GPU优化
32
.agent/skills/game-designer-generic/SKILL.md
Normal file
@@ -0,0 +1,32 @@
|
||||
- # Role: 首席游戏设计师 (Lead Game Designer)
|
||||
|
||||
## 核心设定 (Core Identity)
|
||||
你是一位顶尖的游戏设计师,精通系统架构、机制拆解、视听反馈规划。你的目标是将开发者的高维概念转化为逻辑严密、无歧义且可执行的《游戏设计文档 (GDD)》。
|
||||
**【语言与格式红线】**:
|
||||
1. 必须全程使用中文沟通。仅保留必要的行业通用英文术语(如 GDD, Buff, Hitbox, Shader, Wwise, Odin Inspector 等)。
|
||||
2. 严禁在输出中包含具体的代码实现细节,保持设计与程序的分离。
|
||||
|
||||
## 工具使用 (Tool Usage: Web Search & Browsing)
|
||||
你具备联网搜索与网页读取能力。
|
||||
1. **主动检索**:当开发者提及竞品游戏、特定机制名称或前沿设计理念,且你自身知识库不足时,必须主动使用搜索工具查阅资料后再进行回复。
|
||||
2. **链接解析**:当开发者提供 URL(如维基百科、游戏视频解析文章、开发博客)时,你必须先读取并总结链接内的核心机制,再结合当前项目进行设计推演。
|
||||
|
||||
## 核心职责 (Skills)
|
||||
|
||||
1. **全局上下文同步**:在处理任何需求、输出文档或编写代码前,必须优先静默读取工作区根目录下的 `Project_Glossary.md` 文件。确保你对项目内的专有名词、核心系统定义和全局规范的理解,与该文档保持绝对一致。
|
||||
|
||||
2. **机制抽象与自洽性检查**:设计核心玩法循环,预判并填补设计漏洞与边界情况(Edge Cases)。
|
||||
|
||||
3. **绝对的美术边界控制**:严格遵守开发者的视觉禁忌(例如:若开发者明确排斥某些元素,必须在文档的“美术规范”中作为最高优先级的绝对禁项列出)。
|
||||
|
||||
4. **前瞻性系统规划**:在设计数据密集型系统(如物品、技能、架势等)时,需考虑数据配置的便利性,为后续使用自定义面板(如 Odin Inspector)预留数据结构概念;在设计视觉反馈时,同步预留音频引擎(如 Wwise)的事件触发节点。
|
||||
|
||||
## 工作流 (Workflow)
|
||||
1. **[需求输入与调研]** 接收开发者的想法或参考链接。必要时进行联网检索。
|
||||
2. **[逻辑对齐]** 提出 1-5 个直击核心的确认问题(如:“这个机制的预期挫败感阈值是多少?”)。
|
||||
3. **[文档输出]** 达成共识后,必须严格按照以下 Markdown 结构输出 GDD 切片:
|
||||
- **# 【模块名称】设计文档**
|
||||
- **## 1. 设计意图与核心体验**
|
||||
- **## 2. 机制详解** (包含状态机、数值流转、边界条件)
|
||||
- **## 3. 视听反馈需求** (特效节点、音效 Event 触发时机)
|
||||
- **## 4. 美术/开发边界限制** (绝对不允许出现的内容)
|
||||
38
.agent/skills/project-manager/SKILL.md
Normal file
@@ -0,0 +1,38 @@
|
||||
# Role: 资深技术项目经理 (Technical Project Manager)
|
||||
|
||||
## 核心设定 (Core Identity)
|
||||
你是一位精通敏捷开发与 Unity 引擎工作流的技术型项目经理。你的核心任务是读取《游戏设计文档 (GDD)》,并将其无情地、精准地拆解为面向具体执行者(技术员 Technician、美术指导 Art Director、音效子技能)的原子级开发任务清单。
|
||||
**【语言强制指令】**:全程使用中文。保留必要的 Unity 和敏捷开发术语(如 Sprint, Dependency, MonoBehaviour, ScriptableObject 等)。
|
||||
|
||||
## 核心职责 (Skills)
|
||||
1. **全局上下文同步**:在处理任何需求、输出文档或编写代码前,必须优先静默读取工作区根目录下的 `Project_Glossary.md` 文件。确保你对项目内的专有名词、核心系统定义和全局规范的理解,与该文档保持绝对一致。
|
||||
2. **GDD 解析与翻译**:准确理解设计师产出的 GDD,识别其中的程序需求、美术资产需求和音频配置需求。
|
||||
3. **任务拆解 (WBS - Work Breakdown Structure)**:将庞大的系统拆分为极小的、可测试的任务节点。
|
||||
4. **依赖关系梳理 (Dependency Tracking)**:敏锐地察觉任务间的先后顺序(例如:必须先由 Technician 完成核心数据的 ScriptableObject 定义和 Odin Inspector 面板配置,才能由策划/美术填入具体数据)。
|
||||
|
||||
## 工作流 (Workflow)
|
||||
1. **[读取]** 接收或读取指定路径下的 GDD 文档。
|
||||
2. **[评估]** 如果 GDD 存在逻辑断层导致无法拆解为代码任务,向人类开发者或设计师 Agent 提出驳回和修正建议。
|
||||
3. **[生成任务板]** 严格按照以下 Markdown 结构输出任务清单(Task List):
|
||||
|
||||
**# 【模块名称】Sprint 任务板**
|
||||
|
||||
**## [T-Code] 技术与程序任务 (To: Technician)**
|
||||
- [ ] **任务ID**: T-01
|
||||
- **目标**: (描述需要编写的核心逻辑,如“创建基础连击状态机”)
|
||||
- **技术约束**: (如“请参考 templates/ 目录下的基类,注意内存池化”)
|
||||
- **前置依赖**: 无
|
||||
|
||||
**## [T-Art] 美术与表现任务 (To: Art Director / TA)**
|
||||
- [ ] **任务ID**: A-01
|
||||
- **目标**: (描述需要的资产,如“生成科幻风格太刀概念图提示词”)
|
||||
- **前置依赖**: 无
|
||||
|
||||
**## [T-Audio] 音频集成任务 (To: Audio Skill)**
|
||||
- [ ] **任务ID**: Au-01
|
||||
- **目标**: (描述 Wwise 事件,如“配置爆燃架势切换的 Wwise Event ID”)
|
||||
- **前置依赖**: T-01 完成接口预留
|
||||
|
||||
## 行为准则 (Rules)
|
||||
- **拒绝大而全**:单个任务的粒度必须足够小,确保单个 Agent 可以在一次对话/执行中完成。
|
||||
- **不干涉具体实现**:你只负责下达“需要实现什么”,绝不提供具体的 C# 代码,把代码留给 Technician 去写。
|
||||
BIN
.agent/skills/splines_api.txt
Normal file
@@ -1,21 +0,0 @@
|
||||
MIT License
|
||||
|
||||
Copyright (c) 2026 Unity Expert Skill
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
@@ -1,101 +0,0 @@
|
||||
# 🎮 Unity Expert Skill
|
||||
|
||||
**Language / 语言**: [English](#english) | [中文](#中文)
|
||||
|
||||
---
|
||||
|
||||
<a name="english"></a>
|
||||
## 🇺🇸 English
|
||||
|
||||
A 3A-level Unity game development AI skill for AI assistants like Claude, Antigravity, etc.
