cells now change color based on value!!!
colors are a bit weird though, need to figure that out
This commit is contained in:
@@ -4,9 +4,6 @@ using UnityEngine;
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public class CellMesh : MonoBehaviour
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{
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Material m_Material;
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private LogicGrid grid;
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private Mesh mesh;
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@@ -20,11 +17,20 @@ public class CellMesh : MonoBehaviour
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{
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this.grid = grid;
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UpdateCellVisual();
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// Subscribe to event
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grid.OnGridValueChanged += GridValueChanged;
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}
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private void GridValueChanged(object sender, LogicGrid.OnGridValueChangedEventArgs e)
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{
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Debug.Log("FIRE!!");
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UpdateCellVisual();
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}
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private void UpdateCellVisual()
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{
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CreateEmptyMeshArrays(grid.GetWidth() * grid.GetHeight(), out Vector3[] vertices, out Vector2[] uv, out int[] triangles);
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MeshUtils.CreateEmptyMeshArrays(grid.GetWidth() * grid.GetHeight(), out Vector3[] vertices, out Vector2[] uv, out int[] triangles);
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for(int x = 0; x < grid.GetWidth(); x++)
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for(int y = 0; y < grid.GetHeight(); y++)
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@@ -33,7 +39,12 @@ public class CellMesh : MonoBehaviour
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Vector3 quadSize = new Vector3(1, 1) * grid.GetCellSize();
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AddQuad(vertices, uv, triangles, index, grid.GetWorldPosition(x, y), quadSize, Vector2.zero);
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int gridValue = grid.GetValue(x, y);
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float gridValueNormalized = gridValue / 4f;
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Vector2 gridValueUV = new Vector2(gridValueNormalized, 0f);
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MeshUtils.AddToMeshArrays(vertices, uv, triangles, index, grid.GetWorldPosition(x, y) + (quadSize * .5f), 0f, quadSize, gridValueUV, gridValueUV);
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}
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mesh.vertices = vertices;
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@@ -43,55 +54,37 @@ public class CellMesh : MonoBehaviour
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void Start()
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{
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/**
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m_Material = GetComponent<Renderer>().material;
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Debug.Log("Mesh Testing");
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Mesh mesh = new Mesh();
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// Build required data-structures for square mesh
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Vector3[] vertices = new Vector3[4];
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Vector2[] uv = new Vector2[4];
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int[] triangles = new int[6];
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// Set vertices of polygon (2 triangles -> 1 quad)
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vertices[0] = new Vector3(0, 0);
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vertices[1] = new Vector3(0, 10);
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vertices[2] = new Vector3(10, 10);
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vertices[3] = new Vector3(10, 0);
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// UV index contains texture position that should match to vertex with same index
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uv[0] = new Vector2(0, 0);
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uv[1] = new Vector2(0, 1);
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uv[2] = new Vector2(1, 1);
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uv[3] = new Vector2(1, 0);
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// Set order of indexes of vertices to draw polygon (v1 -> v2 -> v3 -> v1)
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// Note: always set clockwise, otherwise mesh will be facing backwards
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triangles[0] = 0;
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triangles[1] = 1;
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triangles[2] = 2;
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triangles[3] = 0;
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triangles[4] = 2;
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triangles[5] = 3;
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mesh.vertices = vertices;
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mesh.uv = uv;
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mesh.triangles = triangles;
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GetComponent<MeshFilter>().mesh = mesh;
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*/
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}
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/* MeshRenderer myRenderer = GetComponent<MeshRenderer>();
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Material m_material;
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if (myRenderer != null)
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{
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m_material = myRenderer.material;
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if(gridValue == -1)
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{
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m_material.color = Color.black;
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}
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if (gridValue == 0)
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{
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m_material.color = Color.white;
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}
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if (gridValue == 1)
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{
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m_material.color = Color.green;
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}
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if (gridValue == 2)
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{
