V0.7.0b bug修复

This commit is contained in:
kawagiri 2026-04-11 13:47:19 +08:00
parent a55a383214
commit 7794dd909a
36 changed files with 1605 additions and 1959 deletions

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TDZH:
EN:
JP:
KR:
RU:
ES:
PT:
FR:
IsProperNoun: 0
IsDialogue: 0
DialogueSpeaker:
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Color:
Icon:
- ID: 18847
ZH: "2\u683C\u5355\u4F4D\u5185\u4EFB\u610F\u5355\u4F4D\u6B7B\u4EA1\u65F6\uFF0C\u83B7\u5F971\u5C42**<18062>**\uFF0C\u5DE8\u4EBA\u53CA\u82F1\u96C4\u5355\u4F4D\u989D\u5916\u5219\u989D\u5916\u83B7\u5F971\u5C42**<18651>**\u3002Lv4\u65F6\u8303\u56F4\u6269\u5927\u52304\u683C"
TDZH:
EN:
JP:
KR:
RU:
ES:
PT:
FR:
IsProperNoun: 0
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- ID: 18851
ZH: "[Beta 0.7.0b]\n\u53D1\u5E03\u65E5\u671F 26.4.11\n\n-------- [bug\u4FEE\u590D]
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TDZH:
EN:
JP:
KR:
RU:
ES:
PT:
FR:
IsProperNoun: 0
IsDialogue: 0
DialogueSpeaker:
IsDeprecated: 0
IsCustom: 0
IsSpecialTerm: 0
Color:
Icon:
- ID: 18855
ZH: "\u643A\u5E26\u4E1A\u529B\u7684\u751F\u547D\u8F7D\u4F53\u3002\u5728\u56DE\u590D\u751F\u547D\u503C\u540E\u91CD\u65B0\u751F\u6210\u4E00\u540D\u5355\u4F4D\u3002\u53EF\u4E3B\u52A8\u65BD\u653E**<18832>**"
TDZH:
EN:
JP:
KR:
RU:
ES:
PT:
FR:
IsProperNoun: 0
IsDialogue: 0
DialogueSpeaker:
IsDeprecated: 0
IsCustom: 0
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Color:
Icon:
- ID: 18856
ZH: English
TDZH:
EN:
@ -362638,7 +362765,7 @@ MonoBehaviour:
IsSpecialTerm: 1
Color:
Icon:
- ID: 18838
- ID: 18857
ZH: Chinese
TDZH:
EN:
@ -362656,7 +362783,7 @@ MonoBehaviour:
IsSpecialTerm: 1
Color:
Icon:
- ID: 18839
- ID: 18858
ZH: Heads-up! The current version of the game is in **<Chinese >**only.**< English
>**and more languages are on the way. Thank you for your patience and support!
TDZH:
@ -362675,4 +362802,23 @@ MonoBehaviour:
IsSpecialTerm: 0
Color:
Icon:
- ID: 18859
ZH: "[Beta 0.7.0b]\n\u53D1\u5E03\u65E5\u671F 26.4.11\n\n-------- [bug\u4FEE\u590D]
--------\n1.\u4FEE\u590D\u4E86\u82F1\u96C4\u69FD\u4F4D\u4E0D\u9700\u8981\u6CD5\u5178\u4E5F\u80FD\u89E3\u9501\u7684bug\n2.\u4FEE\u590D\u4E86\u56E0\u6050\u60E7\u7206\u70B8\u4F24\u5BB3\u6B7B\u4EA1\u7684\u5355\u4F4D0\u8840\u4E0D\u4F1A\u6D88\u5931\u7684bug\n3.\u4FEE\u590D\u4E86\u82F1\u96C4\u9996\u6B21\u5347\u7EA7\u81F3Lv.2\u53CALv.3\u6CA1\u6709\u6B63\u786E\u83B7\u5F97\u6587\u5316\u70B9\u7684bug\n4.