Created MD files from all minigame PDFs
80
Assets/Green.mat
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8
Assets/Green.mat.meta
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fileFormatVersion: 2
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BIN
Assets/Prefabs/WAM_Map_Main.fbx
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fileFormatVersion: 2
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@ -3,6 +3,12 @@ using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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//* General Comments or Finished Tasks
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//TODO Tasks left to be done for game
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//! Bugs or Issues
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//? Questions or Suggestions
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//! Aftering hitting down with hammer, turning stops working in what direction the player tries to move first in
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public class Movement : MonoBehaviour
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public class Movement : MonoBehaviour
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{
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{
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public float speed = 7.0f;
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public float speed = 7.0f;
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@ -16,7 +16,7 @@ using UnityEngine;
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public class Moles : MonoBehaviour
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public class Moles : MonoBehaviour
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{
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{
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public GameObject hole1, hole2, hole3, hole4, hole5, hole6, hole7, hole8, hole9, hole10, hole11, hole12, hole13, hole14, hole15, hole16;
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public GameObject hole1, hole2, hole3, hole4, hole5, hole6, hole7, hole8, hole9, hole10, hole11, hole12, hole13;
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public GameObject mole;
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public GameObject mole;
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private float defaultSpeed = 10f;
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private float defaultSpeed = 10f;
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public float timerSpeed;
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public float timerSpeed;
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12
Documentation/Mini-Game-Concepts/Catch.md
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Catch
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A game where cube or random objects fall from the sky and the player has to catch them.
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Each item could have its own amount of points and falling speed and it might be played
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against Ais, the winner being the one with the most points. Could also be a race against
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time. Players would be able to push each other out of the way to give themselves a higher
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chance of catching the item. Same 4 5 ush degree angle as whack-a-mole
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>[!NOTE] Catch Concept Art
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>![](Catch.png)
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The game shows the shadows of the fallen object. Wind may be implemented to make the
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fall location change from time to time.
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BIN
Documentation/Mini-Game-Concepts/Catch.png
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After Width: | Height: | Size: 42 KiB |
34
Documentation/Mini-Game-Concepts/Centre_Balance.md
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# **Centre Balance**
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||||||
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>![](Centre_Balance.png)
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||||||
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|
||||||
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## Concept
|
||||||
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|
||||||
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A game where you have to balance on wobbly platform, and can only
|
||||||
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progress to the next platform once the current is level. You will be racing
|
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against other players or the clock (maybe both) either way, obstacles and
|
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projectiles may stand in the way and knock you back to the last checkpoint.
|
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Platforms
|
||||||
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|
||||||
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## Platforms
|
||||||
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|
||||||
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The platforms will force you to try level them out before you get knocked
|
||||||
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off. thier rotation will be decided randomly to give the player a challenge
|
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needing to have keep thinking and be good with thier fingers (Wink).
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Projectiles
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|
||||||
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## Projectiles
|
||||||
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|
||||||
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Projectiles will be sent sliding across the screen forcing pressure onto the
|
||||||
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player, getting hit by one of these slow moving projectiles will force the
|
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player off the platform and back to a checkpoint (or the beginning).
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Balancing
|
||||||
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|
||||||
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## Balancing
|
||||||
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|
||||||
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the balancing mechanic will involve the player to use the A and D keys to
|
||||||
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keep thier centre of mass central to stay on the platform, or the player will
|
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have to input a sequence of random letters as fast as possible to maintain
|
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balance, for example the player would input “ W, A, D, E, Q” in quick
|
||||||
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succession to progress onto the next platform all the while panicking about
|
||||||
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the timer and projectiles.