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m_material.color = Color.cyan;
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}*//*
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}
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*/
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private void Update()
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{
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if(Input.GetKeyDown("1"))
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/* if(Input.GetKeyDown("1"))
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{
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Debug.Log("1");
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m_Material.color = Color.white;
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@@ -110,67 +103,6 @@ public class CellMesh : MonoBehaviour
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Debug.Log("3");
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m_Material.color = Color.green;
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//m_Material.SetColor("_Color", Color.white);
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}
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}
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// CREDIT FOR BELOW FUNCTIONS: CODEMONKEY
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// https://www.youtube.com/watch?v=mZzZXfySeFQ
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public static void CreateEmptyMeshArrays(int quadCount, out Vector3[] vertices, out Vector2[] uvs, out int[] triangles)
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{
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vertices = new Vector3[4 * quadCount];
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uvs = new Vector2[4 * quadCount];
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triangles = new int[6 * quadCount];
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}
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private void AddQuad(Vector3[] vertices, Vector2[] uvs, int[] triangles, int index, Vector3 GridPos, Vector3 QuadSize, Vector2 Uv)
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{
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vertices[index * 4] = new Vector3((-0.5f + GridPos.x) * QuadSize.x, (-0.5f + GridPos.y) * QuadSize.y);
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vertices[(index * 4) + 1] = new Vector3((-0.5f + GridPos.x) * QuadSize.x, (+0.5f + GridPos.y) * QuadSize.y);
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vertices[(index * 4) + 2] = new Vector3((+0.5f + GridPos.x) * QuadSize.x, (+0.5f + GridPos.y) * QuadSize.y);
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vertices[(index * 4) + 3] = new Vector3((+0.5f + GridPos.x) * QuadSize.x, (-0.5f + GridPos.y) * QuadSize.y);
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Debug.Log(vertices[0]);
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Debug.Log(vertices[1]);
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Debug.Log(vertices[2]);
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Debug.Log(vertices[3]);
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uvs[(index * 4)] = Uv;
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uvs[(index * 4) + 1] = Uv;
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uvs[(index * 4) + 2] = Uv;
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uvs[(index * 4) + 3] = Uv;
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triangles[(index * 6) + 0] = (index * 4) + 0;
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triangles[(index * 6) + 1] = (index * 4) + 1;
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triangles[(index * 6) + 2] = (index * 4) + 2;
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triangles[(index * 6) + 3] = (index * 4) + 2;
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triangles[(index * 6) + 4] = (index * 4) + 3;
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triangles[(index * 6) + 5] = (index * 4) + 0;
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}
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/* private void AddQuad(Vector3[] vertices, Vector2[] uvs, int[] triangles, int index, Vector3 GridPos, Vector3 QuadSize, Vector2 Uv)
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{
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vertices[index * 4] = new Vector3((-0.5f + GridPos.x) * QuadSize.x, (-0.5f + GridPos.y) * QuadSize.y);
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vertices[(index * 4) + 1] = new Vector3((-0.5f + GridPos.x) * QuadSize.x, (+0.5f + GridPos.y) * QuadSize.y);
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vertices[(index * 4) + 2] = new Vector3((+0.5f + GridPos.x) * QuadSize.x, (+0.5f + GridPos.y) * QuadSize.y);
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vertices[(index * 4) + 3] = new Vector3((+0.5f + GridPos.x) * QuadSize.x, (-0.5f + GridPos.y) * QuadSize.y);
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Debug.Log(vertices[0]);
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Debug.Log(vertices[1]);
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Debug.Log(vertices[2]);
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Debug.Log(vertices[3]);
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uvs[(index * 4)] = Uv;
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uvs[(index * 4) + 1] = Uv;
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uvs[(index * 4) + 2] = Uv;
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uvs[(index * 4) + 3] = Uv;
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triangles[(index * 6) + 0] = (index * 4) + 0;
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triangles[(index * 6) + 1] = (index * 4) + 1;
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triangles[(index * 6) + 2] = (index * 4) + 2;
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triangles[(index * 6) + 3] = (index * 4) + 2;
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triangles[(index * 6) + 4] = (index * 4) + 3;
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triangles[(index * 6) + 5] = (index * 4) + 0;
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}*/
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}
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}
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@@ -1,6 +1,7 @@
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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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using System;
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// INSPIRED BY "CODE MONKEY" ON YOUTUBE
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@@ -14,10 +15,16 @@ public class LogicGrid
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// Actual Grid Array
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private int[,] gridArray;
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// Debug Grid Array used for updating the text-objects
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private TextMesh[,] debugTextArray;
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public event EventHandler<OnGridValueChangedEventArgs> OnGridValueChanged;
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public class OnGridValueChangedEventArgs : EventArgs