\u4FEE\u590D\u4E86\u661F\u718A\u52C7\u4EEA\u4E22\u5931\"\u79FB\u52A8\u653B\u51FB\"\u6280\u80FD\u7684bug\n5.\u4FEE\u590D\u4E86\u53E4\u660E\u5730\u89C9\u4E8C\u91CD\u9ED1\u6B7B\u8776\u6280\u80FD\u6548\u679C\u63CF\u8FF0\u9519\u8BEF\u7684bug\n6.\u4FEE\u590D\u4E86\u4F10\u697C\u62FF\u5E06\u8239\u53CA\u4F10\u697C\u8230\u5347\u7EA7\u65E0\u9700\u82B1\u8D39\u7684bug\n7.\u4FEE\u590D\u4E86\u65E0\u6CD5\u5B66\u4E60\u4FDD\u62A4\u533A\u79D1\u6280\u548C\u4F10\u697C\u8230\u79D1\u6280\u7684bug\n8.\u4FEE\u590D\u4E86\u6BD5\u820D\u906E\u8F6C\u5316\u654C\u65B9\u5355\u4F4D\u540E\u8840\u91CF\u56DE\u6EE1\u7684bug(\u5E94\u4E3A10\u70B9\u8840\u91CF)\n9.\u4F18\u5316\u4E86\u82F1\u96C4\u6280\u80FD\u67E5\u770B\u754C\u9762\u7684\u70B9\u51FB\u903B\u8F91(\u53F3\u952E/ESC/\u70B9\u51FB\u7A7A\u767D\u5904\u76F4\u63A5\u5173\u95ED)\n10.\u4FEE\u590D\u4E86\u795E\u50CF\u76F8\u5173\u6587\u5B57\u63CF\u8FF0bug\n11.\u4FEE\u590D\u4E86\u6CD5\u5178:\u4E07\u56FD\u535A\u89C8\u4F1A\u6CA1\u6709\u6B63\u5E38\u751F\u6548\u7684bug\n12.\u4FEE\u590D\u4E86\u53E4\u660E\u5730\u604B\u5347\u7EA7\u65F6\u4E0D\u4F1A\u4F7F\u573A\u4E0A\u6240\u6709\u53E4\u660E\u5730\u604B\u5347\u7EA7\u7684bug\n13.\u4FEE\u590D\u4E86\u661F\u718A\u52C7\u4EEA\u51FB\u6740\u5355\u4F4D\u65F6\u9519\u8BEF\u8FDB\u5165\u654C\u65B9\u6E2F\u53E3\u7684bug\n14.\u4FEE\u590D\u4E86\u519B\u5B98\u5355\u4F4D\u6587\u5B57\u663E\u793A\u9519\u8BEF\u7684bug\n15.\u4FEE\u590D\u4E86\u706B\u7130\u732B\u71D0\u5728\u5347\u7EA7\u65F6\u4F1A\u6E05\u7A7Abuff\u7684bug\n16.\u4FEE\u590D\u4E86\u57CE\u5E02\u5962\u4F88\u54C1\u6570\u91CF\u663E\u793A\u9519\u8BEF\u7684bug\n17.\u4FEE\u590D\u4E86\u661F\u718A\u52C7\u4EEA\u7684buff\u6548\u679C\u6EF4\u9152\u672A\u6D12\u6301\u7EED\u65F6\u95F4\u9519\u8BEF\u7684bug\n18.\u4FEE\u590D\u4E86\u706B\u7130\u732B\u71D0\u83B7\u53D6\u91D1\u521A\u8EAB\u53CA\u7C97\u949D\u8EABbuff\u65F6\u5C42\u6570\u4E0D\u6B63\u786E(\u6E05\u96F6)\u7684bug\n19.\u4FEE\u590D\u4E86\u8299\u5170\u6735\u9732Lv4\u4EE5\u4E0B\u53EF\u51FA\u6218\u6570\u91CF\u9519\u8BEF\u7684bug\n20.\u4FEE\u590D\u4E86\u52C7\u4EEA\u653B\u51FB\u5BF9\u65B9\u53EF\u80FD\u4E0D\u88AB\u53CD\u51FB\u7684bug\n21.\u4FEE\u590D\u4E86\u6D29\u77E2\u8BF9\u8BBF\u5B50\u65E0\u6CD5\u53EC\u5524\u5FA1\u5C04\u5BAB\u53F8\u5927\u4EBA\u7684bug"
TDZH:
EN:
JP:
KR:
RU:
ES:
PT:
FR:
IsProperNoun: 0
IsDialogue: 0
DialogueSpeaker:
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IsSpecialTerm: 0
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TargetTypes: 010000000200000003000000040000000500000006000000070000000800000009000000