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BIN
Documentation/Mini-Game-Concepts/Centre_Balance.png
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After Width: | Height: | Size: 136 KiB |
17
Documentation/Mini-Game-Concepts/Conveyor_Belts.md
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# CONVEYORS
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|
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* Player will be given one or two conveyor belts within one room where
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parts will continuously move along. Some parts will be required to build
|
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sets of robots while the rest can be ignored. Different robot parts can’t
|
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be mixed. The aim is to build as many robots as possible within a given
|
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time, or alternatively build a set amount within a given time. The parts
|
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may come in different orders meaning the last part can appear before
|
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the first part. The player can pick an object up from the belts to save it
|
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for later.
|
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* The conveyor belts will have rubbish moving along them and the player
|
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will need to sort plastic, glass and cardboard from them leaving other
|
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rubbish in the belt. They then need to bring the rubbish into appropriate
|
||||||
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bins. If the player misses too many items they lose. The aim is to last
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||||||
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until the timer runs out.
|
||||||
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|
||||||
|
>![](Conveyor_Belts.png)
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BIN
Documentation/Mini-Game-Concepts/Conveyor_Belts.png
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After Width: | Height: | Size: 18 KiB |
13
Documentation/Mini-Game-Concepts/Dodge!.md
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# Dodge!
|
||||||
|
|
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Bullet-hell mini-game where players have to navigate waves of projectiles, lasers, bullets and more.
|
||||||
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The player has three lives, Winning is achieved by keeping at least 1 life for the total dodging time.
|
||||||
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If a player runs out of lives they lose.
|
||||||
|
The movement will be top-down heavily inspired by Undertale
|
||||||
|
|
||||||
|
>![](Dodge.png)
|
||||||
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|
||||||
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|
||||||
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There will be four types of things for the player has to dodge one will be a laser which will have a windup time that goes across the entire screen instantly then there will be bullets which will be small and fast with some indication of where they are coming from and going before they spawn thirdly the object which is slower with less indication of where they're going lastly enemies who may have randomized movements or move towards the player, depending on the type enemies may spawn bullets lasers or projectiles.
|
||||||
|
The mini-game should not take more than a minute and a half total to complete the game will consist of waves with each wave lasting no more than 30 seconds. There will be at least a five-second break between the waves to allow the player to recollect. There could be some sort of scour system judged by players' lives and the amount of enemies projectiles bullets and lays dodged. If there is any sort of game mode where the player can choose which mini-game to play the score could be useful for creating some sort of leaderboard.
|
||||||
|
This game is heavily inspired by the dodging sections of the Undertale combat system. One key difference here is that the health is far more fixed because this mini-game will be played in isolation so there is no chance for a player to progress other than to become better at dodging. The movement of this mini- game will be top-down, however, could be transformed into more of a platform-type game if some sort of gravity moved for player down the screen. This could be a chief by perspective shift Or different modes in the player controller script. This could allow one wave to be top-down enemy dodging or the next wave. The player is platforming while dodging moving obstacles.
|
BIN
Documentation/Mini-Game-Concepts/Dodge.png
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After Width: | Height: | Size: 149 KiB |
42
Documentation/Mini-Game-Concepts/QuickShot.md
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|||||||
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# QuickShot
|
||||||
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## Concept Diagram
|
||||||
|
|
||||||
|
>![](QuickShot.png)
|
||||||
|
|
||||||
|
## Objective Summary
|
||||||
|
The objective of this game will be to destroy all targets before the time runs
|
||||||
|
out or lives are lost. To make the game more challenging the targets will
|
||||||
|
replenish periodically and possibly have multiple obstacles.
|
||||||
|
|
||||||
|
## Time Countdown
|
||||||
|
There will be a time limit on the screen to increase pressure, the pressure of the simple objective. The time limit could have time added to it or removed depending on what happen, for example a powerup gives more time or taking damage lowers the time, and obviously when the time runs out you lose.
|
||||||
|
|
||||||
|
## Obstacles
|
||||||
|
This mini game will have obstacles to avoid making the game too easy, if there
|
||||||
|
is a difficulty scale the harder modes will add more obstacles such as:
|
||||||
|
* Moving enemies to avoid
|
||||||
|
* Possible "Death-zones"
|
||||||
|
* Multiple stories to reach high targets
|
||||||
|
* A second player
|
||||||
|
|
||||||
|
## 2 player
|
||||||
|
If a second player is introduced the 2 players will be randomly chosen to
|
||||||
|
either:
|
||||||
|
* Survive and destroy the obstacles and targets
|
||||||
|
or
|
||||||
|
* Try to sabotage the other player by controlling the obstacles (Difficulty will have to scale whether in single-player or multiplayer to avoid frustration and keep the playing field fair)
|
||||||
|
|
||||||
|
## Verticality
|
||||||
|
Multiple different maps for the gamemode changing the verticality like stairs
|
||||||
|
or lifts giving the mini-game depth and a unique feel to make it replayable.