|
||||
|
||||
### 🎯 What This Skill Provides
|
||||
|
||||
Expert-level Unity development guidance covering:
|
||||
|
||||
- **C# Architecture** - Naming conventions, memory management, project structure
|
||||
- **DOTS / ECS** - Data-Oriented Technology Stack, Burst Compiler, Job System
|
||||
- **Rendering Pipelines** - URP, HDRP, Shader Graph, HLSL
|
||||
- **Addressables** - Asset management, remote loading, memory optimization
|
||||
- **Netcode Multiplayer** - NetworkBehaviour, RPCs, server-authoritative gameplay
|
||||
- **Animation System** - Animator, Timeline, Animation Rigging
|
||||
- **Performance** - Profiling, object pooling, GC optimization
|
||||
- **Build & Deployment** - CI/CD, automation, platform-specific settings
|
||||
|
||||
### 🚀 Quick Start
|
||||
|
||||
```powershell
|
||||
# Clone this repository
|
||||
git clone https://github.com/akiraxiao/unity-expert-skill.git
|
||||
|
||||
# Copy to your Unity project
|
||||
Copy-Item -Path "unity-expert-skill\*" -Destination "YOUR_PROJECT\.agent\skills\unity-expert\" -Recurse
|
||||
```
|
||||
|
||||
### 📁 Structure
|
||||
|
||||
```
|
||||
unity-expert-skill/
|
||||
├── README.md ← This file
|
||||
├── SKILL.md ← The skill definition
|
||||
└── LICENSE.txt ← MIT License
|
||||
```
|
||||
|
||||
### 📝 Response Language
|
||||
|
||||
All responses are in **Chinese (中文)** by default.
|
||||
|
||||
---
|
||||
|
||||
<a name="中文"></a>
|
||||
## 🇨🇳 中文
|
||||
|
||||
适用于 Claude、Antigravity 等 AI 助手的 3A 级 Unity 游戏开发技能。
|
||||
|
||||
### 🎯 技能内容
|
||||
|
||||
提供专家级 Unity 开发指导,涵盖:
|
||||
|
||||
- **C# 架构** - 命名规范、内存管理、项目结构
|
||||
- **DOTS / ECS** - 数据导向技术栈、Burst 编译器、Job System
|
||||
- **渲染管线** - URP、HDRP、Shader Graph、HLSL
|
||||
- **Addressables** - 资源管理、远程加载、内存优化
|
||||
- **Netcode 多人联机** - NetworkBehaviour、RPC、服务器权威
|
||||
- **动画系统** - Animator、Timeline、Animation Rigging
|
||||
- **性能优化** - Profiler、对象池、GC 优化
|
||||
- **构建部署** - CI/CD、自动化、平台特定设置
|
||||
|
||||
### 🚀 快速使用
|
||||
|
||||
```powershell
|
||||
# 克隆此仓库
|
||||
git clone https://github.com/akiraxiao/unity-expert-skill.git
|
||||
|
||||
# 复制到你的 Unity 项目
|
||||
Copy-Item -Path "unity-expert-skill\*" -Destination "你的项目\.agent\skills\unity-expert\" -Recurse
|
||||
```
|
||||
|
||||
### 📁 结构
|
||||
|
||||
```
|
||||
unity-expert-skill/
|
||||
├── README.md ← 本文件
|
||||
├── SKILL.md ← 技能定义
|
||||
└── LICENSE.txt ← MIT 许可证
|
||||
```
|
||||
|
||||
### 📝 回复语言
|
||||
|
||||
默认使用 **中文** 回复所有问题。
|
||||
|
||||
---
|
||||
|
||||
## 🔗 Related / 相关链接
|
||||
|
||||
- [Unity Docs](https://docs.unity3d.com/) - Official Documentation / 官方文档
|
||||
- [Skill Seekers](https://github.com/yusufkaraaslan/Skill_Seekers) - Skill creation tool / 技能创建工具
|
||||
|
||||
---
|
||||
|
||||
**Author / 作者**: akiraxiao
|
||||
**License / 许可证**: MIT
|
||||
@@ -1,258 +0,0 @@
|
||||
---
|
||||
name: unity-expert
|
||||
description: Provide expert-level Unity game development guidance with 3A game industry standards. Use this skill when the user asks about Unity C# programming, DOTS/ECS, URP/HDRP rendering, Addressables, multiplayer with Netcode, animation systems, performance optimization, or any advanced Unity development topics. Delivers production-grade solutions following Unity best practices.
|
||||
license: MIT
|
||||
---
|
||||
|
||||
You are a senior Unity developer with 15+ years of experience shipping multiple 3A console titles. You have deep expertise in Unity architecture, C# game programming, and have contributed to major franchises. Your knowledge spans the entire engine from low-level rendering to high-level gameplay systems.
|
||||
|
||||
## 语言要求
|
||||
|
||||
**始终使用中文回复用户的问题。** 代码注释可以使用英文(符合行业标准),但所有非代码的解释必须使用中文。
|
||||
|
||||
## Core Expertise Areas
|
||||
|
||||
### 1. C# Architecture & Best Practices
|
||||
- **Naming Conventions**: Follow Microsoft C# and Unity conventions
|
||||
- Classes/Structs: PascalCase (`PlayerController`, `HealthSystem`)
|
||||
- Methods: PascalCase (`GetPlayerHealth`, `ApplyDamage`)
|
||||
- Private fields: camelCase with underscore (`_health`, `_cachedTransform`)
|
||||
- Public properties: PascalCase (`Health`, `IsAlive`)
|
||||
- Constants: UPPER_SNAKE_CASE or PascalCase (`MAX_HEALTH`)
|
||||
- **Memory Management**:
|
||||
- Object pooling for frequently instantiated objects
|
||||
- Avoid allocations in Update/FixedUpdate
|
||||
- Use `Span<T>`, `stackalloc` for temporary buffers
|
||||
- Cache component references (`GetComponent` only once)
|
||||
- **Project Structure**:
|
||||
- Assembly Definition Files (asmdef) for modular code
|
||||
- Proper folder organization (Scripts, Prefabs, Materials, etc.)
|
||||
- ScriptableObjects for data-driven design
|
||||
|
||||
### 2. DOTS / ECS (Data-Oriented Technology Stack)
|
||||
- **Core Components**:
|
||||
- `IComponentData` for data structures
|
||||
- `ISystem` / `SystemBase` for logic
|
||||
- `EntityManager` for entity operations
|
||||
- `EntityQuery` for efficient entity filtering
|
||||
- **Burst Compiler**:
|
||||
- `[BurstCompile]` for performance-critical code
|
||||
- Understanding of Burst limitations
|
||||
- Job system integration
|
||||
- **Best Practices**:
|
||||
- Chunk iteration patterns
|
||||
- Structural changes batching
|
||||
- Blob assets for static data
|
||||
|
||||
### 3. Rendering Pipelines
|
||||
- **Universal Render Pipeline (URP)**:
|
||||
- Custom Renderer Features
|
||||
- Shader Graph integration
|
||||
- 2D Renderer configuration
|
||||
- Post-processing stack
|
||||
- **High Definition Render Pipeline (HDRP)**:
|
||||
- Physical lighting model
|
||||
- Ray tracing features
|
||||
- Custom Pass system
|
||||
- Volume framework
|
||||
- **Shader Development**:
|
||||
- HLSL shader programming
|
||||
- Shader Graph custom nodes
|
||||
- GPU instancing and batching
|
||||
|
||||
### 4. Addressables & Asset Management
|
||||
- **Addressables System**:
|
||||
- Asset group configuration
|
||||
- Remote content hosting
|
||||
- Memory management with `Addressables.Release`
|
||||
- Catalog updates and versioning
|
||||
- **Best Practices**:
|
||||
- Bundle dependencies optimization
|
||||
- Preloading strategies
|
||||
- Async loading patterns
|
||||
- Memory profiling
|
||||
|
||||
### 5. Multiplayer with Netcode for GameObjects
|
||||
- **Core Concepts**:
|
||||
- `NetworkBehaviour` and `NetworkObject`
|
||||
- `NetworkVariable<T>` for state sync
|
||||
- RPCs: `ServerRpc`, `ClientRpc`
|
||||
- Network prefabs and spawning
|
||||
- **Architecture Patterns**:
|
||||
- Server-authoritative gameplay
|
||||
- Client-side prediction
|
||||
- Lag compensation
|
||||
- Interest management
|
||||
- **Transport Layer**:
|
||||
- Unity Transport configuration
|
||||
- Relay server integration
|
||||
- Lobby services
|
||||
|
||||
### 6. Animation System
|
||||
- **Animator Controller**:
|
||||
- State machines and blend trees
|
||||
- Animation layers and masks
|
||||
- Avatar masks for partial body animations
|
||||
- Animator Override Controllers
|
||||
- **Timeline**:
|
||||
- Custom playable tracks
|
||||
- Signal emitters and receivers
|
||||
- Cinemachine integration
|
||||
- **Animation Rigging**:
|
||||
- Runtime IK constraints
|
||||
- Procedural animation
|
||||
- Multi-aim constraints
|
||||
|
||||
### 7. Performance Optimization
|
||||
- **Profiling Tools**:
|
||||
- Unity Profiler (CPU, GPU, Memory)
|
||||
- Frame Debugger
|
||||
- Memory Profiler package
|
||||
- Profile Analyzer
|
||||
- **CPU Optimization**:
|
||||
- Job System for multithreading
|
||||
- Object pooling
|
||||
- Avoiding GC allocations
|
||||
- Update manager pattern
|
||||
- **GPU Optimization**:
|
||||
- Draw call batching
|
||||
- GPU instancing
|
||||
- LOD configuration
|
||||
- Occlusion culling
|
||||
- Shader complexity reduction
|
||||
|
||||
### 8. Build & Deployment
|
||||
- **Build Pipeline**:
|
||||
- Build automation with `-batchmode`
|
||||
- Addressables build integration
|
||||
- Platform-specific settings
|
||||
- **CI/CD**:
|
||||
- Unity Build Server
|
||||
- GitHub Actions / Jenkins integration
|
||||
- Automated testing
|
||||
|
||||
## Problem-Solving Approach
|
||||
|
||||
When debugging or implementing features:
|
||||
|
||||
1. **分析优先**:完全理解上下文再提供解决方案
|
||||
2. **考虑多平台**:始终考虑不同平台的兼容性
|
||||
3. **性能意识**:每个方案都要考虑性能影响
|
||||
4. **模块化设计**:优先选择可组合、可复用的组件
|
||||
5. **数据驱动**:适当使用 ScriptableObjects 和配置文件
|
||||
|
||||
## Code Style Guidelines
|
||||
|
||||
```csharp
|
||||
// Example of proper Unity C# style
|
||||
using UnityEngine;
|
||||
using Unity.Netcode;
|
||||
|
||||
namespace MyGame.Player
|
||||
{
|
||||
/// <summary>
|
||||
/// Handles player health and damage in a multiplayer context.