View File

@ -262,7 +262,7 @@ MonoBehaviour:
- SkillType: 14
SkillViewType: 0
SkillName: 2137
SkillDesc: 2138
SkillDesc: 18842
NotShow: 0
SkillIcon: {fileID: 0}
HasShowList: 0
@ -2065,7 +2065,7 @@ MonoBehaviour:
- SkillType: 227
SkillViewType: 2
SkillName: 18064
SkillDesc: 18730
SkillDesc: 18847
NotShow: 0
SkillIcon: {fileID: 21300000, guid: 91553628166bcdc44804e3f90c081982, type: 3}
HasShowList: 0
@ -2230,7 +2230,7 @@ MonoBehaviour:
- SkillType: 218
SkillViewType: 1
SkillName: 17836
SkillDesc: 18793
SkillDesc: 18843
NotShow: 0
SkillIcon: {fileID: 21300000, guid: 9e68cd88a8dbbc9449c43d815fd75c52, type: 3}
HasShowList: 0
@ -2354,7 +2354,7 @@ MonoBehaviour:
SkillShowList: []
skillPriority: 0
- SkillType: 252
SkillViewType: 4
SkillViewType: 2
SkillName: 18651
SkillDesc: 18655
NotShow: 0

View File

@ -434,7 +434,7 @@ MonoBehaviour:
Description: 18214
icon: {fileID: 0}
CostLevel: 3
FatherTechList: 17000000
FatherTechList: 170000003c000000
TechAtomList: 3d00000060000000
TechTreeCircleViewType: 24
- TechType: 62

View File

@ -2142,7 +2142,7 @@ MonoBehaviour:
SpriteList: []
ProjectileType: 1
ForceMelee: 0
SameUnitCountLimit: 2
SameUnitCountLimit: 1
EnableAction: 0
EnableActions: []
- UnitType: 14
@ -2168,7 +2168,7 @@ MonoBehaviour:
SpriteList: []
ProjectileType: 1
ForceMelee: 0
SameUnitCountLimit: 3
SameUnitCountLimit: 1
EnableAction: 0
EnableActions: []
- UnitType: 14
@ -5712,7 +5712,7 @@ MonoBehaviour:
GiantCivId: 0
GiantForceId: 0
Name: 17947
Desc: 18089
Desc: 18855
LandType: 2
NoMaxHealth: 1
MaxHealth: 30
@ -5729,8 +5729,24 @@ MonoBehaviour:
ProjectileType: 1
ForceMelee: 0
SameUnitCountLimit: 0
EnableAction: 0
EnableActions: []
EnableAction: 1
EnableActions:
- ActionType: 6
WonderType: 0
ResourceType: 0
FeatureType: 0
TerrainType: 0
UnitType: 0
GiantType: 0
UnitLevel: 0
Vegetation: 0
UnitActionType: 24
CityLevelUpActionType: 0
GridMiscActionType: 0
SkillType: 0
TechType: 0
PlayerActionType: 0
AIParamType: 0
- UnitType: 33
GiantType: 0
UnitLevel: 0

View File

@ -12,8 +12,13 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: c659b850b20e460f866ed3f696be406b, type: 3}
m_Name: VersionConfig
m_EditorClassIdentifier:
CurVersionId: 70000
CurVersionId: 70001
Versions:
- MajorVersion: 0
MinorVersion: 7
PatchVersion: 0
Description: 18859
FourthVersion: 1
- MajorVersion: 0
MinorVersion: 7
PatchVersion: 0

View File

@ -471,7 +471,7 @@ MonoBehaviour:
CultureValue: {fileID: 7086840695005570176}
ExecuteCountText: {fileID: 1392256828143505261}
CompletedGroup: {fileID: 4557505715851530170}
CompletedGroupPer: {fileID: 0}
CompletedGroupPer: {fileID: 6931564186080044825}
ValueGroup: {fileID: 345239633477957022}
AwardTitle: {fileID: 4835144479032225057}
AwardTitlePer: {fileID: 5928898002467652613}