|
||||||
|
this can also add to the difficulty scale meaning the harder difficulty adds
|
||||||
|
more layers and vice versa. The targets will have multiple layers too to give
|
||||||
|
the verticality a use. Finally the verticality could be tampered with by the
|
||||||
|
second player if there is one.
|
||||||
|
|
||||||
|
## Traps
|
||||||
|
Multiple traps can form around the map to make the game challenging, these
|
||||||
|
traps can range from a simple spike trap to a much harder trap to dodge
|
||||||
|
forcing the player to stand in a specified area to stay safe (these will change
|
||||||
|
with the difficulty scale if there is one). The traps can be controlled or placed
|
||||||
|
by the 2nd player.
|
BIN
Documentation/Mini-Game-Concepts/QuickShot.png
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After Width: | Height: | Size: 90 KiB |
14
Documentation/Mini-Game-Concepts/Sorting.md
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|
|||||||
|
# Sorting
|
||||||
|
Sorting is a minigame in which the player has to sort boxes of different colours before time
|
||||||
|
runs out. The player is spawned in the middle of a square play area with 8 containers, 2 on
|
||||||
|
each side, all of different colours. The colour of each container changes each time the
|
||||||
|
game is played, all containers being gray until the game starts. There is a 3 second
|
||||||
|
countdown until the player is allowed to move and is shown the colours of the containers.
|
||||||
|
At the same time 8 differently colored boxes are dropped from the sky and the player has to
|
||||||
|
sort them into their containers. If the player places an incorrect colour the box is dropped
|
||||||
|
randomly again after a few seconds, wasting a few seconds. The game may be scored with
|
||||||
|
how long the player took. Random objects may sometimes appear to distract and slow the
|
||||||
|
player down. Running near an object while holding one already will pick the object on the
|
||||||
|
floor up instead
|
||||||
|
|
||||||
|
>![](Sorting.png)
|
BIN
Documentation/Mini-Game-Concepts/Sorting.png
Normal file
After Width: | Height: | Size: 58 KiB |
BIN
Documentation/Mini-Game-Concepts/WAM.png
Normal file
After Width: | Height: | Size: 30 KiB |
15
Documentation/Mini-Game-Concepts/Whack_A_Mole.md
Normal file
@ -0,0 +1,15 @@
|
|||||||
|
# Whack-A-Mole
|
||||||
|
Simple arcade minigame where mole like creatures will pop out of holes at
|
||||||
|
random and the player/s will have to race to hit them with a hammer or
|
||||||
|
mallet before they burrow back into the ground. This can be done solo
|
||||||
|
against time for record or a minimum score, or against AIs trying to get the
|
||||||
|
high score (possibility of multiplayer). Top down or 45° angle view.
|
||||||
|
|
||||||
|
>![](WAM.png)
|
||||||
|
|
||||||
|
The player will be given a mallet to hit the mole creatures once they
|
||||||
|
appear, hitting gives the player a point. Special faster moles may be added.
|
||||||
|
|
||||||
|
Players can also hit other players, stunning them for a few seconds.
|
||||||
|
|
||||||
|
At the end, the player with the highest score wins.
|
@ -51,7 +51,7 @@
|
|||||||
{
|
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"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
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"key": "editor.toolbarIconGUI",
|
"key": "editor.toolbarIconGUI",
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"value": "{\"m_Value\":true}"
|
"value": "{\"m_Value\":false}"
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},
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},
|
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{
|
{
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"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
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"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
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@ -101,7 +101,7 @@
|
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{
|
{
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"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
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"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
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"key": "meshImporter.smoothing",
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"key": "meshImporter.smoothing",
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"value": "{\"m_Value\":true}"
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"value": "{\"m_Value\":false}"
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},
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},
|
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{
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{
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"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
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"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
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@ -221,7 +221,7 @@
|
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{
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"type": "System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
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"key": "meshImporter.smoothingAngle",
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"key": "meshImporter.smoothingAngle",
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"value": "{\"m_Value\":1.0}"
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{
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{
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"type": "System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
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"type": "System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
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