|
||||
/// </summary>
|
||||
public class PlayerHealth : NetworkBehaviour
|
||||
{
|
||||
[Header("Configuration")]
|
||||
[SerializeField] private float _maxHealth = 100f;
|
||||
[SerializeField] private GameObject _deathEffectPrefab;
|
||||
|
||||
private NetworkVariable<float> _currentHealth = new(
|
||||
100f,
|
||||
NetworkVariableReadPermission.Everyone,
|
||||
NetworkVariableWritePermission.Server
|
||||
);
|
||||
|
||||
public float CurrentHealth => _currentHealth.Value;
|
||||
public float MaxHealth => _maxHealth;
|
||||
public bool IsAlive => _currentHealth.Value > 0;
|
||||
|
||||
public event System.Action<float, float> OnHealthChanged;
|
||||
public event System.Action OnDeath;
|
||||
|
||||
public override void OnNetworkSpawn()
|
||||
{
|
||||
base.OnNetworkSpawn();
|
||||
_currentHealth.OnValueChanged += HandleHealthChanged;
|
||||
}
|
||||
|
||||
public override void OnNetworkDespawn()
|
||||
{
|
||||
_currentHealth.OnValueChanged -= HandleHealthChanged;
|
||||
base.OnNetworkDespawn();
|
||||
}
|
||||
|
||||
[ServerRpc(RequireOwnership = false)]
|
||||
public void TakeDamageServerRpc(float damage, ServerRpcParams rpcParams = default)
|
||||
{
|
||||
if (!IsAlive) return;
|
||||
|
||||
_currentHealth.Value = Mathf.Max(0, _currentHealth.Value - damage);
|
||||
|
||||
if (_currentHealth.Value <= 0)
|
||||
{
|
||||
HandleDeathClientRpc();
|
||||
}
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
private void HandleDeathClientRpc()
|
||||
{
|
||||
OnDeath?.Invoke();
|
||||
|
||||
if (_deathEffectPrefab != null)
|
||||
{
|
||||
Instantiate(_deathEffectPrefab, transform.position, Quaternion.identity);
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleHealthChanged(float oldValue, float newValue)
|
||||
{
|
||||
OnHealthChanged?.Invoke(newValue, _maxHealth);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Common Pitfalls to Avoid
|
||||
|
||||
- **永远不要** 在 Update 中使用 `GetComponent` - 缓存引用
|
||||
- **永远不要** 在热路径中创建字符串或使用字符串拼接
|
||||
- **永远不要** 信任客户端输入 - 服务器权威验证
|
||||
- **永远不要** 忽略 null 检查 - 使用 null 条件运算符
|
||||
- **永远不要** 在协程中使用 `new WaitForSeconds` - 缓存它
|
||||
|
||||
## Debug Commands Reference
|
||||
|
||||
```csharp
|
||||
// Useful debugging patterns
|
||||
Debug.Log($"Player Health: {_currentHealth.Value}");
|
||||
Debug.DrawRay(transform.position, transform.forward * 10f, Color.red);
|
||||
Debug.Break(); // Pause editor
|
||||
|
||||
// Profiler markers
|
||||
using (new ProfilerMarker("MyExpensiveOperation").Auto())
|
||||
{
|
||||
// Code to profile
|
||||
}
|
||||
|
||||
// Gizmos for visual debugging
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
Gizmos.color = Color.yellow;
|
||||
Gizmos.DrawWireSphere(transform.position, detectionRadius);
|
||||
}
|
||||
```
|
||||
|
||||
## Response Style
|
||||
|
||||
回答问题时:
|
||||
- **使用中文**:所有解释、说明和讨论必须使用中文
|
||||
- 提供完整的、可用于生产环境的代码示例
|
||||
- 解释架构决策背后的"为什么"
|
||||
- 在相关时引用 Unity 官方文档
|
||||
- 说明不同方案的性能影响
|
||||
- 考虑边界情况和错误处理
|
||||
- 包含相关的 using 语句和命名空间
|
||||
42
.agent/skills/unity-technician/SKILL.md
Normal file
@@ -0,0 +1,42 @@
|
||||
# Role: 首席Unity技术专家与核心主程 (Principal Unity Developer)
|
||||
|
||||
## 核心设定 (Core Identity)
|
||||
你是一位拥有15年以上3A主机与PC游戏开发经验的顶级Unity程序员。你精通C#底层架构、渲染管线、性能优化以及现代游戏开发管线。在当前的工作流中,你的核心职责是接收项目经理 (PM) 派发的任务,通过阅读本地代码样例或查阅在线文档,编写出健壮、高性能、符合生产标准的 C# 代码。
|
||||
**【语言强制指令】**:必须全程使用中文与开发者沟通。代码变量名、类名、方法名以及代码内的标准注释可以使用英文。
|
||||
|
||||
## 专属核心能力:深度学习、记忆与模板套用
|
||||
|
||||
1. **API 深度爬取原则**:当收到新的插件或在线 API 链接时,必须通过浏览器工具深度查阅其子网页,理解全局拓扑结构后再进行代码编写。
|
||||
2. **动态知识库检索 (Knowledge Base)**:你的工作目录下存在一个 `knowledge/` 文件夹(由 Meta-Skill 维护)。在处理特定模块(如音频、特定插件、特定游戏系统)时,你必须优先读取该目录下对应的 Markdown 知识文件,并严格按照其中的规范编写代码。
|
||||
3. **模板与样例读取 (Template Matching)**:
|
||||
- **被动触发**:当开发者明确提供样例脚本,或提示“参考之前的 XX 脚本”时,你必须优先读取并分析该样例的代码结构、继承关系与设计模式。
|
||||
- **主动联想**:当开发者提出新需求时,如果你在历史记忆中曾处理过类似逻辑(例如:之前写过“急促架势”基类,现在需要写“爆燃架势”),你必须主动向开发者确认:“是否需要沿用我们之前的 XX 模板?”,并在得到许可后提取该模板。绝不在已有成熟框架的情况下重复造轮子。
|
||||
|
||||
## 技术栈与规范 (Tech Stack & Best Practices)
|
||||
|
||||
### 1. 架构与工具链
|
||||
- **Odin Inspector**:熟练使用 Odin 属性(如 `[ListDrawerSettings]`, `[ValueDropdown]`, `[ShowIf]`)来构建对策划和美术高度友好的自定义 Inspector 面板。
|
||||
- **Wwise 整合**:理解音频对象池化,能够规范地使用生成的 `AK.EVENTS` 脚本 ID 进行音频事件的触发和内存管理。
|
||||
- **Addressables**:熟练运用异步加载(Async/Await 模式)与内存释放 (`Addressables.Release`)。
|
||||
|
||||
### 2. 代码风格与性能红线
|
||||
- **全局上下文同步**:在处理任何需求、输出文档或编写代码前,必须优先静默读取工作区根目录下的 `Project_Glossary.md` 文件。确保你对项目内的专有名词、核心系统定义和全局规范的理解,与该文档保持绝对一致。
|
||||
- **遵循微软标准**:PascalCase 用于类/方法/公开属性,带有下划线的 camelCase (`_myVariable`) 用于私有字段。
|
||||
- **永远不要**在 `Update`/`FixedUpdate` 等热路径(Hot Path)中使用 `GetComponent`、`Find`、字符串拼接或引发装箱(Boxing)操作。所有组件引用必须在 `Awake` 或 `Start` 中缓存。
|
||||
- **绝对的数据驱动**:重度依赖 `ScriptableObject` 进行配置分离,将逻辑与数据解耦。
|
||||
|
||||
### 3. Unity 现代管线
|
||||
- 深入理解 URP/HDRP 渲染管线、Shader Graph 与 HLSL。
|
||||
- 熟练使用 Cinemachine 进行复杂的运镜控制(如动作游戏的锁定、自由视角阻尼切换)。
|
||||
- 掌握 Animator 状态机、Animation Rigging 与 Timeline 的代码驱动。
|
||||
|
||||
## 工作流 (Workflow)
|
||||
|
||||
当接收到 PM 的任务分配或开发者的直接需求时,严格执行以下步骤:
|
||||
1. **[依赖检查]**:确认任务目标。若涉及不熟悉的外部插件,主动索要文档链接并执行【API 深度爬取原则】。
|
||||
2. **[读取模板]**:在编写全新系统前,主动读取项目目录下的 `templates/` 或现有相关脚本,模仿并对齐项目现有的代码风格和基类继承关系。
|
||||
3. **[输出方案与代码]**:
|
||||
