 0.1f); // The colour the damageImage is set to, to flash. Animator anim; // Reference to the Animator component. @@ -23,7 +24,6 @@ namespace CompleteProject bool isDead; // Whether the player is dead. bool damaged; // True when the player gets damaged. - void Awake () { // Setting up the references. @@ -43,7 +43,7 @@ namespace CompleteProject if(damaged) { // ... set the colour of the damageImage to the flash colour. - damageImage.color = flashColour; + damageImage.color = damageFlashColour; } // Otherwise... else @@ -56,8 +56,19 @@ namespace CompleteProject damaged = false; } + public void Heal() { + if ((currentHealth / startingHealth) > 0.8f) + { + currentHealth = startingHealth; + } + else + { + currentHealth += 0.2f * startingHealth; + } + healthSlider.value = currentHealth; + } - public void TakeDamage (int amount) + public void TakeDamage (float amount) { // Set the damaged flag so the screen will flash. damaged = true; diff --git a/Assets/_CompletedAssets/Scripts/Player/PlayerMovement.cs b/Assets/_CompletedAssets/Scripts/Player/PlayerMovement.cs index 901cb0a1f45379e2a3d8f3b1f6005ea20f9b0e34..bbae00d094dcbc283b79fbfc3113614eca4bd633 100644 --- a/Assets/_CompletedAssets/Scripts/Player/PlayerMovement.cs +++ b/Assets/_CompletedAssets/Scripts/Player/PlayerMovement.cs @@ -6,7 +6,8 @@ namespace CompleteProject public class PlayerMovement : MonoBehaviour { public float speed = 6f; // The speed that the player will move at. - + public float speedUp = 1f; + public float speedUpTime = 0f; Vector3 movement; // The vector to store the direction of the player's movement. Animator anim; // Reference to the animator component. @@ -48,11 +49,12 @@ namespace CompleteProject void Move (float h, float v) { + Debug.Log("speed total: " + (speed*speedUp)); // Set the movement vector based on the axis input. movement.Set (h, 0f, v); // Normalise the movement vector and make it proportional to the speed per second. - movement = movement.normalized * speed * Time.deltaTime; + movement = movement.normalized * speed * speedUp * Time.deltaTime; // Move the player to it's current position plus the movement. playerRigidbody.MovePosition (transform.position + movement); @@ -113,5 +115,25 @@ namespace CompleteProject // Tell the animator whether or not the player is walking. anim.SetBool ("IsWalking", walking); } + + public void SpeedUp() { + speedUp = 1.2f; + speedUpTime = 15f; + } + + private void Update() + { + // Reducing speedUpTime if any + if (speedUpTime > 0) { + speedUpTime -= Time.deltaTime; + + // If speedUpTime over, set speedUp back to 1 + if (speedUpTime <= 0) { + speedUpTime = 0; + speedUp = 1f; + } + } + + } } } \ No newline at end of file diff --git a/Assets/_CompletedAssets/Scripts/Player/PlayerShooting.cs b/Assets/_CompletedAssets/Scripts/Player/PlayerShooting.cs index e4b458c2dd3d792ac92e7a46f41d33f54bf73b20..f9c52775a0a7b1f113c194d2cadcf25c51c2ef64 100644 --- a/Assets/_CompletedAssets/Scripts/Player/PlayerShooting.cs +++ b/Assets/_CompletedAssets/Scripts/Player/PlayerShooting.cs @@ -8,7 +8,7 @@ namespace CompleteProject public int damagePerShot = 20; // The damage inflicted by each bullet. public float timeBetweenBullets = 0.15f; // The time between each shot. public float range = 100f; // The distance the gun can fire. - + public float powerUp = 0f; float timer; // A timer to determine when to fire. Ray shootRay = new Ray(); // A ray from the gun end forwards. @@ -21,7 +21,6 @@ namespace CompleteProject public Light faceLight; // Duh float effectsDisplayTime = 0.2f; // The proportion of the