Commit c5c6d1bf by Juan Carlos

Merge 'Power_Ups' into Release

parents f510b065 944a28b7
Showing with 819 additions and 114 deletions
...@@ -2,8 +2,11 @@ ...@@ -2,8 +2,11 @@
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=======
>>>>>>> origin/Release
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...@@ -54,6 +57,9 @@ ...@@ -54,6 +57,9 @@
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...@@ -69,7 +75,10 @@ ...@@ -69,7 +75,10 @@
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<Compile Include="Assets\Scripts\Jugador.cs" />
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...@@ -30,6 +30,7 @@ public class SeleccionNivel : MonoBehaviour ...@@ -30,6 +30,7 @@ public class SeleccionNivel : MonoBehaviour
public void SeleccionarNivel(int numeroNivel) public void SeleccionarNivel(int numeroNivel)
{ {
Coleccionables.niActual = numeroNivel; Coleccionables.niActual = numeroNivel;
Coleccionables.Modificado();
SceneManager.LoadScene("SampleScene"); // SceneManager.LoadScene("Nivel" + numeroNivel); SceneManager.LoadScene("SampleScene"); // SceneManager.LoadScene("Nivel" + numeroNivel);
} }
......
...@@ -15,7 +15,7 @@ GameObject: ...@@ -15,7 +15,7 @@ GameObject:
- component: {fileID: 3665294836788846838} - component: {fileID: 3665294836788846838}
m_Layer: 0 m_Layer: 0
m_Name: DisparoBlanca m_Name: DisparoBlanca
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...@@ -131,5 +131,7 @@ MonoBehaviour: ...@@ -131,5 +131,7 @@ MonoBehaviour:
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m_EditorClassIdentifier: m_EditorClassIdentifier:
prefabColeccionable: {fileID: 6914436123365519657, guid: bb9f2d39e14ac4c4493c44a6cc1ddc3b,
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velocidadDisparoFlauta: 6 velocidadDisparoFlauta: 6
duracionDisparoFlauta: 3 duracionDisparoFlauta: 3
...@@ -15,7 +15,7 @@ GameObject: ...@@ -15,7 +15,7 @@ GameObject:
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m_Layer: 0 m_Layer: 0
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m_Layer: 0 m_Layer: 0
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...@@ -493,3 +497,5 @@ MonoBehaviour: ...@@ -493,3 +497,5 @@ MonoBehaviour:
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...@@ -4,6 +4,7 @@ using UnityEngine; ...@@ -4,6 +4,7 @@ using UnityEngine;
public class BalaFlauta : MonoBehaviour public class BalaFlauta : MonoBehaviour
{ {
public GameObject prefabColeccionable;
public float velocidadDisparoFlauta = 6; public float velocidadDisparoFlauta = 6;
public float duracionDisparoFlauta = 3; public float duracionDisparoFlauta = 3;
...@@ -31,13 +32,13 @@ public class BalaFlauta : MonoBehaviour ...@@ -31,13 +32,13 @@ public class BalaFlauta : MonoBehaviour
private void OnTriggerEnter2D(Collider2D collision) private void OnTriggerEnter2D(Collider2D collision)
{ {
//Para cuando entre la bala en un enemigo.
//Que se destruyan al chocar con el suelo o una pared //Que se destruyan al chocar con el suelo o una pared
if (collision.gameObject.tag == "Suelo") if (collision.gameObject.tag == "Suelo")
{ {
Destroy(this.gameObject); Destroy(this.gameObject);
} }
} }
} }
...@@ -4,6 +4,7 @@ using UnityEngine; ...@@ -4,6 +4,7 @@ using UnityEngine;
public class BalaGuitarra : MonoBehaviour public class BalaGuitarra : MonoBehaviour
{ {
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
...@@ -18,13 +19,12 @@ public class BalaGuitarra : MonoBehaviour ...@@ -18,13 +19,12 @@ public class BalaGuitarra : MonoBehaviour
private void OnTriggerEnter2D(Collider2D collision) private void OnTriggerEnter2D(Collider2D collision)
{ {
//Para cuando entre la bala en un enemigo.