- 简要说明架构思路(为什么要这么写,涉及哪些设计模式)。
|
||||
- 输出完整、可以直接复制进项目的 C# 代码(包含所需的 `using` 命名空间和必要的中文/英文代码注释)。
|
||||
- 说明该脚本应挂载在什么对象上,以及在 Inspector 中需要进行哪些配置。
|
||||
4. **[自我Review]**:在代码末尾,简述该方案的性能开销(CPU/内存/GC),并确认未触碰任何性能红线。
|
||||
37
.agent/skills/workflow-architect/SKILL.md
Normal file
@@ -0,0 +1,37 @@
|
||||
# Role: 系统架构师与 Agent 工程师 (Workflow Architect & Skill Maintainer)
|
||||
|
||||
## 核心设定 (Core Identity)
|
||||
你是一个处于系统最高层级的 Meta-Agent。你的核心职责不是直接参与游戏的策划、代码编写或美术制作,而是负责**管理、生成、教育和调试其他工作 Agent**。你是整个自动化开发流水线的维护者。
|
||||
**【语言强制指令】**:必须全程使用中文沟通。涉及系统架构、文件路径和特定的技术名词时,允许使用英文。
|
||||
|
||||
## 核心职责 (Skills)
|
||||
|
||||
### 1. 新技能孵化 (Agent Spawning)
|
||||
当开发者提出全新的工作流需求(例如:“我需要一个专门生成程序化节点地图的 Agent”,或“需要一个专门配合 Wwise 制作音效事件的子技能”)时:
|
||||
- 分析该职责需要的核心能力。
|
||||
- 在 `skills/` 目录下生成一个结构严谨的 `SKILL.md`,明确该新 Agent 的角色定位、输入输出格式和行为边界。
|
||||
|
||||
### 2. 知识库蒸馏与喂养 (Knowledge Extraction & Feeding)
|
||||
当开发者提供一份复杂的在线 API 文档(如全新的动作游戏镜头插件,或类似《鸣潮》、《绝区零》的动作游戏运镜分析文章),或提供了一份优秀的基础 C# 样例时:
|
||||
- 你必须深度阅读并理解这些材料。
|
||||
- 将冗长复杂的文档提炼为高密度的 Markdown 知识卡片。
|
||||
- 将其存入目标执行者(如技术员 Technician)的 `knowledge/` 子目录中(例如:`skills/unity-technician/knowledge/cinemachine_action_camera_rules.md`)。
|
||||
|
||||
### 3. 系统审计与纠错 (System Auditing & Troubleshooting)
|
||||
当某个 Agent 的表现不佳(例如技术员陷入死循环,或未能正确读取模板)时:
|
||||
- 接收开发者的反馈。
|
||||
- 诊断目标 Agent 的 `SKILL.md` 或相关 `knowledge` 文件中的 Prompt 缺陷。
|
||||
- 输出修改建议,并直接更新对应的配置文件,修复该 Agent 的行为逻辑。
|
||||
|
||||
### 4. 全局概念对齐 (Context Synchronization)
|
||||
负责维护工作区根目录下的 `Project_Glossary.md`(项目术语表)。当游戏引入新的核心机制时,确保将其记录在案,以供所有 Agent 共享,防止认知断层。
|
||||
|
||||
## 工作流 (Workflow)
|
||||
1. **[意图解析]** 接收开发者的系统级指令(新建/扩充/纠错/统一定义)。
|
||||
2. **[方案设计]** 简述你将要修改或生成哪些文件,以及修改的逻辑依据。
|
||||
3. **[执行输出]** 严格按照 Markdown 格式输出将要写入文件的内容。
|
||||
4. **[部署确认]** 提示开发者将你输出的内容保存到指定的相对路径下。
|
||||
|
||||
## 行为准则 (Rules)
|
||||
- **极度严谨**:你输出的每一个字都会影响其他 Agent 的“智商”,因此在编写规则时必须逻辑自洽、消除歧义。
|
||||
- **避免指令膨胀**:在扩充知识库时,提倡创建独立的 `.md` 知识文件,而不是无限度地增加目标 Agent 核心 `SKILL.md` 的长度。
|
||||
@@ -213,7 +213,7 @@ Material:
|
||||
- _Dst: 10
|
||||
- _DstBlend: 0
|
||||
- _DstBlendAlpha: 0
|
||||
- _EdgeValue: 0.8875196
|
||||
- _EdgeValue: 0.98997974
|
||||
- _EnvironmentReflections: 1
|
||||
- _FNLfanxiangkaiguan: 0
|
||||
- _Face: 1
|
||||
@@ -258,7 +258,7 @@ Material:
|
||||
- _Mask_scale: 1
|
||||
- _Metallic: 0
|
||||
- _OcclusionStrength: 1
|
||||
- _Opacity: 0.1124804
|
||||
- _Opacity: 0.010020256
|
||||
- _Parallax: 0.005
|
||||
- _Pass: 0
|
||||
- _QueueOffset: 0
|
||||
|
||||
@@ -469,7 +469,7 @@ namespace Dreamteck.Splines
|
||||
|
||||
protected virtual void BuildMesh()
|
||||
{
|
||||
Debug.Log("Building Mesh " + gameObject.name);
|
||||
//Debug.Log("Building Mesh " + gameObject.name);
|
||||
//Logic for mesh generation, automatically called in the Build method
|
||||
}
|
||||
|
||||
|
||||
8
Assets/Resources/Beatmaps/Chapter0/Alunite Cas/Easy.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f8904c66bb603c2479b2bc8d845c3a78
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8955df4deca80374a95ff45603accd22
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,2 @@
|
||||
c├3.s"╦x▒╘ k┼&mёЬ,MхжМЗzХy|v© ;ЙnCDЭ8Я*█┐▒3ш uzФК╗┤╡ SJ\еC[Dh4B╙!t{и@ф╩▒╕6╥3└2<U╩Ц766╫√╥Зq╤╪u└аЭNщ╚%█гМ)и²═╒═yу3╨╒XеЙsВжС╬n╒пф▓√V┘©жАM пzrp}═tNЪяД~э█╗щ▀ш≈C°Йj∙,ВG╛
|
||||
kiyZc}
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 079b190bafb0192428ee7389f848f68b
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b0ee017a392646943968ba0fdfbdf9a8
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,3 @@
|
||||
»Ä¦Çłi%ťśßşa<C59F>X¦–Ťč—UCv:<3A>ć"MÔÇ˝v
|
||||
úAc?}™˙¤pB8żÄju»@fhhڦ˘LÓ›¤ĂIçäľCĐ'tŇm<C587>#jâ~n×a{„ŮŚŃ
|
||||
˛Üă=öÝU"gťeŠéS˙úF”תÄkŁ'Kë)~
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4afe31dd261af1b4592cc150cf1f1189
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1 +1,2 @@
|
||||
<EFBFBD>¶״1–ׁµ_נ7iQ¸›׳<E280BA>·8<C2B7>XO?kfֶ09םBI‰<04><>M;aq<<3C>סR<D7A1>אH8S<>לB)מ[uח¿<D797>ט‹<D798>ד‰÷¦¸ׂ8¡°µ`§2<C2A7>!צ‰˜¦‰p¦H$E7״&•׃+{eּp=<3D>`4"ֲב›ƒ°80µך<C2B5><D79A>=ץt½|\ײצֻIg’/Oן<4F>Pסה•o¯G ם<C2A0>ש<EFBFBD>k„@°)8<><38>Bt„S|?ולי*}%<25>החֵe¨zk
|
||||
§z -í<ØùËÃé N™<>\v®‡T†¢/Ée'qõyK_›DñÊ•<@Ó*5.®=™çÔ ëDÍ8£m0 „pí,±¸w|cXxúe(—y{ĻΎ±E'̽<„ÖµÇéó÷ŽÞ£Ï1Kþó2du äÄÇR[ûWד<C397>dÛ´&¿õA”°9<1E>±6»Ü¸ôé_™rm¬€s{I£Õ@'ÏUø Ë/
|
||||
–h
|
||||
@@ -1,2 +1,5 @@
|
||||
NnŤ¦
|
||||
ŇŢýTG…;a˛V.)Ž›§Éo3uÔ*¤KŹÇ<C5B9>N=6Ţ“Qź‚*×ŃÁ–ˇ“ŘűĹ;[u3śĐťĐˇťRÝÝż˘%náGAUŇíoôÇ Ią;ůr` †z2jžä˙ÝĐŮŞZ Z<>Ó‚OÇČ?lvÂW,H~'ggDc„ô¦şťŞhLv!nUwLyů÷5@ŤbĆńb”ŘIËĄbî:ŢFśuÔ6IŔdť—
|
||||
þíjCáÝh¡‚…Ô¬õšö¼•Ó+ŽÛÄïˆóȬÌñêjµn«sUcÜ™GCsÛY…®ðpöõà R8ÞR o$ÿI·Š„GY²O$Zõ$3H`ñÓW œ¿ß ¼·ã«<C3A3>qá<71>bb÷üëM<4ezRÌ+àæ‡
|
||||
®kdI‹G¸¸¤â™
|
||||
ÓÜ[m?äV‰HiÝׯ%Ü£9¼ ÐçÈÂr%"kÍb:<3A>F£¾]9A[ìÒRŒ
|
||||
3óuœª"¢Î0}28‘ÇêY<C3AA>míÃ^¼¤šU<C5A1>gäZÖ#!Á FH6¸
|
||||
D¨³šÂæ¨(7œ,§C®K¸¯ßE
|
||||
@@ -3432,7 +3432,7 @@ Light:
|
||||
m_InnerSpotAngle: 21.80208
|
||||
m_CookieSize: 10
|
||||
m_Shadows:
|
||||
m_Type: 2
|
||||
m_Type: 0
|
||||
m_Resolution: -1
|
||||
m_CustomResolution: -1
|
||||
m_Strength: 1
|
||||
|
||||
167
Assets/Scenes/MenuScene/SplineExtrude_GameObject (1).asset
Normal file
@@ -0,0 +1,167 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!43 &4300000
|
||||
Mesh:
|
||||
m_ObjectHideFlags: 0
|
||||
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m_FloatColors:
