Les events se déroule bien comme il faut. Les aventuriers sont bien repasser en IsAvailable = true quand une quête se termine.

This commit is contained in:
mrtoine 2025-10-11 17:50:11 +02:00
parent 838f91ede7
commit 3ba8dad4a2
16 changed files with 310 additions and 68 deletions

View file

@ -53,6 +53,7 @@ MonoBehaviour:
m_AdditionalLightsShadowResolutionTierHigh: 1024
m_ReflectionProbeBlending: 1
m_ReflectionProbeBoxProjection: 1
m_ReflectionProbeAtlas: 1
m_ShadowDistance: 50
m_ShadowCascadeCount: 4
m_Cascade2Split: 0.25
@ -129,6 +130,10 @@ MonoBehaviour:
m_PrefilterScreenCoord: 1
m_PrefilterNativeRenderPass: 1
m_PrefilterUseLegacyLightmaps: 0
m_PrefilterBicubicLightmapSampling: 1
m_PrefilterReflectionProbeBlending: 0
m_PrefilterReflectionProbeBoxProjection: 0
m_PrefilterReflectionProbeAtlas: 0
m_ShaderVariantLogLevel: 0
m_ShadowCascades: 0
m_Textures:

View file

@ -55,15 +55,29 @@ MonoBehaviour:
- rid: 8712630790384254976
- rid: 3032807696540106752
- rid: 3032807696540106753
- rid: 8483784638438047744
- rid: 8483784638438047745
- rid: 8483784638438047746
- rid: 8483784638438047747
- rid: 8483784638438047748
- rid: 8483784638438047749
- rid: 8483784638438047750
- rid: 8483784701748969479
- rid: 8483784701748969480
- rid: 8483784701748969481
- rid: 8483784701748969482
- rid: 8483784701748969483
- rid: 8483784701748969484
- rid: 8483784701748969485
m_RuntimeSettings:
m_List: []
m_List:
- rid: 6852985685364965378
- rid: 6852985685364965379
- rid: 6852985685364965380
- rid: 6852985685364965381
- rid: 6852985685364965384
- rid: 6852985685364965385
- rid: 6852985685364965392
- rid: 6852985685364965394
- rid: 8712630790384254976
- rid: 3032807696540106752
- rid: 8483784701748969480
- rid: 8483784701748969481
- rid: 8483784701748969484
- rid: 8483784701748969485
m_AssetVersion: 8
m_ObsoleteDefaultVolumeProfile: {fileID: 0}
m_RenderingLayerNames:
@ -263,7 +277,7 @@ MonoBehaviour:
m_version: 0
m_EnableCompilationCaching: 1
m_EnableValidityChecks: 1
- rid: 8483784638438047744
- rid: 8483784701748969479
type: {class: PostProcessData/ShaderResources, ns: UnityEngine.Rendering.Universal, asm: Unity.RenderPipelines.Universal.Runtime}
data:
stopNanPS: {fileID: 4800000, guid: 1121bb4e615ca3c48b214e79e841e823, type: 3}
@ -283,12 +297,12 @@ MonoBehaviour:
uberPostPS: {fileID: 4800000, guid: e7857e9d0c934dc4f83f270f8447b006, type: 3}
finalPostPassPS: {fileID: 4800000, guid: c49e63ed1bbcb334780a3bd19dfed403, type: 3}
m_ShaderResourcesVersion: 0
- rid: 8483784638438047745
- rid: 8483784701748969480
type: {class: ScreenSpaceAmbientOcclusionPersistentResources, ns: UnityEngine.Rendering.Universal, asm: Unity.RenderPipelines.Universal.Runtime}
data:
m_Shader: {fileID: 4800000, guid: 0849e84e3d62649e8882e9d6f056a017, type: 3}
m_Version: 0
- rid: 8483784638438047746
- rid: 8483784701748969481
type: {class: ScreenSpaceAmbientOcclusionDynamicResources, ns: UnityEngine.Rendering.Universal, asm: Unity.RenderPipelines.Universal.Runtime}
data:
m_BlueNoise256Textures:
@ -300,7 +314,7 @@ MonoBehaviour:
- {fileID: 2800000, guid: 3302065f671a8450b82c9ddf07426f3a, type: 3}
- {fileID: 2800000, guid: 56a77a3e8d64f47b6afe9e3c95cb57d5, type: 3}
m_Version: 0
- rid: 8483784638438047747
- rid: 8483784701748969482
type: {class: PostProcessData/TextureResources, ns: UnityEngine.Rendering.Universal, asm: Unity.RenderPipelines.Universal.Runtime}
data:
blueNoise16LTex:
@ -350,11 +364,11 @@ MonoBehaviour:
smaaAreaTex: {fileID: 2800000, guid: d1f1048909d55cd4fa1126ab998f617e, type: 3}
smaaSearchTex: {fileID: 2800000, guid: 51eee22c2a633ef4aada830eed57c3fd, type: 3}
m_TexturesResourcesVersion: 0
- rid: 8483784638438047748
- rid: 8483784701748969483
type: {class: RenderingDebuggerRuntimeResources, ns: UnityEngine.Rendering, asm: Unity.RenderPipelines.Core.Runtime}
data:
m_version: 0
- rid: 8483784638438047749
- rid: 8483784701748969484
type: {class: VrsRenderPipelineRuntimeResources, ns: UnityEngine.Rendering, asm: Unity.RenderPipelines.Core.Runtime}
data:
m_TextureComputeShader: {fileID: 7200000, guid: cacb30de6c40c7444bbc78cb0a81fd2a, type: 3}
@ -381,7 +395,7 @@ MonoBehaviour:
- {r: 0.5, g: 0, b: 0.5, a: 1}
- {r: 0.5, g: 0.5, b: 0.5, a: 1}
- {r: 0, g: 0, b: 1, a: 1}
- rid: 8483784638438047750
- rid: 8483784701748969485
type: {class: LightmapSamplingSettings, ns: UnityEngine.Rendering, asm: Unity.RenderPipelines.Core.Runtime}
data:
m_Version: 1