View File

@ -1026,7 +1026,7 @@ MonoBehaviour:
Ban: 0
NoExport: 0
FontBan: 0
ID: 18839
ID: 18858
FontID: 0
TextCfg:
- Type: 1

File diff suppressed because it is too large Load Diff

View File

@ -879,11 +879,17 @@ namespace Logic.Action
{
param.MainObjectType = MainObjectType.Unit;
actionList = new List<ActionLogicBase>();
if (param.UnitData.GetActionPoint(ActionPointType.Capture) <= 0) return false;
bool hasCP = param.UnitData.GetActionPoint(ActionPointType.Capture) > 0;
var actionDict = GetActionLogicDict();
foreach (var action in actionDict.Values)
{
if (!action.CheckCan(param)) continue;
// 无行动点时仅保留不需要行动点的action自身CheckCan已通过即可
if (!hasCP && action.ActionId.ActionType == CommonActionType.UnitAction)
{
var unitActionType = action.ActionId.UnitActionType;
if (unitActionType != UnitActionType.KomeijiBonePileBoom) continue;
}
actionList.Add(action);
}
return actionList.Count > 0;

View File

@ -687,18 +687,37 @@ namespace Logic.Action
//step #1 已经升到满级就return
if (unit.UnitLevel + 1 > 4) return false;
//step #2 英雄升级
var giantType = unit.GiantType;
var targetLevel = unit.UnitLevel + 1;
if (!Main.UnitLogic.HeroUpgrade(actionParams.MapData, unit)) return false;
//step #3 回复10点血
unit.AddHealth(10);
//更新视觉自动排除非真map情况和不在视野情况
if(actionParams.UnitData.Renderer(actionParams.MapData)?.InstantUpdateUnit(true)??false){
actionParams.UnitData.Grid(actionParams.MapData)?.Renderer(actionParams.MapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Heal));
}
if(actionParams.UnitData.Grid(actionParams.MapData)?.InMainSight()??false)
AudioManager.Instance.PlayAudio("SFX/UNIT_levelup");
//step #3.5 场上所有相同GiantType的英雄单位一起升级
var sameGiantUnits = new System.Collections.Generic.List<UnitData>();
actionParams.MapData.GetUnitDataListByPlayerId(actionParams.PlayerId, sameGiantUnits);
foreach (var other in sameGiantUnits)
{
if (other.Id == unit.Id) continue;
if (!other.IsAlive()) continue;
if (other.UnitType != UnitType.Giant) continue;
if (other.GiantType != giantType) continue;
if (other.UnitLevel >= targetLevel) continue;
var otherTargetType = new UnitFullType()
{ UnitType = other.UnitType, GiantType = other.GiantType, UnitLevel = (uint)targetLevel };
Main.UnitLogic.UnitTypeTransform(actionParams.MapData, other, otherTargetType);
other.AddHealth(10);
other.Renderer(actionParams.MapData)?.InstantUpdateUnit(true);
}
//Step #4 Moment
@ -1653,9 +1672,6 @@ namespace Logic.Action
if (!UnitActionCheckUnitBelongPlayer(actionParams)) return false;
//#step #3 check unitTypeData的EnableActions里包含此action
if (!CheckUnitEnableAction(actionParams)) return false;
//#step #4 check 当前unit是骨堆且拥有KomeijiFear
if (actionParams.UnitData.UnitFullType.UnitType != UnitType.BonePile) return false;
if (!actionParams.UnitData.GetSkill(SkillType.KomeijiFear, out _)) return false;
return true;
}
@ -1668,9 +1684,6 @@ namespace Logic.Action
if (!UnitActionCheckUnitBelongPlayer(actionParams)) return false;
//#step #3 check unitTypeData的EnableActions里包含此action
if (!CheckUnitEnableAction(actionParams)) return false;
//#step #4 check 当前unit是骨堆且拥有KomeijiFear
if (actionParams.UnitData.UnitFullType.UnitType != UnitType.BonePile) return false;
if (!actionParams.UnitData.GetSkill(SkillType.KomeijiFear, out _)) return false;
return true;
}
}