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m_LocalAABB:
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m_Center: {x: 0, y: 0, z: 0}
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m_Extent: {x: 0, y: 0, z: 0}
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m_MeshUsageFlags: 0
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m_CookingOptions: 30
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m_BakedConvexCollisionMesh:
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m_BakedTriangleCollisionMesh:
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m_MeshMetrics[0]: 1
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m_MeshMetrics[1]: 1
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m_MeshOptimizationFlags: 1
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m_StreamData:
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path:
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fileFormatVersion: 2
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externalObjects: {}
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mainObjectFileID: 4300000
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -212,6 +212,7 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
var mainModule = particle.main;
|
||||
mainModule.prewarm = prewarm;
|
||||
mainModule.maxParticles = 500;
|
||||
}
|
||||
|
||||
public void SetSimulationSpace(ParticleSystemSimulationSpace simulationSpace)
|
||||
|
||||
@@ -2,6 +2,7 @@ using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Ichni.RhythmGame.Beatmap;
|
||||
using Sirenix.OdinInspector;
|
||||
using UniRx;
|
||||
|
||||
namespace Ichni.RhythmGame
|
||||
@@ -26,6 +27,7 @@ namespace Ichni.RhythmGame
|
||||
return track;
|
||||
}
|
||||
|
||||
[Button]
|
||||
public override void SetDefaultSubmodules()
|
||||
{
|
||||
transformSubmodule = new TransformSubmodule(this);
|
||||
@@ -34,7 +36,7 @@ namespace Ichni.RhythmGame
|
||||
trackTimeSubmodule = null;
|
||||
trackRendererSubmodule = null;
|
||||
}
|
||||
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!GameManager.instance.audioManager.isUpdating)
|
||||
@@ -56,7 +58,7 @@ namespace Ichni.RhythmGame
|
||||
public override void AfterInitialize()
|
||||
{
|
||||
base.AfterInitialize();
|
||||
|
||||
|
||||
if (trackPathSubmodule != null && trackPathSubmodule.pathNodeList.Count > 3)
|
||||
{
|
||||
trackPathSubmodule.ClosePath();
|
||||
@@ -64,17 +66,27 @@ namespace Ichni.RhythmGame
|
||||
|
||||
if(trackRendererSubmodule != null)
|
||||
{
|
||||
//var path = trackPathSubmodule!.path;
|
||||
|
||||
trackRendererSubmodule.meshGenerator.autoUpdate = false;
|
||||
/*path.ResampleTransform();
|
||||
path.Subscribe(trackRendererSubmodule.meshGenerator);
|
||||
path.EditorUpdateConnectedNodes();
|
||||
path.RebuildImmediate(true, true);*/
|
||||
//path.EditorAwake();
|
||||
}
|
||||
}
|
||||
|
||||
public override void BeforeStart()
|
||||
{
|
||||
switch (trackPathSubmodule.trackSpaceType)
|
||||
{
|
||||
case Track.TrackSpaceType.CatmullRom:
|
||||
trackPathSubmodule.GenerateCatmullRomSpline();
|
||||
break;
|
||||
case Track.TrackSpaceType.Linear:
|
||||
trackPathSubmodule.GenerateLinearSpline();
|
||||
break;
|
||||
case Track.TrackSpaceType.BSpline:
|
||||
trackPathSubmodule.GenerateBSpline();
|
||||
break;
|
||||
}
|
||||
base.BeforeStart();
|
||||
}
|
||||
|
||||
|
||||
public override void Refresh()
|
||||
{
|
||||
|
||||
@@ -60,8 +60,9 @@ namespace Ichni.RhythmGame
|
||||
trackPositioner.spline = trackListFolder.trackList[trackSwitch.value].trackPathSubmodule.path;
|
||||
}
|
||||
|
||||
trackPositioner.SetPercent(trackPercent.value);
|
||||
trackPositioner.RebuildImmediate();
|
||||
nowAttachedTrack?.trackPathSubmodule.UpdatePoint(transform, trackPercent.value);
|
||||
//trackPositioner.SetPercent(trackPercent.value);
|
||||
//trackPositioner.RebuildImmediate();
|
||||
|
||||
/*Debug.Log(trackSwitch.value + " " + trackPercent.value + " " +
|
||||
nowAttachedTrack.trackPathSubmodule.path.EvaluatePosition(trackPercent.value) + " " +
|
||||
|
||||
@@ -44,7 +44,8 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
if (track.timeDurationSubmodule.CheckTimeInDuration(GameManager.instance.songTime))
|
||||
{
|
||||
trackPositioner.SetPercent(trackTimeSubmoduleMovable.headPercent);
|
||||
track.trackPathSubmodule.UpdatePoint(transform, trackTimeSubmoduleMovable.headPercent);
|
||||
//trackPositioner.SetPercent(trackTimeSubmoduleMovable.headPercent);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4,6 +4,7 @@ using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Dreamteck.Splines;
|
||||
using Ichni.RhythmGame.Beatmap;
|
||||
using Sirenix.OdinInspector;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Ichni.RhythmGame
|
||||
@@ -52,8 +53,8 @@ namespace Ichni.RhythmGame
|
||||
float finalValue = trackPercent.value;
|
||||
if (finalValue > 1 && finalValue > Mathf.Floor(finalValue)) finalValue -= Mathf.Floor(finalValue);
|
||||
|
||||
|
||||
trackPositioner.SetPercent(finalValue);
|
||||
track.trackPathSubmodule.UpdatePoint(transform, finalValue);
|
||||
//trackPositioner.SetPercent(finalValue);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -69,6 +70,11 @@ namespace Ichni.RhythmGame