View file

@ -26,11 +26,11 @@ namespace Core.Runtime
{
get
{
return _fact;
return m_gameFacts;
}
set
{
_fact = value;
m_gameFacts = value;
}
}
@ -135,7 +135,7 @@ namespace Core.Runtime
{
GeneralSettings settings = new GeneralSettings
{
Language = EnumLanguage.English,
Language = EnumLanguage.French,
};
SetFact("GeneralSettings", settings, FactPersistence.Persistent);
SaveFacts("GeneralSettings");

View file

@ -30,8 +30,6 @@ namespace Decor.Runtime
void Start()
{
_player = GetFact<PlayerClass>(GameManager.Instance.Profile);
Info($"Player : {_player.GuildName}");
QuestManager.Instance.NotifyAvailableQuestsUpdated(_player.GuildLevel);
UpdateParchmentState();
}

View file

@ -74,7 +74,11 @@ namespace Quests.Runtime
case TargetingType.AllHeroes:
return assignedAdventurers;
case TargetingType.RandomHero:
return new List<AdventurerClass> { assignedAdventurers[UnityEngine.Random.Range(0, assignedAdventurers.Count)] };
if (assignedAdventurers == null || assignedAdventurers.Count == 0)
return new List<AdventurerClass>();
int count = assignedAdventurers.Count;
int idx = UnityEngine.Random.Range(0, count);
return new List<AdventurerClass> { assignedAdventurers[idx] };
case TargetingType.LowestHp:
return assignedAdventurers
.OrderBy(adventurer => adventurer.Health)