//Que se destruyan al chocar con el suelo o una pared //Que se destruyan al chocar con el suelo o una pared
if (collision.gameObject.tag == "Suelo") if (collision.gameObject.tag == "Suelo")
{ {
Destroy(this.gameObject); Destroy(this.gameObject);
} }
} }
} }
...@@ -22,6 +22,10 @@ public class Player2D : MonoBehaviour ...@@ -22,6 +22,10 @@ public class Player2D : MonoBehaviour
private int instrumentoUsandose = 0; /* 0 = flauta, 1 = guitarra */ private int instrumentoUsandose = 0; /* 0 = flauta, 1 = guitarra */
public ParticleSystem efectoVida;
public ParticleSystem efectoVelocidad;
public ParticleSystem efectoInvulnerabilidad;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
...@@ -168,17 +172,7 @@ public class Player2D : MonoBehaviour ...@@ -168,17 +172,7 @@ public class Player2D : MonoBehaviour
animator.SetTrigger("GolpeandoMelee"); 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; timeSiguienteAtaque = Time.time + 1f / ratioAtaqueMelee;
} }
...@@ -209,8 +203,32 @@ public class Player2D : MonoBehaviour ...@@ -209,8 +203,32 @@ public class Player2D : MonoBehaviour
Coleccionables.Modificado(); Coleccionables.Modificado();
Destroy(collision.gameObject); Destroy(collision.gameObject);
//Quitar este Debug.Log cuando tengamos el nivel actual //Quitar este Debug.Log cuando tengamos el HUD
Debug.Log(Coleccionables.cConseguidos[Coleccionables.niActual] + "/" + Coleccionables.cTotales[Coleccionables.niActual]); Debug.Log("Coleccionables: "+Coleccionables.cConseguidos[Coleccionables.niActual] + "/" + Coleccionables.cTotales[Coleccionables.niActual]);
} }
} }
public void EmpezarAnimacionVida() {
efectoVida.Play();
}
public void EmpezarAnimacionVelocidad()
{
efectoVelocidad.Play();
}
public void AcabarAnimacionVelocidad()
{
efectoVelocidad.Stop();
}
public void EmpezarAnimacionInvulnerabilidad()
{
efectoInvulnerabilidad.Play();
}
public void AcabarAnimacionInvulnerabilidad()
{
efectoInvulnerabilidad.Stop();
}
} }
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m_Name: m_Name:
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type: 3} type: 3}
NO_TOCAR_LAS_VARIABLES_DESDE_AQUI: 1 NO_TOCAR_LAS_VARIABLES_DESDE_AQUI: 1
numeroNiveles: 1 numeroNiveles: 1
nivelActual: 0
coleccTotales: 00000000 coleccTotales: 00000000
colecConseguidos: 00000000 colecConseguidos: 00000000
enemigosTotales: 00000000 enemigosTotales: 00000000
...@@ -59,3 +62,16 @@ MonoBehaviour: ...@@ -59,3 +62,16 @@ MonoBehaviour:
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using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement;
public class Coleccionables : MonoBehaviour public class Coleccionables : MonoBehaviour
{ {
...@@ -74,15 +75,18 @@ public class Coleccionables : MonoBehaviour ...@@ -74,15 +75,18 @@ public class Coleccionables : MonoBehaviour
private void Start() private void Start()
{ {
for (int i = 0; i < pColecNivel1.Length; i++) if (niActual == 0 && SceneManager.GetActiveScene().name != "SeleccionNivel") {
{ for (int i = 0; i < pColecNivel1.Length; i++)
if (pColecNivel1[i] != new Vector3(0, 0, 0))
{ {
if (pColecNivel1[i] != new Vector3(0, 0, 0))
{
Instantiate(prefabColeccionable, pColecNivel1[i], Quaternion.identity); Instantiate(prefabColeccionable, pColecNivel1[i], Quaternion.identity);
}
} }
} }
Modificado(); Modificado();
} }
...@@ -130,3 +134,24 @@ public class Coleccionables : MonoBehaviour ...@@ -130,3 +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
{
public GameObject enemigo;
// Start is called before the first frame update
void Start()
{
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);
}
}
// Update is called once per frame
void Update()
{
}
}
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using System.Collections;
using System.Collections.Generic;
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;
// Movement speed in units per second.
public float speed = 1.0F;
private float _timePassed;
void Start()
{
startMarker = this.transform.position;
endMarker = startMarker + new Vector3(3, 0, 0);
_timePassed = 0;
}
// Move to the target end position.
