movement moving

This commit is contained in:
Wizzard 2023-06-21 13:28:15 -04:00
parent 10c5e5712d
commit 9f1fba37d1
1414 changed files with 97050 additions and 63029 deletions

55
playtest/.vscode/settings.json vendored Normal file
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using System;
using UnityEngine;
namespace Movement
{
/// <summary>
/// Custom script based on the version from the Standard Assets.
/// </summary>
[Serializable]
public class MouseLook
{
[SerializeField] private float m_XSensitivity = 2f;
[SerializeField] private float m_YSensitivity = 2f;
[SerializeField] private bool m_ClampVerticalRotation = true;
[SerializeField] private float m_MinimumX = -90F;
[SerializeField] private float m_MaximumX = 90F;
[SerializeField] private bool m_Smooth = false;
[SerializeField] private float m_SmoothTime = 5f;
[SerializeField] private bool m_LockCursor = true;
private Quaternion m_CharacterTargetRot;
private Quaternion m_CameraTargetRot;
private bool m_cursorIsLocked = true;
public void Init(Transform character, Transform camera)
{
m_CharacterTargetRot = character.localRotation;
m_CameraTargetRot = camera.localRotation;
}
public void LookRotation(Transform character, Transform camera)
{
float yRot = Input.GetAxis("Mouse X") * m_XSensitivity;
float xRot = Input.GetAxis("Mouse Y") * m_YSensitivity;
m_CharacterTargetRot *= Quaternion.Euler(0f, yRot, 0f);
m_CameraTargetRot *= Quaternion.Euler(-xRot, 0f, 0f);
if (m_ClampVerticalRotation)
{
m_CameraTargetRot = ClampRotationAroundXAxis(m_CameraTargetRot);
}
if (m_Smooth)
{
character.localRotation = Quaternion.Slerp(character.localRotation, m_CharacterTargetRot,
m_SmoothTime * Time.deltaTime);
camera.localRotation = Quaternion.Slerp(camera.localRotation, m_CameraTargetRot,
m_SmoothTime * Time.deltaTime);
}
else
{
character.localRotation = m_CharacterTargetRot;
camera.localRotation = m_CameraTargetRot;
}
UpdateCursorLock();
}
public void SetCursorLock(bool value)
{
m_LockCursor = value;
if (!m_LockCursor)
{//we force unlock the cursor if the user disable the cursor locking helper
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
}
public void UpdateCursorLock()
{
//if the user set "lockCursor" we check & properly lock the cursos
if (m_LockCursor)
{
InternalLockUpdate();
}
}
private void InternalLockUpdate()
{
if (Input.GetKeyUp(KeyCode.Escape))
{
m_cursorIsLocked = false;
}
else if (Input.GetMouseButtonUp(0))
{
m_cursorIsLocked = true;
}
if (m_cursorIsLocked)
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
else if (!m_cursorIsLocked)
{
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
}
private Quaternion ClampRotationAroundXAxis(Quaternion q)
{
q.x /= q.w;
q.y /= q.w;
q.z /= q.w;
q.w = 1.0f;
float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan(q.x);
angleX = Mathf.Clamp(angleX, m_MinimumX, m_MaximumX);
q.x = Mathf.Tan(0.5f * Mathf.Deg2Rad * angleX);
return q;
}
}
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using UnityEngine;
namespace Movement
{
[RequireComponent(typeof(CharacterController))]
public class PlayerController : MonoBehaviour
{
[System.Serializable]
public class MovementSettings
{
public float MaxSpeed;
public float Acceleration;
public float Deceleration;
public MovementSettings(float maxSpeed, float accel, float decel)
{
MaxSpeed = maxSpeed;
Acceleration = accel;
Deceleration = decel;
}
}
[Header("Aiming")]
[SerializeField] private Camera m_Camera;
[SerializeField] private MouseLook m_MouseLook = new MouseLook();
[Header("Movement")]
[SerializeField] private float m_Friction = 6;
[SerializeField] private float m_Gravity = 20;
[SerializeField] private float m_JumpForce = 8;
[Tooltip("How precise air control is")]
[SerializeField] private float m_AirControl = 0.3f;