View file

@ -56,7 +56,7 @@ namespace Quests.Runtime
public List<ItemReward> Rewards
{
get { return _rewards; }
set { _rewards = new List<ItemReward>(); }
set { _rewards = value ?? new List<ItemReward>(); }
}
public QuestStateEnum State
@ -215,12 +215,35 @@ namespace Quests.Runtime
public static AdventurerClass GetOneAdventurerFromId(Guid adventurerId)
{
if (GameManager.Instance.Fact.GetFact<List<AdventurerClass>>("my_adventurers") == null)
// Guard against GameManager or Fact system not ready
Debug.Log($"ID recherché : {adventurerId}");
if (GameManager.Instance == null)
{
Debug.Log("GameManager introuvable ou pas initialisé");
return null;
}
List<AdventurerClass> currentAdventurers = GameManager.Instance.Fact.GetFact<List<AdventurerClass>>("my_adventurers");
return currentAdventurers.Find(adventurer => adventurer.ID == adventurerId);
if (GameManager.Instance.Fact == null)
{
Debug.Log("Fact introuvable ou null");
return null;
}
var list = GameManager.Instance.Fact.GetFact<List<AdventurerClass>>("my_adventurers");
if (list == null)
{
Debug.Log("Liste des aventuriers est null");
return null;
}
else
{
Debug.Log($"Nombre d'Aventuriers : {list.Count}");
}
var adventurer = list.Find(adventurer => adventurer != null && adventurer.ID == adventurerId);
Debug.Log($"retourne : {adventurer}");
return list.Find(adventurer => adventurer != null && adventurer.ID == adventurerId);
}
public static List<Guid> GetIdFromAdventurers(List<AdventurerClass> adventurers)
@ -235,8 +258,13 @@ namespace Quests.Runtime
public static Guid GetOneIdFromAdventurer(AdventurerClass adventurer)
{
List<AdventurerClass> currentAdventurers = GameManager.Instance.Fact.GetFact<List<AdventurerClass>>("my_adventurers");
return currentAdventurers.Find(adv => adv.ID == adventurer.ID).ID;
if (adventurer == null || GameManager.Instance == null || GameManager.Instance.Fact == null)
{
return Guid.Empty;
}
var currentAdventurers = GameManager.Instance.Fact.GetFact<List<AdventurerClass>>("my_adventurers");
var adv = currentAdventurers?.Find(a => a != null && a.ID == adventurer.ID);
return adv != null ? adv.ID : Guid.Empty;
}
#endregion