void Update()
{
_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);
}
}
}
}
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using System.Collections;
using System.Collections.Generic;
using System;
using UnityEngine;
public class Jugador : MonoBehaviour
{
public int vidas;
private float tInvulnerable;
public bool powerUpInvulnerable;
// Start is called before the first frame update
void Start()
{
vidas = 3;
tInvulnerable = 0;
powerUpInvulnerable = false;
}
// Update is called once per frame
void Update()
{
//Se va reduciendo el tiempo de invulnerabilidad
if (tInvulnerable >= 0)
{
tInvulnerable -= Time.deltaTime;
}
}
private void OnTriggerEnter2D(Collider2D collision)
{
<<<<<<< HEAD
if (collision.tag == "Enemigo" && tInvulnerable<=0 && powerUpInvulnerable==false)
=======
//Si colisiona con un enemigose le quita una vida
if (collision.tag == "Enemigo" && tInvulnerable<=0)
>>>>>>> origin/Release
{
Dañado();
}
if (collision.tag == "Caida")
{
Muerte();
}
//Si colisiona con un power up se comprueba cuál es y se hacen sus efectos
//if (collision.tag == "PowerUp")
//{
//}
}
void Dañado()
{
if (vidas > 1)
{
//Si el jugador es dañado se baja una vida y se le da un tiempo de invulnerabilidad
vidas--;
tInvulnerable = 1.5f;
Debug.Log("Vida actual: " + vidas + "/3");
}
else
{
//Si las vidas se reducen a cero, el jugador muere
Muerte();
}
}
public void Muerte()
{
//El jugador muere
Debug.Log("Muerte");
}
}
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...@@ -5,11 +5,9 @@ using UnityEngine; ...@@ -5,11 +5,9 @@ using UnityEngine;
public class PowerUp : MonoBehaviour public class PowerUp : MonoBehaviour
{ {
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
} }
// Update is called once per frame // Update is called once per frame
...@@ -21,19 +19,25 @@ public class PowerUp : MonoBehaviour ...@@ -21,19 +19,25 @@ public class PowerUp : MonoBehaviour
private void OnTriggerEnter2D(Collider2D other) private void OnTriggerEnter2D(Collider2D other)
{ {
if (other.CompareTag("Player")) { if (other.CompareTag("Player")) {
if (this.CompareTag("PU_Velocidad")) { if (this.CompareTag("PU_Velocidad")) {
Debug.Log("El jugador ha chocado con el power up de velocidad"); Debug.Log("El jugador ha chocado con el power up de velocidad");
other.GetComponent<Player2D>().velocidadAlAndar = 6.0f; other.GetComponent<Player2D>().velocidadAlAndar = 6.0f;
other.GetComponent<Player2D>().EmpezarAnimacionVelocidad();
StartCoroutine(CogerVelocidad(other)); StartCoroutine(CogerVelocidad(other));
} }
if (this.CompareTag("PU_Invulnerabilidad")) { if (this.CompareTag("PU_Invulnerabilidad")) {
Debug.Log("El jugador ha chocado con el power up de invulnerabilidad"); Debug.Log("El jugador ha chocado con el power up de invulnerabilidad");
Destroy(gameObject); other.GetComponent<Jugador>().powerUpInvulnerable = true;
other.GetComponent<Player2D>().EmpezarAnimacionInvulnerabilidad();
StartCoroutine(CogerInvulnerabilidad(other));
} }
if (this.CompareTag("PU_Vida")) { if (this.CompareTag("PU_Vida")) {
Debug.Log("El jugador ha chocado con el power up de vida"); Debug.Log("El jugador ha chocado con el power up de vida");
//other.GetComponent<Player2D>; other.GetComponent<Jugador>().vidas=3;
other.GetComponent<Player2D>().EmpezarAnimacionVida();
Debug.Log("Las vidas del jugador son:"+ other.GetComponent<Jugador>().vidas);
Destroy(gameObject); Destroy(gameObject);
} }
} }
...@@ -42,13 +46,13 @@ public class PowerUp : MonoBehaviour ...@@ -42,13 +46,13 @@ public class PowerUp : MonoBehaviour
void DesactivarObjeto() { void DesactivarObjeto() {
GetComponent<SpriteRenderer>().enabled = false; GetComponent<SpriteRenderer>().enabled = false;
GetComponent<BoxCollider2D>().enabled = false; GetComponent<BoxCollider2D>().enabled = false;
} }
IEnumerator CogerVelocidad(Collider2D player) { IEnumerator CogerVelocidad(Collider2D player) {
DesactivarObjeto(); DesactivarObjeto();
yield return new WaitForSeconds(5.0f); yield return new WaitForSeconds(5.0f);
player.GetComponent<Player2D>().velocidadAlAndar = 3.0f; player.GetComponent<Player2D>().velocidadAlAndar = 3.0f;
player.GetComponent<Player2D>().AcabarAnimacionVelocidad();
Destroy(gameObject); Destroy(gameObject);