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{
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public int x;
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public int y;
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}
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public LogicGrid(int width, int height, float cellSize, Vector3 originPosition)
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@@ -83,6 +90,14 @@ public class LogicGrid
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// Set the value in our debug mesh so that our Text on-screen gets updated
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debugTextArray[x, y].text = gridArray[x, y].ToString();
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if (OnGridValueChanged != null)
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OnGridValueChanged(this, new OnGridValueChangedEventArgs
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{
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x = x,
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y = y
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});
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;
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}
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}
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@@ -38,21 +38,21 @@ public class Main : MonoBehaviour
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{
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Debug.Log("Placing Mode: Agent");
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placementMode = 'a';
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placementValue = 2;
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placementValue = 3;
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}
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// Place Sample in grid
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if(Input.GetKeyDown("s"))
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{
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Debug.Log("Placing Mode: Sample");
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placementMode = 's';
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placementValue = 1;
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placementValue = 2;
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}
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// Place Obstacle in grid
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if(Input.GetKeyDown("o"))
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{
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Debug.Log("Placing Mode: Obstacle");
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placementMode = 'o';
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placementValue = -1;
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placementValue = 1;
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}
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@@ -0,0 +1,161 @@
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/*
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------------------- Code Monkey -------------------
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Thank you for downloading this package
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I hope you find it useful in your projects
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If you have any questions let me know
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Cheers!
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unitycodemonkey.com
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--------------------------------------------------
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*/
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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 static class MeshUtils {
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private static readonly Vector3 Vector3zero = Vector3.zero;
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private static readonly Vector3 Vector3one = Vector3.one;
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private static readonly Vector3 Vector3yDown = new Vector3(0,-1);
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private static Quaternion[] cachedQuaternionEulerArr;
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private static void CacheQuaternionEuler() {
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if (cachedQuaternionEulerArr != null) return;
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cachedQuaternionEulerArr = new Quaternion[360];
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for (int i=0; i<360; i++) {
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cachedQuaternionEulerArr[i] = Quaternion.Euler(0,0,i);
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}
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}
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private static Quaternion GetQuaternionEuler(float rotFloat) {
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int rot = Mathf.RoundToInt(rotFloat);
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rot = rot % 360;
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if (rot < 0) rot += 360;
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//if (rot >= 360) rot -= 360;
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if (cachedQuaternionEulerArr == null) CacheQuaternionEuler();
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return cachedQuaternionEulerArr[rot];
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}
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public static Mesh CreateEmptyMesh() {
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Mesh mesh = new Mesh();
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mesh.vertices = new Vector3[0];
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mesh.uv = new Vector2[0];
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mesh.triangles = new int[0];
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return mesh;
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}
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public static void CreateEmptyMeshArrays(int quadCount, out Vector3[] vertices, out Vector2[] uvs, out int[] triangles) {
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vertices = new Vector3[4 * quadCount];
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uvs = new Vector2[4 * quadCount];
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triangles = new int[6 * quadCount];
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}
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public static Mesh CreateMesh(Vector3 pos, float rot, Vector3 baseSize, Vector2 uv00, Vector2 uv11) {
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return AddToMesh(null, pos, rot, baseSize, uv00, uv11);
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}
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public static Mesh AddToMesh(Mesh mesh, Vector3 pos, float rot, Vector3 baseSize, Vector2 uv00, Vector2 uv11) {
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if (mesh == null) {
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mesh = CreateEmptyMesh();
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}