View file

@ -45,11 +45,33 @@ namespace Quests.Runtime
return;
}
Instance = this;
if (_activeEvents == null) _activeEvents = new List<QuestEvent>();
}
void OnEnable()
{
GameManager.OnTimeAdvanced += CheckMissionsProgress;
}
void OnDisable()
{
GameManager.OnTimeAdvanced -= CheckMissionsProgress;
}
void Start()
{
_disponibleQuests = _questDatabase.GetAll().SelectMany(f => f.questTemplates).Select(t => t.ToQuestClass(QuestStateEnum.Disponible)).ToList();
if (_questDatabase != null)
{
_disponibleQuests = _questDatabase
.GetAll()
.SelectMany(f => f.questTemplates)
.Select(t => t.ToQuestClass(QuestStateEnum.Disponible))
.ToList();
}
else
{
_disponibleQuests = new List<QuestClass>();
}
// Ensure quest lists are initialized to avoid null issues in consumers
if (_activeQuests == null) _activeQuests = new List<QuestClass>();
@ -112,8 +134,7 @@ namespace Quests.Runtime
public QuestManager()
{
_activeEvents = new List<QuestEvent>();
GameManager.OnTimeAdvanced += CheckMissionsProgress;
// Unity will call constructor before Awake; avoid subscribing here.
}
#endregion
@ -166,7 +187,16 @@ namespace Quests.Runtime
{
QuestClass quest = GetQuestById(questId);
List<QuestEventLog> events = GetFact<Dictionary<Guid, List<QuestEventLog>>>("events_quests_history")[questId];
var dict = GetFact<Dictionary<Guid, List<QuestEventLog>>>("events_quests_history");
List<QuestEventLog> events = null;
if (dict != null && dict.TryGetValue(questId, out var history))
{
events = history;
}
else
{
events = new List<QuestEventLog>();
}
return new QuestSummary(quest, events);
}
@ -185,8 +215,8 @@ namespace Quests.Runtime
/// </summary>
public bool IsQuestCompleted(string questName)
{
return ActiveQuests != null
&& ActiveQuests.Any(q => q.Name == questName);
return CompletedQuests != null
&& CompletedQuests.Any(q => q.Name == questName);
}
/// <summary>
@ -195,11 +225,20 @@ namespace Quests.Runtime
public List<QuestClass> ResolveQuestsList(List<QuestClass> questsFromSave)
{
List<QuestClass> quests = new List<QuestClass>();
foreach (var quest in questsFromSave)
foreach (var saved in questsFromSave)
{
QuestTemplate template = _questDatabase.GetTemplatesByName(quest.Name);
QuestTemplate template = _questDatabase.GetTemplatesByName(saved.Name);
if (template == null) continue;
quests.Add(template.ToQuestClass(quest.State, quest.ID));
var rebuilt = template.ToQuestClass(saved.State, saved.ID);
// Restaurer les infos runtime utiles
rebuilt.StartSeconds = saved.StartSeconds;
rebuilt.EndSeconds = saved.EndSeconds;
if (saved.AssignedAdventurersID != null)
rebuilt.AssignedAdventurersID = new List<Guid>(saved.AssignedAdventurersID);
quests.Add(rebuilt);
}
return quests;
}
@ -237,6 +276,18 @@ namespace Quests.Runtime
quest.AssignedAdventurersID = new List<Guid>();
quest.AssignedAdventurersID.Add(adventurer.ID);
}
// Synchroniser la sauvegarde de la quête avec les aventuriers assignés
var saveQuests = GetFact<List<QuestClass>>("accepted_quests");
if (saveQuests != null)
{
var saveQuest = saveQuests.FirstOrDefault(q => q.ID == quest.ID);
if (saveQuest != null)
{
saveQuest.AssignedAdventurersID = new List<Guid>(quest.AssignedAdventurersID);
}
SaveFacts();
}
}
/// <summary>
@ -277,11 +328,26 @@ namespace Quests.Runtime
/// </summary>
void ReleaseAdventurers(List<Guid> team)
{
bool anyChanged = false;
foreach (var adventurerId in team)
{
AdventurerClass adventurer = QuestClass.GetOneAdventurerFromId(adventurerId);
if (adventurer != null)
if (adventurer == null)
{
Info($"<color=orange>Aventurer {adventurerId} introuvable</color>");
continue;
}
Info($"<color=orange>{adventurer.Name} est dans la team avec le status dispo : {adventurer.IsAvailable}</color>");
if (adventurer != null && adventurer.IsAvailable == false)
{
adventurer.IsAvailable = true;
anyChanged = true;
}
}
if (anyChanged)
{
Info("<color=cyan>Comme les données on changées, on les sauvegarde.</color>");
SaveFacts();
}
}
@ -318,7 +384,8 @@ namespace Quests.Runtime
void CheckMissionsProgress(int currentSeconds)
{
if(_activeQuests == null) return;
var questsToComplete = new List<QuestClass>();
var activeQuests = _activeQuests.Where(q => q.State == QuestStateEnum.InProgress).ToList();
@ -344,14 +411,23 @@ namespace Quests.Runtime
/// </summary>
void CheckQuestEvents(QuestClass quest, int currentSeconds)
{
if (quest?.ActiveEvents == null || quest.TriggeredEventsDescriptionKeys == null)
return;
foreach (var questEvent in quest.ActiveEvents)
{
if (questEvent == null) continue;
if (quest.TriggeredEventsDescriptionKeys.Contains(questEvent.DescriptionKey))
continue;
// Skip malformed time windows
if (questEvent.MinTimeTrigger > questEvent.MaxTimeTrigger)
continue;
if (_snapTime >= questEvent.MinTimeTrigger && _snapTime <= questEvent.MaxTimeTrigger)
{
if (Random.Range(0f, 100f) <= questEvent.PercentTrigger)
float percent = Mathf.Clamp(questEvent.PercentTrigger, 0f, 100f);
if (Random.Range(0f, 100f) <= percent)
{
TriggerEvent(questEvent, quest);
quest.TriggeredEventsDescriptionKeys.Add(questEvent.DescriptionKey);
@ -371,16 +447,22 @@ namespace Quests.Runtime
var targets = questEvent.GetTargets(quest.AssignedAdventurersID);
ApplyEffect(questEvent.Effects, targets);
Dictionary<Guid, List<QuestEventLog>> events = GetFact<Dictionary<Guid, List<QuestEventLog>>>("events_quests_history");
if(!events.ContainsKey(quest.ID))
var eventsDict = GetFact<Dictionary<Guid, List<QuestEventLog>>>("events_quests_history");
if (eventsDict == null)
{
events.Add(quest.ID, new List<QuestEventLog>());
eventsDict = new Dictionary<Guid, List<QuestEventLog>>();
SetFact("events_quests_history", eventsDict, FactPersistence.Persistent);
}
if(!eventsDict.ContainsKey(quest.ID))
{
eventsDict.Add(quest.ID, new List<QuestEventLog>());
}
QuestEventLog questEventLog = new QuestEventLog(_snapTime, questEvent.Id);
events[quest.ID].Add(questEventLog);
eventsDict[quest.ID].Add(questEventLog);
if (_activeEvents == null) _activeEvents = new List<QuestEvent>();
_activeEvents.Add(questEvent);
SaveFacts();
}