} }
...@@ -56,12 +60,8 @@ public class PowerUp : MonoBehaviour ...@@ -56,12 +60,8 @@ public class PowerUp : MonoBehaviour
{ {
DesactivarObjeto(); DesactivarObjeto();
yield return new WaitForSeconds(5.0f); yield return new WaitForSeconds(5.0f);
Destroy(gameObject); player.GetComponent<Jugador>().powerUpInvulnerable = false;
} player.GetComponent<Player2D>().AcabarAnimacionInvulnerabilidad();
void CogerVida(Collider2D player)
{
Destroy(gameObject); Destroy(gameObject);
} }
} }
...@@ -30,27 +30,28 @@ public class ZonaFinal : MonoBehaviour ...@@ -30,27 +30,28 @@ public class ZonaFinal : MonoBehaviour
private void OnTriggerEnter2D(Collider2D collision) private void OnTriggerEnter2D(Collider2D collision)
{ {
if(collision.gameObject.tag == "Player") {
GuardarYCargar.Guardar(colecto, "slotColeccionables"); GuardarYCargar.Guardar(colecto, "slotColeccionables");
//Si el jugador entra aqui significa que se ha pasado el nivel. Parar el tiempo de juego, //Si el jugador entra aqui significa que se ha pasado el nivel. Parar el tiempo de juego,
//entonces mirar el tema de los coleccionables. //entonces mirar el tema de los coleccionables.
Time.timeScale = 0; Time.timeScale = 0;
if (!Coleccionables.vMostrada[Coleccionables.niActual] && if (!Coleccionables.vMostrada[Coleccionables.niActual] &&
Coleccionables.cConseguidos[Coleccionables.niActual] == Coleccionables.cTotales[Coleccionables.niActual]) Coleccionables.cConseguidos[Coleccionables.niActual] == Coleccionables.cTotales[Coleccionables.niActual])
{ {
canvasColecionableDesbloqueados.gameObject.SetActive(true); canvasColecionableDesbloqueados.gameObject.SetActive(true);
Sprite imagenPartitura = Resources.Load<Sprite>(Coleccionables.nIPartitura[Coleccionables.niActual]); Sprite imagenPartitura = Resources.Load<Sprite>(Coleccionables.nIPartitura[Coleccionables.niActual]);
SitioImagenPartitura.GetComponent<Image>().sprite = imagenPartitura; SitioImagenPartitura.GetComponent<Image>().sprite = imagenPartitura;
Coleccionables.vMostrada[Coleccionables.niActual] = true; Coleccionables.vMostrada[Coleccionables.niActual] = true;
Coleccionables.Modificado(); Coleccionables.Modificado();
} }
else { else {
AbrirCanvasVictoria(); 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 //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 ...@@ -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 //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; Coleccionables.eDerrotados[Coleccionables.niActual] = 0;
} }
} }
public void VolverALaSeleccionDeNivel() { public void VolverALaSeleccionDeNivel() {
......
...@@ -21,7 +21,7 @@ MonoBehaviour: ...@@ -21,7 +21,7 @@ MonoBehaviour:
m_ShowMode: 4 m_ShowMode: 4
m_Title: m_Title:
m_RootView: {fileID: 6} m_RootView: {fileID: 6}
m_MinSize: {x: 950, y: 544} m_MinSize: {x: 950, y: 300}
m_MaxSize: {x: 10000, y: 10000} m_MaxSize: {x: 10000, y: 10000}
--- !u!114 &2 --- !u!114 &2
MonoBehaviour: MonoBehaviour:
...@@ -44,10 +44,17 @@ MonoBehaviour: ...@@ -44,10 +44,17 @@ MonoBehaviour:
y: 30 y: 30
width: 1920 width: 1920
height: 947 height: 947
m_MinSize: {x: 679, y: 494} <<<<<<< HEAD
m_MaxSize: {x: 14002, y: 14044} m_MinSize: {x: 683, y: 494}
m_MaxSize: {x: 14004, y: 14044}
vertical: 0
controlID: 79
=======
m_MinSize: {x: 679, y: 344}
m_MaxSize: {x: 12004, y: 8044}
vertical: 0 vertical: 0
controlID: 42 controlID: 54
>>>>>>> origin/Release
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>>>>>>> origin/Release
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>>>>>>> origin/Release
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>>>>>>> origin/Release
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>>>>>>> origin/Release
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>>>>>>> origin/Release
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>>>>>>> origin/Release
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>>>>>>> origin/Release
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>>>>>>> origin/Release
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>>>>>>> origin/Release
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>>>>>>> origin/Release
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