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boidTemplate: {fileID: 4213572534340104675, guid: 890f3224580083e43a66e32b71b03aa3,
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type: 3}
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boidNum: 10
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boidCenterInfluence: 0.409
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boidBoidInfluence: 0.5
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boidSpeed: 31.3
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boidCorneringSpeed: 0.0132
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@@ -0,0 +1,233 @@
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using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class BoidComponent : MonoBehaviour
|
||||
{
|
||||
private float centerInfluence;
|
||||
private float boidInfluence = 0.5f;
|
||||
private float speed = 50;
|
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private float corneringSpeed = 0.001f;
|
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private Vector3 closestCenter;
|
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[SerializeField] public float visionConeAngle;
|
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[SerializeField] public float movementConeAngle;
|
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List <Collider> collisions;
|
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|
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// Start is called before the first frame update
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void Start()
|
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{
|
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collisions = new List<Collider>();
|
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}
|
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|
||||
|
||||
void FixedUpdate()
|
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{
|
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Move();
|
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//Debug.DrawLine(transform.position, transform.forward + transform.position);
|
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}
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|
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public void setCenterInfluence(float centerInfluence)
|
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{
|
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this.centerInfluence = centerInfluence;
|
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}
|
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|
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public void setSpeed(float boidSpeed)
|
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{
|
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speed = boidSpeed;
|
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}
|
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|
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public void setCorneringSpeed(float corneringSpeed)
|
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{
|
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this.corneringSpeed = corneringSpeed;
|
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}
|
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|
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private void OnTriggerEnter(Collider collision)
|
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{
|
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|
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}
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private void OnTriggerStay(Collider collision)
|
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{
|
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if (!collisions.Contains(collision))
|
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{
|
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collisions.Add(collision);
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}
|
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}
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private void OnTriggerExit(Collider collision)
|
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{
|
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collisions.Remove(collision);
|
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}
|
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|
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public void Move()
|
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{
|
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Vector3 targetDir = -(calcCloseBoidInteractionsV3() * boidInfluence);
|
||||
|
||||
//Debug.Log(targetDir);
|
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if(!targetDir.Equals(transform.forward))
|
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{
|
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targetDir += calcCenterInfluenceV3(closestCenter) * centerInfluence;
|
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}
|
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else
|