View file

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: efcd90c5fc4a4d29a9edb30408d27e72
timeCreated: 1760191011

View file

@ -0,0 +1,99 @@
using System;
using System.Collections.Generic;
using NUnit.Framework;
using UnityEngine;
using Quests.Runtime;
using Core.Runtime;
namespace GuildTycoon.Tests.Editor
{
public class QuestManagerTests
{
private GameObject _gmGO;
private GameObject _qmGO;
private GameManager _gameManager;
private QuestManager _questManager;
[SetUp]
public void SetUp()
{
// Create and initialize GameManager (Awake will set up facts dictionary)
_gmGO = new GameObject("GameManager_Test");
_gameManager = _gmGO.AddComponent<GameManager>();
// Ensure profile and base facts are set
_gameManager.Profile = "UnitTestProfile";
_gameManager.Fact = new FactDictionnary();
GameManager.m_gameFacts = _gameManager.Fact; // ensure BaseMonobehaviour access works
// Pre-seed facts used by QuestManager
_gameManager.Fact.SetFact("accepted_quests", new List<QuestClass>(), BaseMonobehaviour.FactPersistence.Normal);
_gameManager.Fact.SetFact("events_quests_history", new Dictionary<Guid, List<QuestEventLog>>(), BaseMonobehaviour.FactPersistence.Normal);
// Create QuestManager
_qmGO = new GameObject("QuestManager_Test");
_questManager = _qmGO.AddComponent<QuestManager>();
// Initialize lists to avoid nulls and isolate from Start() DB usage
_questManager.ActiveQuests = new List<QuestClass>();
_questManager.CompletedQuests = new List<QuestClass>();
_questManager.DisponibleQuests = new List<QuestClass>();
}
[TearDown]
public void TearDown()
{
if (_qmGO != null) UnityEngine.Object.DestroyImmediate(_qmGO);
if (_gmGO != null) UnityEngine.Object.DestroyImmediate(_gmGO);
}
[Test]
public void CompletingQuest_MovesItFromActiveToCompleted_AndUpdatesFacts()
{
// Arrange: create a simple quest in progress
var questId = Guid.NewGuid();
var quest = new QuestClass(questId, "Test Quest", "Desc", "Obj", duration: 1, difficulty: QuestDifficultyEnum.Easy, reward: new List<Item.Runtime.ItemReward>(), minLevel: 1)
{
State = QuestStateEnum.InProgress,
StartSeconds = 0,
EndSeconds = 10,
AssignedAdventurersID = new List<Guid>()
};
_questManager.ActiveQuests.Add(quest);
// Seed facts with the same quest so QuestManager can update saved state
var accepted = new List<QuestClass> { new QuestClass(questId, quest.Name, quest.Description, quest.Objective, quest.Duration, quest.Difficulty, quest.Rewards, quest.MinLevel) { State = QuestStateEnum.InProgress } };
_gameManager.Fact.SetFact("accepted_quests", accepted, BaseMonobehaviour.FactPersistence.Normal);
QuestClass completedRaised = null;
Action<QuestClass> handler = q => completedRaised = q;
QuestManager.OnQuestCompleted += handler;
try
{
// Act: Directly complete the quest
_questManager.CompleteQuest(quest, quest.AssignedAdventurersID);
}
finally
{
QuestManager.OnQuestCompleted -= handler; // ensure unsubscribe even if assertion fails
}
// Assert: quest state and lists updated
Assert.AreEqual(QuestStateEnum.Completed, quest.State, "La quête devrait être marquée comme complétée.");
CollectionAssert.DoesNotContain(_questManager.ActiveQuests, quest, "La quête ne doit plus être dans la liste des quêtes actives.");
CollectionAssert.Contains(_questManager.CompletedQuests, quest, "La quête devrait apparaître dans la liste des quêtes complétées.");
// Facts: accepted_quests should reflect Completed state for the same ID
var saved = _gameManager.Fact.GetFact<List<QuestClass>>("accepted_quests");
var savedQuest = saved.Find(q => q.ID == questId);
Assert.IsNotNull(savedQuest, "La quête devrait être présente dans les faits 'accepted_quests'.");
Assert.AreEqual(QuestStateEnum.Completed, savedQuest.State, "L'état sauvegardé de la quête devrait être 'Completed'.");
// Event notification raised
Assert.IsNotNull(completedRaised, "Un événement OnQuestCompleted devrait être déclenché.");
Assert.AreEqual(questId, completedRaised.ID, "L'événement devrait concerner la même quête.");
}
}
}