[SerializeField] private MovementSettings m_GroundSettings = new MovementSettings(7, 14, 10);
[SerializeField] private MovementSettings m_AirSettings = new MovementSettings(7, 2, 2);
[SerializeField] private MovementSettings m_StrafeSettings = new MovementSettings(1, 50, 50);
[SerializeField] private float m_SprintMultiplier = 1.5f;
[SerializeField] private float m_BhopMultiplier = 1.2f;
public float Speed { get { return m_Character.velocity.magnitude; } }
private CharacterController m_Character;
private Vector3 m_MoveDirectionNorm = Vector3.zero;
private Vector3 m_PlayerVelocity = Vector3.zero;
private bool m_IsCrouching = false;
private bool m_JumpQueued = false;
private Vector3 m_MoveInput;
private Transform m_Tran;
private Transform m_CamTran;
private void Start()
{
m_Tran = transform;
m_Character = GetComponent<CharacterController>();
if (!m_Camera)
m_Camera = Camera.main;
m_CamTran = m_Camera.transform;
m_MouseLook.Init(m_Tran, m_CamTran);
}
private void Update()
{
m_MoveInput = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical"));
m_MouseLook.UpdateCursorLock();
QueueJump();
Crouch();
if (m_Character.isGrounded)
{
GroundMove();
}
else
{
AirMove();
}
m_MouseLook.LookRotation(m_Tran, m_CamTran);
m_Character.Move(m_PlayerVelocity * Time.deltaTime);
}
private void QueueJump()
{
m_JumpQueued = Input.GetButton("Jump");
}
private void AirMove()
{
float accel;
var wishdir = new Vector3(m_MoveInput.x, 0, m_MoveInput.z);
wishdir = m_Tran.TransformDirection(wishdir);
float wishspeed = wishdir.magnitude;
wishspeed *= m_AirSettings.MaxSpeed;
wishdir.Normalize();
m_MoveDirectionNorm = wishdir;
float wishspeed2 = wishspeed;
if (Vector3.Dot(m_PlayerVelocity, wishdir) < 0)
{
accel = m_AirSettings.Deceleration;
}
else
{
accel = m_AirSettings.Acceleration;
}
if (m_MoveInput.z == 0 && m_MoveInput.x != 0)
{
if (wishspeed > m_StrafeSettings.MaxSpeed)
{
wishspeed = m_StrafeSettings.MaxSpeed;
}
accel = m_StrafeSettings.Acceleration;
}
Accelerate(wishdir, wishspeed, accel);
if (m_AirControl > 0)
{
AirControl(wishdir, wishspeed2);
}
m_PlayerVelocity.y -= m_Gravity * Time.deltaTime;
}
private void AirControl(Vector3 targetDir, float targetSpeed)
{
if (Mathf.Abs(m_MoveInput.z) < 0.001 || Mathf.Abs(targetSpeed) < 0.001)
{
return;
}
float zSpeed = m_PlayerVelocity.y;
m_PlayerVelocity.y = 0;
float speed = m_PlayerVelocity.magnitude;
m_PlayerVelocity.Normalize();
float dot = Vector3.Dot(m_PlayerVelocity, targetDir);
float k = 32;
k *= m_AirControl * dot * dot * Time.deltaTime;
if (dot > 0)
{
m_PlayerVelocity.x *= speed + targetDir.x * k;
m_PlayerVelocity.y *= speed + targetDir.y * k;
m_PlayerVelocity.z *= speed + targetDir.z * k;
m_PlayerVelocity.Normalize();
m_MoveDirectionNorm = m_PlayerVelocity;
}
m_PlayerVelocity.x *= speed;
m_PlayerVelocity.y = zSpeed;
m_PlayerVelocity.z *= speed;
}
private void GroundMove()
{
if (!m_JumpQueued)
{
ApplyFriction(1.0f);
}
else
{
ApplyFriction(0);
}
var wishdir = new Vector3(m_MoveInput.x, 0, m_MoveInput.z);
wishdir = m_Tran.TransformDirection(wishdir);
wishdir.Normalize();
m_MoveDirectionNorm = wishdir;
var wishspeed = wishdir.magnitude;
wishspeed *= m_GroundSettings.MaxSpeed;
if (m_JumpQueued)
{
wishspeed *= m_BhopMultiplier;
}
if (Input.GetKey(KeyCode.LeftShift))
{
wishspeed *= m_SprintMultiplier;
}
if (m_IsCrouching)
{
wishspeed *= 0.5f;
}
Accelerate(wishdir, wishspeed, m_GroundSettings.Acceleration);
m_PlayerVelocity.y = -m_Gravity * Time.deltaTime;
if (m_JumpQueued)
{
m_PlayerVelocity.y = m_JumpForce;
m_JumpQueued = false;
}
}
private void ApplyFriction(float t)
{
Vector3 vec = m_PlayerVelocity;
vec.y = 0;
float speed = vec.magnitude;
float drop = 0;
if (m_Character.isGrounded)
{