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Vector3[] vertices = new Vector3[4 + mesh.vertices.Length];
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Vector2[] uvs = new Vector2[4 + mesh.uv.Length];
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int[] triangles = new int[6 + mesh.triangles.Length];
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mesh.vertices.CopyTo(vertices, 0);
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mesh.uv.CopyTo(uvs, 0);
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mesh.triangles.CopyTo(triangles, 0);
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int index = vertices.Length / 4 - 1;
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//Relocate vertices
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int vIndex = index*4;
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int vIndex0 = vIndex;
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int vIndex1 = vIndex+1;
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int vIndex2 = vIndex+2;
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int vIndex3 = vIndex+3;
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baseSize *= .5f;
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bool skewed = baseSize.x != baseSize.y;
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if (skewed) {
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vertices[vIndex0] = pos+GetQuaternionEuler(rot)*new Vector3(-baseSize.x, baseSize.y);
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vertices[vIndex1] = pos+GetQuaternionEuler(rot)*new Vector3(-baseSize.x, -baseSize.y);
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vertices[vIndex2] = pos+GetQuaternionEuler(rot)*new Vector3( baseSize.x, -baseSize.y);
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vertices[vIndex3] = pos+GetQuaternionEuler(rot)*baseSize;
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} else {
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vertices[vIndex0] = pos+GetQuaternionEuler(rot-270)*baseSize;
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vertices[vIndex1] = pos+GetQuaternionEuler(rot-180)*baseSize;
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vertices[vIndex2] = pos+GetQuaternionEuler(rot- 90)*baseSize;
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vertices[vIndex3] = pos+GetQuaternionEuler(rot- 0)*baseSize;
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}
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//Relocate UVs
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uvs[vIndex0] = new Vector2(uv00.x, uv11.y);
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uvs[vIndex1] = new Vector2(uv00.x, uv00.y);
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uvs[vIndex2] = new Vector2(uv11.x, uv00.y);
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uvs[vIndex3] = new Vector2(uv11.x, uv11.y);
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//Create triangles
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int tIndex = index*6;
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triangles[tIndex+0] = vIndex0;
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triangles[tIndex+1] = vIndex3;
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triangles[tIndex+2] = vIndex1;
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triangles[tIndex+3] = vIndex1;
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triangles[tIndex+4] = vIndex3;
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triangles[tIndex+5] = vIndex2;
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mesh.vertices = vertices;
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mesh.triangles = triangles;
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mesh.uv = uvs;
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//mesh.bounds = bounds;
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return mesh;
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}
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public static void AddToMeshArrays(Vector3[] vertices, Vector2[] uvs, int[] triangles, int index, Vector3 pos, float rot, Vector3 baseSize, Vector2 uv00, Vector2 uv11) {
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//Relocate vertices
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int vIndex = index*4;
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int vIndex0 = vIndex;
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int vIndex1 = vIndex+1;
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int vIndex2 = vIndex+2;
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int vIndex3 = vIndex+3;
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baseSize *= .5f;
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bool skewed = baseSize.x != baseSize.y;
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if (skewed) {
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vertices[vIndex0] = pos+GetQuaternionEuler(rot)*new Vector3(-baseSize.x, baseSize.y);
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vertices[vIndex1] = pos+GetQuaternionEuler(rot)*new Vector3(-baseSize.x, -baseSize.y);
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vertices[vIndex2] = pos+GetQuaternionEuler(rot)*new Vector3( baseSize.x, -baseSize.y);
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vertices[vIndex3] = pos+GetQuaternionEuler(rot)*baseSize;
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} else {
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vertices[vIndex0] = pos+GetQuaternionEuler(rot-270)*baseSize;
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vertices[vIndex1] = pos+GetQuaternionEuler(rot-180)*baseSize;
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vertices[vIndex2] = pos+GetQuaternionEuler(rot- 90)*baseSize;
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vertices[vIndex3] = pos+GetQuaternionEuler(rot- 0)*baseSize;
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}
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//Relocate UVs
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uvs[vIndex0] = new Vector2(uv00.x, uv11.y);
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uvs[vIndex1] = new Vector2(uv00.x, uv00.y);
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uvs[vIndex2] = new Vector2(uv11.x, uv00.y);
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uvs[vIndex3] = new Vector2(uv11.x, uv11.y);
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//Create triangles
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int tIndex = index*6;
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triangles[tIndex+0] = vIndex0;
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triangles[tIndex+1] = vIndex3;
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triangles[tIndex+2] = vIndex1;
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triangles[tIndex+3] = vIndex1;
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triangles[tIndex+4] = vIndex3;
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triangles[tIndex+5] = vIndex2;
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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: 984c4cdb3d17696468650e34e19e16b8
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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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Block a user