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{
|
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targetDir = calcCenterInfluenceV3(closestCenter) * centerInfluence;
|
||||
}
|
||||
|
||||
Quaternion directionRotation = Quaternion.LookRotation(-targetDir);
|
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|
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transform.rotation = Quaternion.Slerp(transform.rotation, directionRotation, corneringSpeed);
|
||||
|
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transform.position += transform.forward * (1/(101 - speed));
|
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}
|
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|
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private Vector3 calcCloseBoidInteractionsV3()
|
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{
|
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Vector3 desiredDirectionToLook = Vector3.zero;
|
||||
|
||||
float centerX = 0;
|
||||
float centerY = 0;
|
||||
float centerZ = 0;
|
||||
int boidCounter = 0;
|
||||
|
||||
foreach (Collider collision in collisions)
|
||||
{
|
||||
GameObject obstacle = collision.gameObject;
|
||||
if(obstacle.tag == "boid")
|
||||
{
|
||||
centerX += obstacle.transform.position.x;
|
||||
centerY += obstacle.transform.position.y;
|
||||
centerZ += obstacle.transform.position.z;
|
||||
boidCounter++;
|
||||
}
|
||||
|
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//Debug.Log("DIST: " + Vector3.Distance(transform.position, collision.transform.position));
|
||||
float dist = Vector3.Distance(transform.position, collision.transform.position);
|
||||
if (dist > 0)
|
||||
{
|
||||
//Find angle between objects
|
||||
Vector3 targetDir = obstacle.transform.position - transform.position;
|
||||
|
||||
float angleBetweenObjects = Vector3.Angle(targetDir, transform.forward);
|
||||
|
||||
|
||||
if (angleBetweenObjects < visionConeAngle)
|
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{
|
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//align
|
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if(obstacle.layer == 0 && obstacle.tag == "boid")
|
||||
{
|
||||
desiredDirectionToLook += (obstacle.transform.forward);
|
||||
}
|
||||
|
||||
//Find angle between forward vectors
|
||||
/*Vector3 contact = obstacle.transform.forward;
|
||||
float angleBetweenForwards = Vector3.Dot(transform.forward, contact);
|
||||
|
||||
if (angleBetweenForwards != 0)
|
||||
{
|
||||
angleBetweenForwards = Mathf.Rad2Deg * Mathf.Acos(angleBetweenObjects / (transform.forward.magnitude * contact.magnitude));
|
||||
}*/
|
||||
|
||||
if (collision.gameObject.layer == 0 && angleBetweenObjects < 180 - movementConeAngle)
|
||||
{
|
||||
//Debug.Log(dist);
|
||||
//avoid
|
||||
/*
|
||||
Vector3 avoid = new Vector3();
|
||||
avoid.x = targetDir.x * (1 / dist);
|
||||
avoid.y = targetDir.y * (1 / dist);
|
||||
avoid.z = targetDir.z * (1 / dist);
|
||||
|
||||
Debug.DrawLine(transform.position, -targetDir);
|
||||
*/
|
||||
|
||||
Vector3 avoid = (-targetDir.normalized * 5) / (dist);
|
||||
|
||||
desiredDirectionToLook += avoid;
|
||||
Debug.DrawLine(transform.position, transform.position + avoid);
|
||||
Debug.Log(avoid.magnitude);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if(boidCounter > 0)
|
||||
{
|
||||
centerX /= boidCounter;
|
||||
centerY /= boidCounter;
|
||||
centerZ /= boidCounter;
|
||||
|
||||
closestCenter = new Vector3(centerX, centerY, centerZ);
|
||||
}
|
||||
|
||||
if(desiredDirectionToLook.Equals(Vector3.zero))
|
||||
{
|
||||
return transform.forward;
|
||||
}
|
||||
return desiredDirectionToLook.normalized;
|
||||
}
|
||||
|
||||
private Quaternion calcCloseBoidInteractions()
|
||||
{
|
||||
Quaternion rotation = Quaternion.identity;
|
||||
|
||||
foreach (Collider collision in collisions)
|
||||
{
|
||||
//Find angle between objects
|
||||
Vector3 targetDir = collision.gameObject.transform.position - transform.position;
|
||||
|
||||
float angleBetweenObjects = Vector3.Angle(targetDir, transform.forward);
|
||||
|
||||
if (angleBetweenObjects < 180 - visionConeAngle)
|
||||
{
|
||||
//Debug.Log(angleBetweenObjects);
|
||||
//Find angle between forward vectors
|
||||
Vector3 contact = collision.gameObject.transform.forward;
|
||||
float angleBetweenForwards = Vector3.Dot(transform.forward, contact);
|
||||
|
||||
if (angleBetweenForwards != 0)
|
||||
{
|
||||
angleBetweenForwards = Mathf.Rad2Deg * Mathf.Acos(angleBetweenObjects / (transform.forward.magnitude * contact.magnitude));
|
||||
}
|
||||
|
||||
|
||||
//align
|
||||
|
||||
|
||||
Quaternion temp = Quaternion.LookRotation((collision.gameObject.transform.forward)/2);
|
||||
//Debug.Log("T: " + collision.gameObject.transform.forward + " B: " + transform.forward);
|
||||
|
||||
|
||||
rotation *= Quaternion.Slerp(transform.rotation, temp, boidInfluence);
|
||||
|
||||
if(collision.gameObject.layer == 0 && angleBetweenObjects < 180 - movementConeAngle)
|
||||
{
|
||||
//Debug.Log(angleBetweenObjects);
|
||||
}
|
||||
}
|
||||
}
|
||||
if(rotation.Equals(Quaternion.identity))
|
||||
{
|
||||
return transform.rotation;
|
||||
}
|
||||
return rotation;
|
||||
}
|
||||
|
||||
private Vector3 calcCenterInfluenceV3(Vector3 center)
|
||||
{
|
||||
Debug.DrawLine(transform.position, center);
|
||||
return (transform.position - center).normalized;
|
||||
}
|
||||
|
||||
private Quaternion calcCenterInfluence(Vector3 center)
|
||||
{
|
||||
Vector3 newDirection = (transform.position - center).normalized;
|
||||
|
||||
Quaternion directionRotation = Quaternion.LookRotation(newDirection);
|
||||
|
||||
return Quaternion.Slerp(transform.rotation, directionRotation, centerInfluence);
|
||||
|
||||
//return -(newDirection * centerInfluence);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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||||
guid: e350af67ef7075040b167f0cf9d53f85
|
||||
MonoImporter:
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||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
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executionOrder: 0
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icon: {instanceID: 0}
|
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,65 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class BoidManager : MonoBehaviour
|
||||
{
|
||||
[SerializeField] public BoidComponent boidTemplate;
|
||||
[SerializeField] public int boidNum;
|
||||
[SerializeField] [Range(0.0001f, 1)] public float boidCenterInfluence = 0.5f;
|
||||
[SerializeField][Range(0.0001f, 1)] public float boidBoidInfluence = 0.5f;
|
||||
[SerializeField][Range(1, 100)] public float boidSpeed = 1;
|
||||
[SerializeField][Range(0.0001f, 0.1f)] public float boidCorneringSpeed = 0.5f;
|
||||
|
||||
private float setSpeed;
|
||||
private float setCenterInfluence;
|
||||
private float setBoidInfluence;
|
||||
private float setCornering;
|
||||
private List<BoidComponent> boids = new List<BoidComponent>();
|
||||
public Vector3 center;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
setSpeed = boidSpeed;
|
||||
setCornering = boidCorneringSpeed;
|
||||
setCenterInfluence = boidCenterInfluence;
|
||||
setBoidInfluence = boidBoidInfluence;
|
||||
|
||||
for(int i = 0; i < boidNum; i++)
|
||||
{
|
||||
BoidComponent tempBoid = BoidComponent.Instantiate(boidTemplate);
|
||||
tempBoid.setCenterInfluence(boidCenterInfluence);
|
||||
tempBoid.setSpeed(boidSpeed);
|
||||
tempBoid.transform.position = new Vector3(
|
||||
Random.Range(0f, 100f), Random.Range(0f, 100f), Random.Range(0f, 100f));
|
||||
boids.Add(tempBoid);
|
||||
}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if(boidSpeed != setSpeed || boidCenterInfluence != setCenterInfluence ||
|
||||
boidBoidInfluence != setBoidInfluence || boidCorneringSpeed != setCornering)
|
||||
{
|
||||
foreach (BoidComponent boid in boids)
|
||||
{
|
||||
boid.setSpeed(boidSpeed);
|
||||
boid.setCenterInfluence(boidCenterInfluence);
|
||||
boid.setCorneringSpeed(boidCorneringSpeed);
|
||||
}
|
||||
|
||||
setSpeed = boidSpeed;
|
||||
setCenterInfluence = boidCenterInfluence;
|
||||
setCornering = boidCorneringSpeed;
|
||||
}
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
foreach (BoidComponent boid in boids)
|
||||
{
|
||||
boid.Move();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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guid: ab3d377c0549a5c43a475e87fa8d3efc
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MonoImporter:
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externalObjects: {}
|
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serializedVersion: 2
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defaultReferences: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,19 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class CameraTracking : MonoBehaviour
|
||||
{
|
||||
[SerializeField] GameObject tracked;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
transform.position = tracked.transform.position;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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guid: 4679b72423188f54884dfe1c298abcc2
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,40 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class VisionCone : MonoBehaviour
|
||||
{
|
||||
[SerializeField] float size = 100.5f;
|
||||
[SerializeField] bool renderMesh = false;
|
||||
private Vector3 contact;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
setConditions();
|
||||
this.transform.position = GetComponentInParent<Transform>().position;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void setConditions()
|
||||
{
|
||||
transform.localScale = new Vector3(size, size, size);
|
||||
GetComponent<Renderer>().enabled = renderMesh;
|
||||
}
|
||||
|
||||
void OnTriggerEnter(Collider collider)
|
||||
{
|
||||
Debug.Log("Here");
|
||||
contact = collider.ClosestPoint(transform.position);
|
||||
}
|
||||
|
||||
|
||||
public Vector3 getCollision()
|
||||
{
|
||||
return contact;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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guid: 95104e3d2e2a4054aa237339ba982c29
|
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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Reference in New Issue
Block a user