View File

@ -22,6 +22,7 @@ namespace Logic.Skill
TurnsLimit = 0;
Score = 4;
IsLevelSkill = true;
_autoDisappear = true;
}
public override SkillType GetSkillType()
@ -29,6 +30,39 @@ namespace Logic.Skill
return SkillType.CorpseBuff;
}
private int GetLevelLimit(UnitData self)
{
if (self == null) return 1;
return (int)self.UnitLevel;
}
public override void AddLevel(MapData map, UnitData origin, UnitData self, int add)
{
_level += add;
var limit = GetLevelLimit(self);
if (_level > limit) _level = limit;
if (!map.GetPlayerDataByUnitId(origin.Id, out var player)) return;
origin.HeroTask(map)?.OnAddSkillLevels(map, GetSkillType(), (uint)add);
}
public override void ReduceLevel(MapData map, UnitData origin, int reduce)
{
_level -= reduce;
if (_level < 0) _level = 0;
}
public override void NewSkillOnTransform(System.Collections.Generic.List<SkillBase> oldSkills)
{
foreach (var old in oldSkills)
{
if (old is CorpseBuffSkill oldCorpse)
{
_level = oldCorpse.Level;
return;
}
}
}
public override int GetExtraMoveRange(MapData mapData, UnitData self)
{
return _level;

View File

@ -11,11 +11,45 @@ namespace Logic.Skill
TurnsLimit = 0;
Score = 4;
IsLevelSkill = true;
_autoDisappear = true;
}
public override SkillType GetSkillType()
{
return SkillType.MahaCorpseBuff;
}
private int GetLevelLimit(UnitData self)
{
if (self == null) return 1;
return (int)self.UnitLevel;
}
public override void AddLevel(MapData map, UnitData origin, UnitData self, int add)
{
_level += add;
var limit = GetLevelLimit(self);
if (_level > limit) _level = limit;
if (!map.GetPlayerDataByUnitId(origin.Id, out var player)) return;
origin.HeroTask(map)?.OnAddSkillLevels(map, GetSkillType(), (uint)add);
}
public override void ReduceLevel(MapData map, UnitData origin, int reduce)
{
_level -= reduce;
if (_level < 0) _level = 0;
}
public override void NewSkillOnTransform(System.Collections.Generic.List<SkillBase> oldSkills)
{
foreach (var old in oldSkills)
{
if (old is MahaCorpseBuffSkill oldMaha)
{
_level = oldMaha.Level;
return;
}
}
}
}
}

View File

@ -41,7 +41,7 @@ namespace Logic.Skill
self.HeroTask(map)?.OnAddSkillLevels(map, SkillType.CorpseBuff, 1);
}
if (dieUnit.IsBigGuy())
if (dieUnit.IsBigGuy() || dieUnit.UnitType == UnitType.Giant)
{
bool isNewMahaBuff = !self.GetSkill(SkillType.MahaCorpseBuff, out _);
self.AddOrOverrideSkill(SkillType.MahaCorpseBuff, map, self.Id);

View File

@ -36,7 +36,7 @@ namespace Logic.Skill
{
//TODO 可能有循环嵌套风险
if (self.Player(map, out var player)) return false;
if (!self.Player(map, out var player)) return false;
//判断射程是否够
if (self.GetAttackRange(map) < map.GridMap.CalcDistance(self.Grid(map), target)) return false;

View File

@ -14,7 +14,7 @@ namespace Logic.Skill
{
public YuugiMoveSkill()
{
IsPermanent = true;
IsPermanent = false;
TurnsLimit = 0;
Score = 4;
}

View File

@ -87,11 +87,20 @@ namespace Logic.Skill
}
else
{
// 不能推动、或伤害足以击杀:直接攻击(含可能的+2,无反击
// 不能推动、或伤害足以击杀:直接攻击(含可能的+2
outPushed = false;
outAttackDmg = actualDmg;
var cDmg = Table.Instance.CalcCounterDamage(map, self, target);
bool canCounter = Main.UnitLogic.CanCounter(map, self, target);
Main.UnitLogic.DamageSettlement(map, self, target, actualDmg, DamageType.PushAttack);
if (!target.IsAlive())
if (target.IsAlive() && self.IsAlive() && canCounter)
{
// 未击杀:对方反击
outCounterDmg = cDmg;
Main.UnitLogic.DamageSettlement(map, target, self, cDmg, DamageType.CounterAttack);
outFragmentType = !self.IsAlive() ? FragmentType.AttackAndCounterDie : FragmentType.AttackAndCounter;
}
else if (!target.IsAlive() && Main.UnitLogic.CheckUnitAbleForGrid_OfflineStatus(map, player, self, targetGrid))
{
outFragmentType = FragmentType.MoveKill;
Main.UnitLogic.MoveToLogic(map, self, targetGrid, MoveType.AttackMove);

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@ -1389,6 +1389,7 @@ namespace Logic
var targetType = new UnitFullType()
{ UnitType = unit.UnitType, GiantType = unit.GiantType, UnitLevel = unit.UnitLevel + 1 };
UnitTypeTransform(map,unit,targetType);
// moment
foreach (var item in player.MomentData.Items) item.OnUpgradeHero(map, player, targetType);
return unit.Player(map)?.PlayerHeroData.UpdateHero(map,unit.Player(map),unit.UnitFullType) ?? false;

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@ -62,6 +62,7 @@ namespace TH1_UI.View.Info
{
EventManager.Publish(new UpdateUIInfoHeroCultureCards());
EventManager.Publish(new UpdateUITopTopBar { UpdateType = UpdateTopBarType.UpdateCulture });
EventManager.Publish(new UpdateUITopTopBar { UpdateType = UpdateTopBarType.UpdateCoinPerTurn });
}
}

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@ -42,6 +42,10 @@ namespace TH1_UI.View.Info
// 文化值
if (CultureValue != null)
CultureValue.text = _momentItem.PlayerCultureValue.ToString();
// 默认隐藏CompletedGroupPer由UpdateInfo根据条件决定是否显示
if (CompletedGroupPer != null)
CompletedGroupPer.SetActive(false);
}
public void UpdateInfo(PlayerData player)

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@ -475,7 +475,7 @@ namespace TH1_UI.View.Info
//CityInfoCultureTxt.text = "+" + culturePerTurn + MultilingualManager.Instance.GetMultilingualTextSafe(tb.GridInfoText_PerTurn);
//CityInfoCultureTxt.gameObject.SetActive(culturePerTurn > 0);
CityInfoPopulationTxt.text = MultilingualManager.Instance.GetMultilingualTextSafe(tb.GridInfoText_Population) + Main.MapData.GetUnitCount(city.Id) + "/" + city.Level;
CityInfoDiamondTxt.text = (city.ParkCount + (city.Workshop ? 1 : 0)) + MultilingualManager.Instance.GetMultilingualTextSafe(tb.GridInfoText_Diamond);
CityInfoDiamondTxt.text = city.ParkCount + MultilingualManager.Instance.GetMultilingualTextSafe(tb.GridInfoText_Diamond);
CityInfoConnectTxt.text = city.IsCapital ? MultilingualManager.Instance.GetMultilingualTextSafe(tb.GridInfoText_Capital) : (city.IsConnectedCapital ? MultilingualManager.Instance.GetMultilingualTextSafe(tb.GridInfoText_Connected) :
MultilingualManager.Instance.GetMultilingualTextSafe(tb.GridInfoText_Unconnected));
}

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@ -13,7 +13,7 @@ PlayerSettings:
useOnDemandResources: 0
accelerometerFrequency: 60
companyName: Remilia Command
productName: TOHOTOPIA Demo
productName: TOHOTOPIA Demo v0.7.0b
defaultCursor: {fileID: 0}
cursorHotspot: {x: 0, y: 0}
m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1}
@ -140,7 +140,7 @@ PlayerSettings:
loadStoreDebugModeEnabled: 0
visionOSBundleVersion: 1.0
tvOSBundleVersion: 1.0
bundleVersion: 0.7.0
bundleVersion: 0.7.0b
preloadedAssets: []
metroInputSource: 0
wsaTransparentSwapchain: 0