timeBetweenBullets that the effects will display for. - void Awake () { // Create a layer mask for the Shootable layer. @@ -73,9 +72,14 @@ namespace CompleteProject gunLight.enabled = false; } + public void PowerUp() + { + powerUp += 0.1f; + } void Shoot () { + Debug.Log("Damage: "+(damagePerShot*(1f + powerUp))); // Reset the timer. timer = 0f; @@ -108,7 +112,7 @@ namespace CompleteProject if(enemyHealth != null) { // ... the enemy should take damage. - enemyHealth.TakeDamage (damagePerShot, shootHit.point); + enemyHealth.TakeDamage (damagePerShot*(1f+powerUp), shootHit.point); } // Set the second position of the line renderer to the point the raycast hit. diff --git a/ProjectSettings/SceneTemplateSettings.json b/ProjectSettings/SceneTemplateSettings.json new file mode 100644 index 0000000000000000000000000000000000000000..5e97f8393ecf2f43993e48c5099ca1d47aca011b --- /dev/null +++ b/ProjectSettings/SceneTemplateSettings.json @@ -0,0 +1,121 @@ +{ + "templatePinStates": [], + "dependencyTypeInfos": [ + { + "userAdded": false, + "type": "UnityEngine.AnimationClip", + "defaultInstantiationMode": 0 + }, + { + "userAdded": false, + "type": "UnityEditor.Animations.AnimatorController", + "defaultInstantiationMode": 0 + }, + { + "userAdded": false, + "type": "UnityEngine.AnimatorOverrideController", + "defaultInstantiationMode": 0 + }, + { + "userAdded": false, + "type": "UnityEditor.Audio.AudioMixerController", + "defaultInstantiationMode": 0 + }, + { + "userAdded": false, + "type": "UnityEngine.ComputeShader", + "defaultInstantiationMode": 1 + }, + { + "userAdded": false, + "type": "UnityEngine.Cubemap", + "defaultInstantiationMode": 0 + }, + { + "userAdded": false, + "type": "UnityEngine.GameObject", + "defaultInstantiationMode": 0 + }, + { + "userAdded": false, + "type": "UnityEditor.LightingDataAsset", + "defaultInstantiationMode": 0 + }, + { + "userAdded": false, + "type": "UnityEngine.LightingSettings", + "defaultInstantiationMode": 0 + }, + { + "userAdded": false, + "type": "UnityEngine.Material", + "defaultInstantiationMode": 0 + }, + { + "userAdded": false, + "type": "UnityEditor.MonoScript", + "defaultInstantiationMode": 1 + }, + { + "userAdded": false, + "type": "UnityEngine.PhysicMaterial", + "defaultInstantiationMode": 0 + }, + { + "userAdded": false, + "type": "UnityEngine.PhysicsMaterial2D", + "defaultInstantiationMode": 0 + }, + { + "userAdded": false, + "type": "UnityEngine.Rendering.PostProcessing.PostProcessProfile", + "defaultInstantiationMode": 0 + }, + { + "userAdded": false, + "type": "UnityEngine.Rendering.PostProcessing.PostProcessResources", + "defaultInstantiationMode": 0 + }, + { + "userAdded": false, + "type": "UnityEngine.Rendering.VolumeProfile", + "defaultInstantiationMode": 0 + }, + { + "userAdded": false, + "type": "UnityEditor.SceneAsset", + "defaultInstantiationMode": 1 + }, + { + "userAdded": false, + "type": "UnityEngine.Shader", + "defaultInstantiationMode": 1 + }, + { + "userAdded": false, + "type": "UnityEngine.ShaderVariantCollection", + "defaultInstantiationMode": 1 + }, + { + "userAdded": false, + "type": "UnityEngine.Texture", + "defaultInstantiationMode": 0 + }, + { + "userAdded": false, + "type": "UnityEngine.Texture2D", + "defaultInstantiationMode": 0 + }, + { + "userAdded": false, + "type": "UnityEngine.Timeline.TimelineAsset", + "defaultInstantiationMode": 0 + } + ], + "defaultDependencyTypeInfo": { + "userAdded": false, + "type": "<default_scene_template_dependencies>", + "defaultInstantiationMode": 1 + }, + "newSceneOverride": 0 +} \ No newline at end of file