float control = speed < m_GroundSettings.Deceleration ? m_GroundSettings.Deceleration : speed;
drop = control * m_Friction * Time.deltaTime * t;
}
float newSpeed = speed - drop;
if (newSpeed < 0)
{
newSpeed = 0;
}
if (speed > 0)
{
newSpeed /= speed;
}
m_PlayerVelocity.x *= newSpeed;
m_PlayerVelocity.z *= newSpeed;
}
private void Accelerate(Vector3 targetDir, float targetSpeed, float accel)
{
float currentspeed = Vector3.Dot(m_PlayerVelocity, targetDir);
float addspeed = targetSpeed - currentspeed;
if (addspeed <= 0)
{
return;
}
float accelspeed = accel * Time.deltaTime * targetSpeed;
if (accelspeed > addspeed)
{
accelspeed = addspeed;
}
m_PlayerVelocity.x += accelspeed * targetDir.x;
m_PlayerVelocity.z += accelspeed * targetDir.z;
}
private void Crouch()
{
if (Input.GetButton("Crouch"))
{
if (!m_IsCrouching)
{
m_IsCrouching = true;
m_Character.height = 0.5f; // Adjust the crouch height as needed
}
}
else
{
if (m_IsCrouching && m_Character.isGrounded)
{
m_IsCrouching = false;
m_Character.height = 2f; // Adjust the normal height as needed
}
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(CharacterController))]
public class FPSController : MonoBehaviour
{
public Camera playerCamera;
public float walkSpeed = 9f;
public float runSpeed = 18f;
public float jumpPower = 7f;
public float gravity = 20f;
public float lookSpeed = 2f;
public float lookXLimit = 45f;
public float airAcceleration = 8f; // Increased air acceleration
public float airFriction = 1f; // Added air friction
public float groundFriction = 6f;
Vector3 velocity = Vector3.zero;
float rotationX = 0;
public bool canMove = true;
CharacterController characterController;
void Start()
{
characterController = GetComponent<CharacterController>();
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
void Update()
{
Vector3 forward = playerCamera.transform.TransformDirection(Vector3.forward);
Vector3 right = playerCamera.transform.TransformDirection(Vector3.right);
forward.y = 0;
right.y = 0;
forward.Normalize();
right.Normalize();
bool isRunning = Input.GetKey(KeyCode.LeftShift);
float speed = isRunning ? runSpeed : walkSpeed;
Vector3 wishDir = forward * Input.GetAxis("Vertical") + right * Input.GetAxis("Horizontal");
if (characterController.isGrounded)
{
velocity.y = -0.5f; // Stick to the ground
if (canMove)
{
float drop = velocity.magnitude * groundFriction * Time.deltaTime;
velocity *= Mathf.Max(velocity.magnitude - drop, 0) / velocity.magnitude; // Apply ground friction
Accelerate(wishDir, speed, groundFriction); // Ground accelerate
if (Input.GetButton("Jump"))
{
velocity.y = jumpPower; // Jump
}
}
}
else
{
velocity.y -= gravity * Time.deltaTime; // Apply gravity
if (canMove)
{
// Apply air friction
float drop = velocity.magnitude * airFriction * Time.deltaTime;
velocity *= Mathf.Max(velocity.magnitude - drop, 0) / velocity.magnitude;
Accelerate(wishDir, speed, airAcceleration); // Air accelerate
}
}
// Apply movement
characterController.Move(velocity * Time.deltaTime);
// Looking
if (canMove)
{
rotationX += -Input.GetAxis("Mouse Y") * lookSpeed;
rotationX = Mathf.Clamp(rotationX, -lookXLimit, lookXLimit);
playerCamera.transform.localRotation = Quaternion.Euler(rotationX, 0, 0);
transform.rotation *= Quaternion.Euler(0, Input.GetAxis("Mouse X") * lookSpeed, 0);
}
}
// Acceleration function to add force to the velocity in the given direction
void Accelerate(Vector3 wishDir, float wishSpeed, float accel)
{
float currentSpeed = Vector3.Dot(velocity, wishDir);
float addSpeed = wishSpeed - currentSpeed;
if (addSpeed <= 0) return;
float accelerationSpeed = accel * Time.deltaTime * wishSpeed;
if (accelerationSpeed > addSpeed)
{
accelerationSpeed = addSpeed;
}
velocity += wishDir.normalized * accelerationSpeed;
}
}

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Library\Bee\artifacts\mvdfrm\UnityEngine.UIElementsModule.dll_49101DF6FC0EB63A.mvfrm Library/Bee/artifacts/mvdfrm/UnityEngine.TextRenderingModule.dll_7F6738E27E534C14.mvfrm
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Library\Bee\artifacts\mvdfrm\UnityEngine.UmbraModule.dll_91D5DE1991EF368E.mvfrm Library/Bee/artifacts/mvdfrm/UnityEngine.UIElementsModule.dll_442D3AB0C3C8268A.mvfrm
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Library/Bee/artifacts/mvdfrm/Unity.VisualScripting.Antlr3.Runtime.dll_6B5854E2366B9BC5.mvfrm

View File

@ -105,7 +105,7 @@
-define:UNITY_ASSERTIONS -define:UNITY_ASSERTIONS
-define:UNITY_EDITOR -define:UNITY_EDITOR
-define:UNITY_EDITOR_64 -define:UNITY_EDITOR_64
-define:UNITY_EDITOR_WIN -define:UNITY_EDITOR_LINUX
-define:ENABLE_UNITY_COLLECTIONS_CHECKS -define:ENABLE_UNITY_COLLECTIONS_CHECKS
-define:ENABLE_BURST_AOT -define:ENABLE_BURST_AOT
-define:UNITY_TEAM_LICENSE -define:UNITY_TEAM_LICENSE
@ -120,217 +120,219 @@
-define:TEXTCORE_FONT_ENGINE_1_5_OR_NEWER -define:TEXTCORE_FONT_ENGINE_1_5_OR_NEWER
-define:CSHARP_7_OR_LATER -define:CSHARP_7_OR_LATER
-define:CSHARP_7_3_OR_NEWER -define:CSHARP_7_3_OR_NEWER
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-r:"C:/Program Files/Unity/Hub/Editor/2022.3.2f1/Editor/Data/Managed/UnityEngine/UnityEditor.DeviceSimulatorModule.dll" -r:"/home/sweat/Unity/Hub/Editor/2022.3.2f1/Editor/Data/Managed/UnityEngine/UnityEditor.DeviceSimulatorModule.dll"
-r:"C:/Program Files/Unity/Hub/Editor/2022.3.2f1/Editor/Data/Managed/UnityEngine/UnityEditor.DiagnosticsModule.dll" -r:"/home/sweat/Unity/Hub/Editor/2022.3.2f1/Editor/Data/Managed/UnityEngine/UnityEditor.DiagnosticsModule.dll"
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"Assets/Scripts/PlayerController.cs" "Assets/Scripts/Player/Movement/MouseLook.cs"
"Assets/Scripts/Player/Movement/PlayerController.cs"
-langversion:9.0 -langversion:9.0
/deterministic /deterministic

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@ -1 +1 @@
C:\Users\Jeremy\Documents\playtest-unity\playtest /home/sweat/gitprojects/playtest-unity/playtest

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@ -102,7 +102,7 @@
-define:UNITY_ASSERTIONS -define:UNITY_ASSERTIONS
-define:UNITY_EDITOR -define:UNITY_EDITOR
-define:UNITY_EDITOR_64 -define:UNITY_EDITOR_64
-define:UNITY_EDITOR_WIN -define:UNITY_EDITOR_LINUX
-define:ENABLE_UNITY_COLLECTIONS_CHECKS -define:ENABLE_UNITY_COLLECTIONS_CHECKS
-define:ENABLE_BURST_AOT -define:ENABLE_BURST_AOT
-define:UNITY_TEAM_LICENSE -define:UNITY_TEAM_LICENSE
@ -118,220 +118,221 @@
-define:CSHARP_7_OR_LATER -define:CSHARP_7_OR_LATER
-define:CSHARP_7_3_OR_NEWER -define:CSHARP_7_3_OR_NEWER
-define:UNITY_EDITOR_ONLY_COMPILATION -define:UNITY_EDITOR_ONLY_COMPILATION
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@ -1 +1 @@
/pathmap:"C:\Users\Jeremy\Documents\playtest-unity\playtest"=. /pathmap:"/home/sweat/gitprojects/playtest-unity/playtest"=.

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C:\Users\Jeremy\Documents\playtest-unity\playtest /home/sweat/gitprojects/playtest-unity/playtest

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View File

@ -102,7 +102,7 @@
-define:UNITY_ASSERTIONS -define:UNITY_ASSERTIONS
-define:UNITY_EDITOR -define:UNITY_EDITOR
-define:UNITY_EDITOR_64 -define:UNITY_EDITOR_64
-define:UNITY_EDITOR_WIN -define:UNITY_EDITOR_LINUX
-define:ENABLE_UNITY_COLLECTIONS_CHECKS -define:ENABLE_UNITY_COLLECTIONS_CHECKS
-define:ENABLE_BURST_AOT -define:ENABLE_BURST_AOT
-define:UNITY_TEAM_LICENSE -define:UNITY_TEAM_LICENSE
@ -118,220 +118,221 @@
-define:CSHARP_7_OR_LATER -define:CSHARP_7_OR_LATER
-define:CSHARP_7_3_OR_NEWER -define:CSHARP_7_3_OR_NEWER
-define:UNITY_EDITOR_ONLY_COMPILATION -define:UNITY_EDITOR_ONLY_COMPILATION
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-r:"C:/Program Files/Unity/Hub/Editor/2022.3.2f1/Editor/Data/UnityReferenceAssemblies/unity-4.8-api/System.Transactions.dll" -r:"/home/sweat/Unity/Hub/Editor/2022.3.2f1/Editor/Data/UnityReferenceAssemblies/unity-4.8-api/System.Xml.Linq.dll"
-r:"C:/Program Files/Unity/Hub/Editor/2022.3.2f1/Editor/Data/UnityReferenceAssemblies/unity-4.8-api/System.Xml.dll" -r:"/home/sweat/Unity/Hub/Editor/2022.3.2f1/Editor/Data/UnityReferenceAssemblies/unity-4.8-api/System.Xml.dll"
-r:"C:/Program Files/Unity/Hub/Editor/2022.3.2f1/Editor/Data/UnityReferenceAssemblies/unity-4.8-api/System.Xml.Linq.dll" -r:"/home/sweat/Unity/Hub/Editor/2022.3.2f1/Editor/Data/UnityReferenceAssemblies/unity-4.8-api/System.dll"
-r:"Library/PackageCache/com.unity.collab-proxy@2.0.4/Lib/Editor/PlasticSCM/log4netPlastic.dll" -r:"/home/sweat/Unity/Hub/Editor/2022.3.2f1/Editor/Data/UnityReferenceAssemblies/unity-4.8-api/mscorlib.dll"
-r:"Library/PackageCache/com.unity.collab-proxy@2.0.4/Lib/Editor/PlasticSCM/Unity.Plastic.Antlr3.Runtime.dll" -r:"Library/PackageCache/com.unity.collab-proxy@2.0.4/Lib/Editor/PlasticSCM/Unity.Plastic.Antlr3.Runtime.dll"
-r:"Library/PackageCache/com.unity.collab-proxy@2.0.4/Lib/Editor/PlasticSCM/Unity.Plastic.Newtonsoft.Json.dll" -r:"Library/PackageCache/com.unity.collab-proxy@2.0.4/Lib/Editor/PlasticSCM/Unity.Plastic.Newtonsoft.Json.dll"
-r:"Library/PackageCache/com.unity.collab-proxy@2.0.4/Lib/Editor/PlasticSCM/log4netPlastic.dll"
-r:"Library/PackageCache/com.unity.collab-proxy@2.0.4/Lib/Editor/PlasticSCM/unityplastic.dll" -r:"Library/PackageCache/com.unity.collab-proxy@2.0.4/Lib/Editor/PlasticSCM/unityplastic.dll"
-r:"Library/PackageCache/com.unity.ext.nunit@1.0.6/net35/unity-custom/nunit.framework.dll" -r:"Library/PackageCache/com.unity.ext.nunit@1.0.6/net35/unity-custom/nunit.framework.dll"
-r:"Library/PackageCache/com.unity.testtools.codecoverage@1.2.4/lib/ReportGenerator/ReportGeneratorMerged.dll" -r:"Library/PackageCache/com.unity.testtools.codecoverage@1.2.4/lib/ReportGenerator/ReportGeneratorMerged.dll"
@ -343,8 +344,8 @@
-r:"Library/Bee/artifacts/1900b0aE.dag/UnityEditor.UI.ref.dll" -r:"Library/Bee/artifacts/1900b0aE.dag/UnityEditor.UI.ref.dll"
-r:"Library/Bee/artifacts/1900b0aE.dag/UnityEngine.TestRunner.ref.dll" -r:"Library/Bee/artifacts/1900b0aE.dag/UnityEngine.TestRunner.ref.dll"
-r:"Library/Bee/artifacts/1900b0aE.dag/UnityEngine.UI.ref.dll" -r:"Library/Bee/artifacts/1900b0aE.dag/UnityEngine.UI.ref.dll"
-analyzer:"C:/Program Files/Unity/Hub/Editor/2022.3.2f1/Editor/Data/Tools/Unity.SourceGenerators/Unity.Properties.SourceGenerator.dll" -analyzer:"/home/sweat/Unity/Hub/Editor/2022.3.2f1/Editor/Data/Tools/Unity.SourceGenerators/Unity.Properties.SourceGenerator.dll"
-analyzer:"C:/Program Files/Unity/Hub/Editor/2022.3.2f1/Editor/Data/Tools/Unity.SourceGenerators/Unity.SourceGenerators.dll" -analyzer:"/home/sweat/Unity/Hub/Editor/2022.3.2f1/Editor/Data/Tools/Unity.SourceGenerators/Unity.SourceGenerators.dll"
"Library/PackageCache/com.unity.editorcoroutines@1.0.0/Editor/EditorCoroutine.cs" "Library/PackageCache/com.unity.editorcoroutines@1.0.0/Editor/EditorCoroutine.cs"
"Library/PackageCache/com.unity.editorcoroutines@1.0.0/Editor/EditorCoroutineUtility.cs" "Library/PackageCache/com.unity.editorcoroutines@1.0.0/Editor/EditorCoroutineUtility.cs"
"Library/PackageCache/com.unity.editorcoroutines@1.0.0/Editor/EditorWaitForSeconds.cs" "Library/PackageCache/com.unity.editorcoroutines@1.0.0/Editor/EditorWaitForSeconds.cs"

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@ -1 +1 @@
/pathmap:"C:\Users\Jeremy\Documents\playtest-unity\playtest"=. /pathmap:"/home/sweat/gitprojects/playtest-unity/playtest"=.

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@ -1 +1 @@
C:\Users\Jeremy\Documents\playtest-unity\playtest /home/sweat/gitprojects/playtest-unity/playtest

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