View file

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 64e828a55046493c82c79b4ed49e10ba
timeCreated: 1760191011

View file

@ -112,7 +112,6 @@ namespace GameUI.Runtime
_panelRecap.SetActive(false);
break;
case QuestStateEnum.InProgress:
Info("La quête est active.");
_buttonActivation.SetActive(false);
_adventurersOnThisQuestPanel.SetActive(true);
_adventurersSelection.SetActive(false);

View file

@ -60,19 +60,17 @@ namespace GameUI.Runtime
// Ensure state order: Disponible -> Accepted
_quest.State = QuestStateEnum.Accepted;
// Persist in saved quests list
List<QuestClass> savedQuests = GetFact<List<QuestClass>>("accepted_quests");
savedQuests.Add(_quest);
// Also add to runtime active quests list so other systems can find it
if (FactExists<List<QuestClass>>("accepted_quests", out _))
// Persist in saved quests list, ensure it exists
var savedQuests = GetFact<List<QuestClass>>("accepted_quests");
if (savedQuests == null)
{
var acceptedQuests = GetFact<List<QuestClass>>("accepted_quests");
// Avoid duplicates by GUID
if (!acceptedQuests.Any(q => q.ID == _quest.ID))
{
acceptedQuests.Add(_quest);
}
savedQuests = new List<QuestClass>();
SetFact("accepted_quests", savedQuests, FactPersistence.Persistent);
}
// Avoid duplicates by GUID
if (!savedQuests.Any(q => q.ID == _quest.ID))
{
savedQuests.Add(_quest);
}
SaveFacts();
@ -83,7 +81,6 @@ namespace GameUI.Runtime
QuestManager.Instance.NotifyAvailableQuestsUpdated(player.GuildLevel);
// Remove the accepted card from the board
Info($"<color=green>Quest accepted?: {_quest.Name} : {_quest.State}</color>");
Destroy(gameObject);
}

View file

@ -92,7 +92,6 @@ namespace GameUI.Runtime
#endregion
#region privates and protected
[SerializeField] GameObject _panel;

View file

@ -135,7 +135,7 @@ GameObject:
- component: {fileID: 21829260}
- component: {fileID: 21829261}
m_Layer: 0
m_Name: QuestInit
m_Name: QuestManager
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
@ -165,11 +165,11 @@ MonoBehaviour:
m_GameObject: {fileID: 21829259}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: e8c934d099ac44d6ba1e06e7233c2be1, type: 3}
m_Script: {fileID: 11500000, guid: ae1758b45e06411c99b6177d9b402a19, type: 3}
m_Name:
m_EditorClassIdentifier:
m_isVerbose: 0
_questFactoryDatabase: {fileID: 11400000, guid: e8f120ee188e64915aef36c8454c8f68, type: 2}
m_EditorClassIdentifier: Quests.Runtime::Quests.Runtime.QuestManager
m_isVerbose: 1
_questDatabase: {fileID: 11400000, guid: e8f120ee188e64915aef36c8454c8f68, type: 2}
--- !u!1001 &27914899
PrefabInstance:
m_ObjectHideFlags: 0
@ -2291,7 +2291,7 @@ MonoBehaviour:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 619425342}
m_Enabled: 0
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 8309fb5f87214c46a2994daf35aa90a5, type: 3}
m_Name:
@ -2304,7 +2304,7 @@ MonoBehaviour:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 619425342}
m_Enabled: 1
m_Enabled: 0
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: feb5575f76804030a0ae6877ba236d61, type: 3}
m_Name: