Cosillas añadidas

Me acabo de dar cuenta que estaba trabajando en la release, no volvera a pasar...
parent 295991ee
Showing with 501 additions and 417 deletions
......@@ -2,7 +2,7 @@
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
......
......@@ -30,6 +30,7 @@ public class SeleccionNivel : MonoBehaviour
public void SeleccionarNivel(int numeroNivel)
{
Coleccionables.niActual = numeroNivel;
Coleccionables.Modificado();
SceneManager.LoadScene("SampleScene"); // SceneManager.LoadScene("Nivel" + numeroNivel);
}
......
......@@ -15,7 +15,7 @@ GameObject:
- component: {fileID: 3665294836788846838}
m_Layer: 0
m_Name: DisparoBlanca
m_TagString: Untagged
m_TagString: BalaFlauta
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
......@@ -131,5 +131,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 5826fc580708fb9428ba9526b71e3b33, type: 3}
m_Name:
m_EditorClassIdentifier:
prefabColeccionable: {fileID: 6914436123365519657, guid: bb9f2d39e14ac4c4493c44a6cc1ddc3b,
type: 3}
velocidadDisparoFlauta: 6
duracionDisparoFlauta: 3
......@@ -15,7 +15,7 @@ GameObject:
- component: {fileID: 6213653337795431838}
m_Layer: 0
m_Name: DisparoCorchea2
m_TagString: Untagged
m_TagString: BalaGuitarra
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
......@@ -131,6 +131,8 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 9e842bc08877b954da64c1162f355a16, type: 3}
m_Name:
m_EditorClassIdentifier:
prefabColeccionable: {fileID: 6914436123365519657, guid: bb9f2d39e14ac4c4493c44a6cc1ddc3b,
type: 3}
--- !u!1 &6213653338870642002
GameObject:
m_ObjectHideFlags: 0
......@@ -246,7 +248,7 @@ GameObject:
- component: {fileID: 3589760484591723536}
m_Layer: 0
m_Name: DisparoCorchea1
m_TagString: Untagged
m_TagString: BalaGuitarra
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
......@@ -362,6 +364,8 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 9e842bc08877b954da64c1162f355a16, type: 3}
m_Name:
m_EditorClassIdentifier:
prefabColeccionable: {fileID: 6914436123365519657, guid: bb9f2d39e14ac4c4493c44a6cc1ddc3b,
type: 3}
--- !u!1 &8566419871933135904
GameObject:
m_ObjectHideFlags: 0
......@@ -377,7 +381,7 @@ GameObject:
- component: {fileID: 1662186839793251387}
m_Layer: 0
m_Name: DisparoCorchea0
m_TagString: Untagged
m_TagString: BalaGuitarra
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
......@@ -493,3 +497,5 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 9e842bc08877b954da64c1162f355a16, type: 3}
m_Name:
m_EditorClassIdentifier:
prefabColeccionable: {fileID: 6914436123365519657, guid: bb9f2d39e14ac4c4493c44a6cc1ddc3b,
type: 3}
......@@ -4,6 +4,7 @@ using UnityEngine;
public class BalaFlauta : MonoBehaviour
{
public GameObject prefabColeccionable;
public float velocidadDisparoFlauta = 6;
public float duracionDisparoFlauta = 3;
......@@ -31,13 +32,13 @@ public class BalaFlauta : MonoBehaviour
private void OnTriggerEnter2D(Collider2D collision)
{
//Para cuando entre la bala en un enemigo.
//Que se destruyan al chocar con el suelo o una pared
if (collision.gameObject.tag == "Suelo")
{
Destroy(this.gameObject);
}
}
}
......@@ -4,6 +4,7 @@ using UnityEngine;
public class BalaGuitarra : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
......@@ -18,13 +19,12 @@ public class BalaGuitarra : MonoBehaviour
private void OnTriggerEnter2D(Collider2D collision)
{
//Para cuando entre la bala en un enemigo.
//Que se destruyan al chocar con el suelo o una pared
if (collision.gameObject.tag == "Suelo")
{
Destroy(this.gameObject);
}
}
}
......@@ -168,17 +168,7 @@ public class Player2D : MonoBehaviour
animator.SetTrigger("GolpeandoMelee");
Collider2D[] enemigosGolpeados;
if (!spriteRenderer.flipX) {
enemigosGolpeados = Physics2D.OverlapCircleAll(spawnDisparosDerecha.transform.position,0.5f,layersEnemigos);
}
else
{
enemigosGolpeados = Physics2D.OverlapCircleAll(spawnDisparosIzquierda.transform.position, 0.5f, layersEnemigos);
}
foreach (Collider2D enemigo in enemigosGolpeados) {
Debug.Log("Golpe a "+ enemigo.name); //Sustituir por llamar a la funcion del enemigo para que le quite vida o lo destruya
}
timeSiguienteAtaque = Time.time + 1f / ratioAtaqueMelee;
}
......@@ -209,8 +199,8 @@ public class Player2D : MonoBehaviour
Coleccionables.Modificado();
Destroy(collision.gameObject);
//Quitar este Debug.Log cuando tengamos el nivel actual
Debug.Log(Coleccionables.cConseguidos[Coleccionables.niActual] + "/" + Coleccionables.cTotales[Coleccionables.niActual]);
//Quitar este Debug.Log cuando tengamos el HUD
Debug.Log("Coleccionables: "+Coleccionables.cConseguidos[Coleccionables.niActual] + "/" + Coleccionables.cTotales[Coleccionables.niActual]);
}
}
}
......@@ -13,7 +13,7 @@ GameObject:
- component: {fileID: 3326548381514800794}
- component: {fileID: 3326548381514800797}
- component: {fileID: 4435491010459611782}
m_Layer: 0
m_Layer: 8
m_Name: EnemigoEjemplo
m_TagString: Enemigo
m_Icon: {fileID: 0}
......@@ -141,4 +141,6 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 82ace38098eedee4bb60e1b360991384, type: 3}
m_Name:
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......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class Coleccionables : MonoBehaviour
{
......@@ -75,7 +76,7 @@ public class Coleccionables : MonoBehaviour
private void Start()
{
if (niActual == 0) {
if (niActual == 0 && SceneManager.GetActiveScene().name != "SeleccionNivel") {
for (int i = 0; i < pColecNivel1.Length; i++)
{
if (pColecNivel1[i] != new Vector3(0, 0, 0))
......@@ -133,3 +134,24 @@ public class Coleccionables : MonoBehaviour
}
}
/**
*NOTAS PARA LOS DEMAS COMPIS DE EQUIPO:
* - Hay que indicar a "nivelJugandoseAhora" el nivel actual
* - Los coleccionables lleverán la etiqueta: "coleccionable"
* - Los enemigos llevarán la capa (layer) "Enemigo"
* - En el script del enemigo, cada vez que se derrote a uno, este tendrá un condicional que preguntará si es el último, en caso afirmativo, instanciara
* en su posicion un prefab del coleccionable. A su vez también mira que no se haya conseguido el extra antes, es decir, si hay 5 enemigos en total y
* en el array de enemigos derrotados aparece que han sido derrotados 5 significa que ya se derrotaron los cinco cuando se jugó al nivel anteriormente.
* Para evitar lios dejo aqui abajo el condicional que hay que poner para que solo se tenga que copiar y pegar donde indico.
* ESTE CONDICIONAL ESTÁ EN LA FUNCIÓN DONDE MUERE O SE DERROTA AL ENEMIGO QUE SEA
if (Coleccionables.eDerrotados[Coleccionables.niActual] != Coleccionables.eTotales[Coleccionables.niActual])
{
if (Coleccionables.eDerrotados[Coleccionables.niActual] == Coleccionables.eTotales[Coleccionables.niActual] - 1)
{
//AQUI SE INSTANCIA EL PREFAB DEL COLECCIONABLE
}
Coleccionables.eDerrotados[Coleccionables.niActual]++;
}
**/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class CrearEnemigos : MonoBehaviour
{
......@@ -11,12 +12,13 @@ public class CrearEnemigos : MonoBehaviour
void Start()
{
Instantiate(enemigo, new Vector3(13, -1.5f, 0), transform.rotation);
Instantiate(enemigo, new Vector3(20, 0.5f, 0), transform.rotation);
Instantiate(enemigo, new Vector3(43, 0.5f, 0), transform.rotation);
Instantiate(enemigo, new Vector3(54, 2.5f, 0), transform.rotation);
Instantiate(enemigo, new Vector3(67, -1.5f, 0), transform.rotation);
if (SceneManager.GetActiveScene().name != "SeleccionNivel") {
Instantiate(enemigo, new Vector3(13, -1.5f, 0), Quaternion.identity);
//Instantiate(enemigo, new Vector3(20, 0.5f, 0), Quaternion.identity);
//Instantiate(enemigo, new Vector3(43, 0.5f, 0), Quaternion.identity);
//Instantiate(enemigo, new Vector3(54, 2.5f, 0), Quaternion.identity);
//Instantiate(enemigo, new Vector3(67, -1.5f, 0), Quaternion.identity);
}
}
......
......@@ -4,6 +4,9 @@ using UnityEngine;
public class Enemigo1Move : MonoBehaviour
{
public GameObject prefabColeccionable;
private int vida = 1;
// Transforms to act as start and end markers for the journey.
private Vector3 startMarker;
private Vector3 endMarker;
......@@ -23,8 +26,57 @@ public class Enemigo1Move : MonoBehaviour
// Move to the target end position.
void Update()
{
_timePassed += Time.deltaTime;
// Set our position as a fraction of the distance between the markers.
transform.position = Vector3.Lerp(startMarker, endMarker, Mathf.PingPong(_timePassed, 1));
_timePassed += speed*Time.deltaTime;
// Set our position as a fraction of the distance between the markers.
transform.position = Vector3.Lerp(startMarker, endMarker, Mathf.PingPong(_timePassed, 1));
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.tag == "BalaGuitarra")
{
vida--;
if(vida == 0) { //Como lo ponga menor o igual a 0 puede detectar como que has matado a dos enemigos en vez de solo a uno si disparas muy cerca. Por eso mejor ==
Destroy(collision.gameObject);
//Aqui se cuenta cuantos enemigos quedan para entregar el coleccionable que te dan por derrotar a todos los enemigos
if (Coleccionables.eDerrotados[Coleccionables.niActual] != Coleccionables.eTotales[Coleccionables.niActual])
{
if (Coleccionables.eDerrotados[Coleccionables.niActual] == Coleccionables.eTotales[Coleccionables.niActual] - 1)
{
//AQUI SE INSTANCIA EL PREFAB DEL COLECCIONABLE
Instantiate(prefabColeccionable, collision.transform.position, Quaternion.identity);
}
Coleccionables.eDerrotados[Coleccionables.niActual]++;
}
Destroy(this.gameObject);
}
}
if (collision.tag == "BalaFlauta")
{
vida--;
if (vida == 0)
{
Destroy(collision.gameObject);
//Aqui se cuenta cuantos enemigos quedan para entregar el coleccionable que te dan por derrotar a todos los enemigos
if (Coleccionables.eDerrotados[Coleccionables.niActual] != Coleccionables.eTotales[Coleccionables.niActual])
{
if (Coleccionables.eDerrotados[Coleccionables.niActual] == Coleccionables.eTotales[Coleccionables.niActual] - 1)
{
//AQUI SE INSTANCIA EL PREFAB DEL COLECCIONABLE
Instantiate(prefabColeccionable, collision.transform.position, Quaternion.identity);
}
Coleccionables.eDerrotados[Coleccionables.niActual]++;
}
Destroy(this.gameObject);
}
}
}
}
......@@ -35,6 +35,6 @@ public class Jugador : MonoBehaviour
{
vidas--;
tInvulnerable = 1.5f;
Debug.Log(vidas);
Debug.Log("Vida actual: "+vidas+"/3");
}
}
......@@ -30,27 +30,28 @@ public class ZonaFinal : MonoBehaviour
private void OnTriggerEnter2D(Collider2D collision)
{
GuardarYCargar.Guardar(colecto, "slotColeccionables");
if(collision.gameObject.tag == "Player") {
GuardarYCargar.Guardar(colecto, "slotColeccionables");
//Si el jugador entra aqui significa que se ha pasado el nivel. Parar el tiempo de juego,
//entonces mirar el tema de los coleccionables.
//Si el jugador entra aqui significa que se ha pasado el nivel. Parar el tiempo de juego,
//entonces mirar el tema de los coleccionables.
Time.timeScale = 0;
Time.timeScale = 0;
if (!Coleccionables.vMostrada[Coleccionables.niActual] &&
Coleccionables.cConseguidos[Coleccionables.niActual] == Coleccionables.cTotales[Coleccionables.niActual])
{
canvasColecionableDesbloqueados.gameObject.SetActive(true);
Sprite imagenPartitura = Resources.Load<Sprite>(Coleccionables.nIPartitura[Coleccionables.niActual]);
SitioImagenPartitura.GetComponent<Image>().sprite = imagenPartitura;
Coleccionables.vMostrada[Coleccionables.niActual] = true;
Coleccionables.Modificado();
}
else {
AbrirCanvasVictoria();
if (!Coleccionables.vMostrada[Coleccionables.niActual] &&
Coleccionables.cConseguidos[Coleccionables.niActual] == Coleccionables.cTotales[Coleccionables.niActual])
{
canvasColecionableDesbloqueados.gameObject.SetActive(true);
Sprite imagenPartitura = Resources.Load<Sprite>(Coleccionables.nIPartitura[Coleccionables.niActual]);
SitioImagenPartitura.GetComponent<Image>().sprite = imagenPartitura;
Coleccionables.vMostrada[Coleccionables.niActual] = true;
Coleccionables.Modificado();
}
else {
AbrirCanvasVictoria();
}
GuardarYCargar.Guardar(colecto, "slotColeccionables");
}
GuardarYCargar.Guardar(colecto, "slotColeccionables");
}
//Se abre al darle al boton siguiente desde el canvas "canvasColecionableDesbloqueados" o sino se han consguido todos los coleccionables
......@@ -63,7 +64,7 @@ public class ZonaFinal : MonoBehaviour
//Este if hay que hacerlo siempre que se vaya a aumentar el contador de enemigo derrotado, para evitar que se den coleccionables extras
Coleccionables.eDerrotados[Coleccionables.niActual] = 0;
}
}
public void VolverALaSeleccionDeNivel() {
......
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m_ShowMode: 4
m_Title:
m_RootView: {fileID: 6}
m_MinSize: {x: 950, y: 300}
m_MinSize: {x: 950, y: 544}
m_MaxSize: {x: 10000, y: 10000}
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......@@ -44,10 +44,10 @@ MonoBehaviour:
y: 30
width: 1920
height: 947
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m_MaxSize: {x: 14002, y: 14044}
vertical: 0
controlID: 52
controlID: 13
--- !u!114 &3
MonoBehaviour:
m_ObjectHideFlags: 52
......@@ -67,8 +67,8 @@ MonoBehaviour:
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m_MaxSize: {x: 4002, y: 4022}
m_MinSize: {x: 275, y: 50}
m_MaxSize: {x: 4000, y: 4000}
m_ActualView: {fileID: 14}
m_Panes:
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......@@ -93,8 +93,8 @@ MonoBehaviour:
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width: 379
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m_MinSize: {x: 202, y: 222}
m_MaxSize: {x: 4002, y: 4022}
m_MinSize: {x: 200, y: 200}
m_MaxSize: {x: 4000, y: 4000}
m_ActualView: {fileID: 15}
m_Panes:
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......@@ -149,7 +149,7 @@ MonoBehaviour:
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height: 997
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m_MaxSize: {x: 10000, y: 10000}
--- !u!114 &7
MonoBehaviour:
......@@ -215,10 +215,10 @@ MonoBehaviour:
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height: 947
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m_MinSize: {x: 404, y: 494}
m_MaxSize: {x: 10002, y: 14044}
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controlID: 53
controlID: 14
--- !u!114 &10
MonoBehaviour:
m_ObjectHideFlags: 52
......@@ -240,10 +240,10 @@ MonoBehaviour:
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width: 1531
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m_MinSize: {x: 406, y: 222}
m_MaxSize: {x: 8006, y: 4022}
m_MinSize: {x: 404, y: 222}
m_MaxSize: {x: 8004, y: 4022}
vertical: 0
controlID: 54
controlID: 15
--- !u!114 &11
MonoBehaviour:
m_ObjectHideFlags: 52
......@@ -336,20 +336,20 @@ MonoBehaviour:
m_ShowAllHits: 0
m_SearchArea: 1
m_Folders:
- Assets/Scripts
- Assets/Scenes
m_ViewMode: 1
m_StartGridSize: 64
m_LastFolders:
- Assets/Scripts
- Assets/Scenes
m_LastFoldersGridSize: -1
m_LastProjectPath: C:\Users\Colme\Documents\UnityProjects\ProyectoVideojuegos\Videojuegos_Proyecto
m_LockTracker:
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m_FolderTreeState:
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m_SelectedIDs: 16330000
m_LastClickedID: 13078
m_ExpandedIDs: 000000005e2b000000ca9a3b
m_SelectedIDs: 962b0000
m_LastClickedID: 11158
m_ExpandedIDs: 00000000c82a00001a34000000ca9a3b
m_RenameOverlay:
m_UserAcceptedRename: 0
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......@@ -377,7 +377,7 @@ MonoBehaviour:
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m_SelectedIDs:
m_LastClickedID: 0
m_ExpandedIDs: 000000005e2b0000
m_ExpandedIDs: 00000000c82a00001a340000
m_RenameOverlay:
m_UserAcceptedRename: 0
m_Name:
......@@ -497,9 +497,9 @@ MonoBehaviour:
m_SceneHierarchy:
m_TreeViewState:
scrollPos: {x: 0, y: 0}
m_SelectedIDs:
m_SelectedIDs: 3e330000
m_LastClickedID: 0
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m_ExpandedIDs: 862dffff1c3cffffd04dffffb84effff3858ffff0259ffff485affffdc77ffff0a94ffff5ea1ffffdcd4fffffce6ffff28e7fffff0f1ffff3afaffff
m_RenameOverlay:
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m_Name:
......@@ -559,9 +559,9 @@ MonoBehaviour:
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m_AudioPlay: 0
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m_Target: {x: 2.6275835, y: -0.29340863, z: -0.9394531}
speed: 2
m_Value: {x: 578.6107, y: 285.79947, z: -120.5}
m_Value: {x: 2.6275835, y: -0.29340863, z: -0.9394531}
m_RenderMode: 0
m_CameraMode:
drawMode: 0
......@@ -594,9 +594,9 @@ MonoBehaviour:
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m_Size:
m_Target: 610.695
m_Target: 11.060756
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m_Value: 610.695
m_Value: 10.5844555
m_Ortho:
m_Target: 1
speed: 2
......
sceneSetups:
- path: Assets/Scenes/SampleScene.unity
- path: Assets/Scenes/MenuInicial.unity
isLoaded: 1
isActive: 1
isSubScene: 0
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{"m_ExpandedPrefabGameObjectFileIDs":[5415114670227481229],"m_ExpandedSceneGameObjectInstanceIDs":[],"m_ScrollY":0.0,"m_LastClickedFileID":0,"m_LastClickedInstanceID":0}
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{"m_ExpandedPrefabGameObjectFileIDs":[],"m_ExpandedSceneGameObjectInstanceIDs":[],"m_ScrollY":0.0,"m_LastClickedFileID":3326548381514800793,"m_LastClickedInstanceID":0}
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{"m_ExpandedPrefabGameObjectFileIDs":[],"m_ExpandedSceneGameObjectInstanceIDs":[],"m_ScrollY":0.0,"m_LastClickedFileID":9101462949979880529,"m_LastClickedInstanceID":0}
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{"m_ExpandedPrefabGameObjectFileIDs":[],"m_ExpandedSceneGameObjectInstanceIDs":[],"m_ScrollY":0.0,"m_LastClickedFileID":7736364748447018738,"m_LastClickedInstanceID":0}
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{"m_ExpandedPrefabGameObjectFileIDs":[],"m_ExpandedSceneGameObjectInstanceIDs":[],"m_ScrollY":0.0,"m_LastClickedFileID":0,"m_LastClickedInstanceID":0}
\ No newline at end of file
{"cameraMode":{"drawMode":0,"name":"Shaded","section":"Shading Mode"},"sceneLighting":false,"audioPlay":false,"sceneViewState":{"showFog":true,"showMaterialUpdate":false,"showSkybox":false,"showFlares":true,"showImageEffects":true,"showParticleSystems":true},"in2DMode":true,"pivot":{"x":-6.2079997062683109,"y":0.5715000033378601,"z":0.0},"rotation":{"x":0.0,"y":0.0,"z":0.0,"w":1.0},"size":3.875256061553955,"orthographic":true}
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{"cameraMode":{"drawMode":0,"name":"Shaded","section":"Shading Mode"},"sceneLighting":false,"audioPlay":false,"sceneViewState":{"showFog":true,"showMaterialUpdate":false,"showSkybox":false,"showFlares":true,"showImageEffects":true,"showParticleSystems":true},"in2DMode":true,"pivot":{"x":-7.9800004959106449,"y":-0.7299999594688416,"z":0.0},"rotation":{"x":0.0,"y":0.0,"z":0.0,"w":1.0},"size":3.5357775688171388,"orthographic":true}
\ No newline at end of file
{"cameraMode":{"drawMode":0,"name":"Shaded","section":"Shading Mode"},"sceneLighting":false,"audioPlay":false,"sceneViewState":{"showFog":true,"showMaterialUpdate":false,"showSkybox":false,"showFlares":true,"showImageEffects":true,"showParticleSystems":true},"in2DMode":true,"pivot":{"x":-10.024999618530274,"y":-2.1080000400543215,"z":0.0},"rotation":{"x":0.0,"y":0.0,"z":0.0,"w":1.0},"size":3.0049948692321779,"orthographic":true}
\ No newline at end of file
{"cameraMode":{"drawMode":0,"name":"Shaded","section":"Shading Mode"},"sceneLighting":false,"audioPlay":false,"sceneViewState":{"showFog":true,"showMaterialUpdate":false,"showSkybox":false,"showFlares":true,"showImageEffects":true,"showParticleSystems":true},"in2DMode":true,"pivot":{"x":0.0,"y":0.0,"z":0.0},"rotation":{"x":0.0,"y":0.0,"z":0.0,"w":1.0},"size":1.5761827230453492,"orthographic":true}
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<<<<<<< HEAD
{"cameraMode":{"drawMode":0,"name":"Shaded","section":"Shading Mode"},"sceneLighting":true,"audioPlay":false,"sceneViewState":{"showFog":true,"showMaterialUpdate":false,"showSkybox":true,"showFlares":true,"showImageEffects":true,"showParticleSystems":true},"in2DMode":true,"pivot":{"x":604.6395874023438,"y":262.1821594238281,"z":-77.875},"rotation":{"x":0.0,"y":0.0,"z":0.0,"w":1.0},"size":674.8079223632813,"orthographic":true}
=======
{"cameraMode":{"drawMode":0,"name":"Shaded","section":"Shading Mode"},"sceneLighting":true,"audioPlay":false,"sceneViewState":{"showFog":true,"showMaterialUpdate":false,"showSkybox":true,"showFlares":true,"showImageEffects":true,"showParticleSystems":true},"in2DMode":true,"pivot":{"x":578.6107177734375,"y":285.7994689941406,"z":-120.5},"rotation":{"x":0.0,"y":0.0,"z":0.0,"w":1.0},"size":610.6950073242188,"orthographic":true}
>>>>>>> origin/Release
{"cameraMode":{"drawMode":0,"name":"Shaded","section":"Shading Mode"},"sceneLighting":true,"audioPlay":false,"sceneViewState":{"showFog":true,"showMaterialUpdate":false,"showSkybox":true,"showFlares":true,"showImageEffects":true,"showParticleSystems":true},"in2DMode":true,"pivot":{"x":2.6275835037231447,"y":-0.2934086322784424,"z":-0.939453125},"rotation":{"x":0.0,"y":0.0,"z":0.0,"w":1.0},"size":11.060755729675293,"orthographic":true}
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Base path: C:/Program Files/Unity/Editor/Data
Base path: C:/Program Files/Unity/Hub/Editor/2019.1.11f1/Editor/Data
Cmd: initializeCompiler
Cmd: preprocess
insize=3608 outsize=1262 ok=1
Cmd: preprocess
insize=3652 outsize=1674 ok=1
Cmd: preprocess
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Cmd: preprocess
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......@@ -9,6 +9,9 @@ TagManager:
- PU_Velocidad
- PU_Invulnerabilidad
- PU_Vida
- Enemigo
- BalaGuitarra
- BalaFlauta
layers:
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- TransparentFX
......
cf044b143629c2f39a7a81daf38510379507cd27
e3e7ce3c9141ed3e2564c1fa58246d1c2aef5990
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