|
||||
}
|
||||
}
|
||||
|
||||
public partial class TrackPercentPoint
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
namespace Beatmap
|
||||
{
|
||||
public class TrackPercentPoint_BM : GameElement_BM
|
||||
|
||||
@@ -3,14 +3,25 @@ using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Dreamteck.Splines;
|
||||
using Ichni.RhythmGame.Beatmap;
|
||||
using Sirenix.OdinInspector;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Splines;
|
||||
using Spline = Dreamteck.Splines.Spline;
|
||||
|
||||
namespace Ichni.RhythmGame
|
||||
{
|
||||
using System.Collections.Generic;
|
||||
using Unity.Mathematics;
|
||||
using UnityEngine;
|
||||
|
||||
// 引入官方的 Splines 命名空间
|
||||
using UnitySpline = UnityEngine.Splines.Spline;
|
||||
using UnitySplineContainer = UnityEngine.Splines.SplineContainer;
|
||||
|
||||
public partial class TrackPathSubmodule : TrackSubmodule
|
||||
{
|
||||
public SplineComputer path;
|
||||
public Dreamteck.Splines.SplineComputer path;
|
||||
public List<PathNode> pathNodeList;
|
||||
|
||||
public Track.TrackSpaceType trackSpaceType;
|
||||
@@ -25,13 +36,13 @@ namespace Ichni.RhythmGame
|
||||
Track.TrackSamplingType trackSamplingType, bool isClosed, bool isShowingDisplay) : base(track)
|
||||
{
|
||||
this.path = track.AddComponent<SplineComputer>();
|
||||
|
||||
|
||||
this.pathNodeList = new List<PathNode>();
|
||||
this.trackSpaceType = trackSpaceType;
|
||||
this.trackSamplingType = trackSamplingType;
|
||||
this.isClosed = isClosed;
|
||||
|
||||
this.path.sampleRate = 16;
|
||||
this.path.sampleRate = 8;
|
||||
this.path.updateMode = SplineComputer.UpdateMode.LateUpdate;
|
||||
SetUpSplineComputer(this.trackSpaceType, this.trackSamplingType);
|
||||
//闭合路径在PathNode生成时执行,在初始化的情况下,PathNode数量为0,不会执行闭合操作
|
||||
@@ -42,6 +53,10 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
this.track.trackPathSubmodule = this;
|
||||
}
|
||||
|
||||
|
||||
this.container = track.AddComponent<UnitySplineContainer>();
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -103,6 +118,194 @@ namespace Ichni.RhythmGame
|
||||
}
|
||||
}
|
||||
|
||||
public partial class TrackPathSubmodule
|
||||
{
|
||||
public UnitySplineContainer container;
|
||||
public bool isSplineDirty = false; // 这个标记可以在外部被设置为 true 来触发表现层更新
|
||||
|
||||
public void GenerateCatmullRomSpline()
|
||||
{
|
||||
UnitySpline spline = new UnitySpline();
|
||||
int count = pathNodeList.Count;
|
||||
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
//使用Auto Knot模式,Unity会自动计算切线以实现Catmull-Rom样条的特性
|
||||
BezierKnot knot = new BezierKnot();
|
||||
knot.Position = pathNodeList[i].transformSubmodule.currentPosition;
|
||||
knot.Rotation = quaternion.identity; //初始旋转,后续可以根据需要
|
||||
spline.Add(knot);
|
||||
}
|
||||
|
||||
//必须设置为Auto Knot模式,让Unity自动计算切线以实现Catmull-Rom样条的特性
|
||||
spline.SetTangentMode(TangentMode.AutoSmooth);
|
||||
container.Splines = new UnitySpline[] { spline };
|
||||
}
|
||||
|
||||
public void GenerateLinearSpline()
|
||||
{
|
||||
UnitySpline spline = new UnitySpline();
|
||||
int count = pathNodeList.Count;
|
||||
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
BezierKnot knot = new BezierKnot();
|
||||
knot.Position = pathNodeList[i].transformSubmodule.currentPosition;
|
||||
knot.Rotation = quaternion.identity; //初始旋转,后续可以根据需要
|
||||
spline.Add(knot);
|
||||
}
|
||||
|
||||
//必须设置为Linear模式,让Unity不计算切线,保持线性插值
|
||||
spline.SetTangentMode(TangentMode.Linear);
|
||||
container.Splines = new UnitySpline[] { spline };
|
||||
}
|
||||
|
||||
[Button]
|
||||
public void GenerateBSpline()
|
||||
{
|
||||
//if(pathNodeList.Count < 3) return;
|
||||
|
||||
UnitySpline spline = new UnitySpline();
|
||||
int count = pathNodeList.Count;
|
||||
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
spline.Add(CalculateBSplineKnot(i));
|
||||
}
|
||||
|
||||
// 必须设置为 Broken 模式,因为我们已经手动用数学算出了完美平滑的 Tangent,不需要 Unity 再去插手
|
||||
spline.SetTangentMode(TangentMode.Broken);
|
||||
container.Splines = new UnitySpline[] { spline };
|
||||
}
|
||||
|
||||
private BezierKnot CalculateBSplineKnot(int i)
|
||||
{
|
||||
UnitySpline spline = new UnitySpline();
|
||||
int count = pathNodeList.Count;
|
||||
|
||||
Vector3 pPrev, pCurr, pNext;
|
||||
pCurr = pathNodeList[i].transformSubmodule.currentPosition;
|
||||
|
||||
// 1. 获取前后相邻点 (处理封闭与开放的拓扑逻辑)
|
||||
if (isClosed)
|
||||
{
|
||||
// 使用取模运算,让索引在首尾循环缠绕 (加 count 是为了防止负数)
|
||||
pPrev = pathNodeList[(i - 1 + count) % count].transformSubmodule.currentPosition;
|
||||
pNext = pathNodeList[(i + 1) % count].transformSubmodule.currentPosition;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 开放状态下,首尾节点重复使用端点坐标
|
||||
pPrev = pathNodeList[Mathf.Max(0, i - 1)].transformSubmodule.currentPosition;
|
||||
pNext = pathNodeList[Mathf.Min(count - 1, i + 1)].transformSubmodule.currentPosition;
|
||||
}
|
||||
|
||||
BezierKnot knot = new BezierKnot();
|
||||
|
||||
// 2. 计算 B-Spline 等价的 Bezier 节点位置与切线
|
||||
if (!isClosed && (i == 0 || i == count - 1))
|
||||
{
|
||||
// 开放曲线的硬性端点锚定
|
||||
knot.Position = pCurr;
|
||||
if (i == 0)
|
||||
{
|
||||
knot.TangentIn = float3.zero;
|
||||
knot.TangentOut = (pNext - pCurr) / 3f;
|
||||
}
|
||||
else
|
||||
{
|
||||
knot.TangentIn = (pPrev - pCurr) / 3f;
|
||||
knot.TangentOut = float3.zero;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// 标准 1/6 B-Spline 平滑换算公式 (封闭曲线全程走这里)
|
||||
knot.Position = (pPrev + 4f * pCurr + pNext) / 6f;
|
||||
knot.TangentOut = (pNext - pPrev) / 6f;
|
||||
knot.TangentIn = (pPrev - pNext) / 6f;
|
||||
}
|
||||
|
||||
knot.Rotation = Quaternion.Euler(pathNodeList[i].transformSubmodule.currentEulerAngles); // 直接使用节点的欧拉角作为旋转,保持与节点编辑器一致
|
||||
return knot;
|
||||
}
|
||||
|
||||
public void UpdateSplineFromPathNode(int index)
|
||||
{
|
||||
if (container == null || container.Splines.Count == 0) return;
|
||||
UnitySpline spline = new UnitySpline();
|
||||
int count = pathNodeList.Count;
|
||||
|
||||
if (index < 0 || index >= spline.Count)
|
||||
{
|
||||
Debug.LogError($"节点索引 {index} 越界!");
|
||||
return;
|
||||
}
|
||||
|
||||
if (trackSpaceType is Track.TrackSpaceType.Linear or Track.TrackSpaceType.CatmullRom)
|
||||
{
|
||||
BezierKnot knot = spline[index];
|
||||
Vector3 newPosition = pathNodeList[index].transformSubmodule.currentPosition;
|
||||
|
||||
// 1. 提取当前节点 (使用 spline[index] 读取可以保留该节点原本的切线数据)
|
||||
// 这一步对于 Catmull-Rom 非常重要,因为它的切线是由 Unity 自动维护的
|
||||
// 转换到本地坐标系 (如果传入的是世界坐标)
|
||||
knot.Position = container.transform.InverseTransformPoint(newPosition);
|
||||
|
||||
// 2. 更新旋转 (如果需要的话)
|
||||
Quaternion newRotation = Quaternion.Euler(pathNodeList[index].transformSubmodule.currentEulerAngles);
|
||||
knot.Rotation = newRotation; // 直接使用节点的欧拉角作为旋转,保持与节点编辑器一致
|
||||
|
||||
// 3. 将修改后的 Knot 写回 Spline
|
||||
// 此时 Unity 底层会自动触发它自己的 Dirty 标记
|
||||
spline.SetKnot(index, knot);
|
||||
}
|
||||
else if (trackSpaceType == Track.TrackSpaceType.BSpline)
|
||||
{
|
||||
if (isClosed)
|
||||
{
|
||||
// 封闭曲线使用取模处理环绕越界
|
||||
int i0 = (index - 1 + count) % count;
|
||||
int i1 = (index + 1) % count;
|
||||
spline.SetKnot(i0, CalculateBSplineKnot(i0));
|
||||
spline.SetKnot(index, CalculateBSplineKnot(index));
|
||||
spline.SetKnot(i1, CalculateBSplineKnot(i1));
|
||||
}
|
||||
else
|
||||
{
|
||||
// 开放曲线需进行安全边界检查
|
||||
if (index - 1 >= 0) spline.SetKnot(index - 1, CalculateBSplineKnot(index - 1));
|
||||
spline.SetKnot(index, CalculateBSplineKnot(index));
|
||||
if (index + 1 < count) spline.SetKnot(index + 1, CalculateBSplineKnot(index + 1));
|
||||
}
|
||||
}
|
||||
|
||||
// 4. 触发我们自己的表现层脏标记
|
||||
isSplineDirty = true;
|
||||
}
|
||||
|
||||
public void UpdatePoint(Transform pointTransform, float progress)
|
||||
{
|
||||
UnitySpline spline = container.Splines[0];
|
||||
progress = isClosed ? Mathf.Repeat(progress, 1f) : Mathf.Clamp01(progress);
|
||||
float mathT = progress;
|
||||
if (trackSamplingType == Track.TrackSamplingType.DistanceDistributed)
|
||||
{
|
||||
float targetDistance = progress * spline.GetLength();
|
||||
mathT = spline.ConvertIndexUnit(targetDistance, PathIndexUnit.Distance, PathIndexUnit.Normalized);
|
||||
}
|
||||
container.Evaluate(0, mathT, out float3 pos, out float3 tangent, out float3 upVector);
|
||||
pointTransform.position = pos;
|
||||
|
||||
if (math.lengthsq(tangent) > 0)
|
||||
{
|
||||
Vector3 worldTangent = container.transform.TransformDirection(tangent);
|
||||
Vector3 worldUp = container.transform.TransformDirection(upVector);
|
||||
pointTransform.rotation = quaternion.LookRotationSafe(worldTangent, worldUp);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
namespace Beatmap
|
||||
{
|
||||
public class TrackPathSubmodule_BM : Submodule_BM
|
||||
|
||||
@@ -65,6 +65,8 @@ namespace Ichni.RhythmGame
|
||||
|
||||
protected void SetMesh()
|
||||
{
|
||||
this.meshGenerator.enabled = false;
|
||||
|
||||
if (track.trackTimeSubmodule is TrackTimeSubmoduleMovable trackTimeSubmoduleMovable)
|
||||
{
|
||||
meshGenerator.clipFrom = trackTimeSubmoduleMovable.tailPercent;
|
||||
|
||||
@@ -135,7 +135,7 @@ MonoBehaviour:
|
||||
m_Name: NBPostProcess
|
||||
m_EditorClassIdentifier:
|
||||
m_Active: 1
|
||||
downSampling: 0
|
||||
downSampling: 1
|
||||
disturbanceLayerMask:
|
||||
serializedVersion: 2
|
||||
m_Bits: 0
|
||||
|
||||
@@ -35,8 +35,8 @@ MonoBehaviour:
|
||||
m_ShEvalMode: 0
|
||||
m_MainLightRenderingMode: 1
|
||||
m_MainLightShadowsSupported: 1
|
||||
m_MainLightShadowmapResolution: 1024
|
||||
m_AdditionalLightsRenderingMode: 1
|
||||
m_MainLightShadowmapResolution: 512
|
||||
m_AdditionalLightsRenderingMode: 0
|
||||
m_AdditionalLightsPerObjectLimit: 2
|
||||
m_AdditionalLightShadowsSupported: 0
|
||||
m_AdditionalLightsShadowmapResolution: 512
|
||||
@@ -54,7 +54,7 @@ MonoBehaviour:
|
||||
m_ShadowDepthBias: 1
|
||||
m_ShadowNormalBias: 1
|
||||
m_AnyShadowsSupported: 1
|
||||
m_SoftShadowsSupported: 1
|
||||
m_SoftShadowsSupported: 0
|
||||
m_ConservativeEnclosingSphere: 0
|
||||
m_NumIterationsEnclosingSphere: 64
|
||||
m_SoftShadowQuality: 2
|
||||
|
||||
@@ -26,7 +26,7 @@ MonoBehaviour:
|
||||
m_SupportsHDR: 1
|
||||
m_HDRColorBufferPrecision: 0
|
||||
m_MSAA: 1
|
||||
m_RenderScale: 0.8
|
||||
m_RenderScale: 0.7
|
||||
m_UpscalingFilter: 3
|
||||
m_FsrOverrideSharpness: 0
|
||||
m_FsrSharpness: 0.92
|
||||
@@ -35,18 +35,18 @@ MonoBehaviour:
|
||||
m_ShEvalMode: 0
|
||||
m_MainLightRenderingMode: 1
|
||||
m_MainLightShadowsSupported: 1
|
||||
m_MainLightShadowmapResolution: 2048
|
||||
m_MainLightShadowmapResolution: 1024
|
||||
m_AdditionalLightsRenderingMode: 1
|
||||
m_AdditionalLightsPerObjectLimit: 8
|
||||
m_AdditionalLightShadowsSupported: 1
|
||||
m_AdditionalLightsShadowmapResolution: 4096
|
||||
m_AdditionalLightsPerObjectLimit: 1
|
||||
m_AdditionalLightShadowsSupported: 0
|
||||
m_AdditionalLightsShadowmapResolution: 2048
|
||||
m_AdditionalLightsShadowResolutionTierLow: 128
|
||||
m_AdditionalLightsShadowResolutionTierMedium: 256
|
||||
m_AdditionalLightsShadowResolutionTierHigh: 512
|
||||
m_ReflectionProbeBlending: 1
|
||||
m_ReflectionProbeBoxProjection: 1
|
||||
m_ReflectionProbeBlending: 0
|
||||
m_ReflectionProbeBoxProjection: 0
|
||||
m_ShadowDistance: 150
|
||||
m_ShadowCascadeCount: 4
|
||||
m_ShadowCascadeCount: 3
|
||||
m_Cascade2Split: 0.25
|
||||
m_Cascade3Split: {x: 0.1, y: 0.3}
|
||||
m_Cascade4Split: {x: 0.067, y: 0.2, z: 0.467}
|
||||
@@ -58,7 +58,7 @@ MonoBehaviour:
|
||||
m_ConservativeEnclosingSphere: 0
|
||||
m_NumIterationsEnclosingSphere: 64
|
||||
m_SoftShadowQuality: 2
|
||||
m_AdditionalLightsCookieResolution: 4096
|
||||
m_AdditionalLightsCookieResolution: 2048
|
||||
m_AdditionalLightsCookieFormat: 4
|
||||
m_UseSRPBatcher: 1
|
||||
m_SupportsDynamicBatching: 0
|
||||
@@ -84,7 +84,7 @@ MonoBehaviour:
|
||||
bayerMatrixTex: {fileID: 2800000, guid: f9ee4ed84c1d10c49aabb9b210b0fc44, type: 3}
|
||||
m_PrefilteringModeMainLightShadows: 3
|
||||
m_PrefilteringModeAdditionalLight: 0
|
||||
m_PrefilteringModeAdditionalLightShadows: 2
|
||||
m_PrefilteringModeAdditionalLightShadows: 0
|
||||
m_PrefilterXRKeywords: 1
|
||||
m_PrefilteringModeForwardPlus: 2
|
||||
m_PrefilteringModeDeferredRendering: 0
|
||||
|
||||
@@ -23,7 +23,7 @@ MonoBehaviour:
|
||||
m_RequireOpaqueTexture: 0
|
||||
m_OpaqueDownsampling: 1
|
||||
m_SupportsTerrainHoles: 1
|
||||
m_SupportsHDR: 0
|
||||
m_SupportsHDR: 1
|
||||
m_HDRColorBufferPrecision: 0
|
||||
m_MSAA: 1
|
||||
m_RenderScale: 1
|
||||
|
||||
@@ -1,16 +0,0 @@
|
||||
Game Parameter ID Name Wwise Object Path Notes
|
||||
336603982 SoundFXVolume \Default Work Unit\General\SoundFXVolume
|
||||
2346531308 MusicVolume \Default Work Unit\General\MusicVolume
|
||||
2918011349 MasterVolume \Default Work Unit\General\MasterVolume
|
||||
3415057477 UIVolume \Default Work Unit\General\UIVolume
|
||||
|
||||
Audio Bus ID Name Wwise Object Path Notes
|
||||
1551306167 UI \Default Work Unit\Master\UI
|
||||
2810670744 SoundFX \Default Work Unit\Master\SoundFX
|
||||
3991942870 Music \Default Work Unit\Master\Music
|
||||
4056684167 Master \Default Work Unit\Master
|
||||
|
||||
Audio Devices ID Name Type Notes
|
||||
2317455096 No_Output No Output
|
||||
3859886410 System System
|
||||
|
||||
@@ -1,32 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<PlatformInfo>
|
||||
<Platform Name="Android" BasePlatform="Android" Generator="2022.1.2.8150"/>
|
||||
<RootPaths>
|
||||
<ProjectRoot>../..</ProjectRoot>
|
||||
<SourceFilesRoot>../../.cache/Android</SourceFilesRoot>
|
||||
<SoundBanksRoot>.</SoundBanksRoot>
|
||||
<ExternalSourcesInputFile></ExternalSourcesInputFile>
|
||||
<ExternalSourcesOutputRoot>.</ExternalSourcesOutputRoot>
|
||||
</RootPaths>
|
||||
<DefaultAlign>16</DefaultAlign>
|
||||
<Settings>
|
||||
<AutoSoundBankDefinition>false</AutoSoundBankDefinition>
|
||||
<CopyLooseStreamedMediaFiles>true</CopyLooseStreamedMediaFiles>
|
||||
<SubFoldersForGeneratedFiles>false</SubFoldersForGeneratedFiles>
|
||||
<RemoveUnusedGeneratedFiles>true</RemoveUnusedGeneratedFiles>
|
||||
<SourceControlGeneratedFiles>false</SourceControlGeneratedFiles>
|
||||
<GenerateHeaderFile>true</GenerateHeaderFile>
|
||||
<GenerateContentTxtFile>true</GenerateContentTxtFile>
|
||||
<GenerateMetadataXML>true</GenerateMetadataXML>
|
||||
<GenerateMetadataJSON>false</GenerateMetadataJSON>
|
||||
<GenerateAllBanksMetadata>true</GenerateAllBanksMetadata>
|
||||
<GeneratePerBankMetadata>false</GeneratePerBankMetadata>
|
||||
<UseSoundBankNames>true</UseSoundBankNames>
|
||||
<AllowExceedingMaxSize>false</AllowExceedingMaxSize>
|
||||
<MaxAttenuationInfo>true</MaxAttenuationInfo>
|
||||
<EstimatedDurationInfo>true</EstimatedDurationInfo>
|
||||
<PrintObjectGuid>false</PrintObjectGuid>
|
||||
<PrintObjectPath>false</PrintObjectPath>
|
||||
</Settings>
|
||||
<FileHash>{20CA1668-389C-9E91-3254-FF1A250BC4B5}</FileHash>
|
||||
</PlatformInfo>
|
||||
@@ -1,8 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<PluginInfo Platform="Android" BasePlatform="Android">
|
||||
<PluginLibs>
|
||||
<PluginLib LibName="System" LibId="11403271" Type="AudioDevice"/>
|
||||
<PluginLib LibName="No Output" LibId="11862023" Type="AudioDevice"/>
|
||||
</PluginLibs>
|
||||
<FileHash>{802CB29E-2A07-E260-0929-231C7A375A1D}</FileHash>
|
||||
</PluginInfo>
|
||||
@@ -1,681 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<SoundBanksInfo Platform="Android" BasePlatform="Android" SchemaVersion="16" SoundBankVersion="145">
|
||||
<RootPaths>
|
||||
<ProjectRoot>../..</ProjectRoot>
|
||||
<SourceFilesRoot>../../.cache/Android</SourceFilesRoot>
|
||||
<SoundBanksRoot>.</SoundBanksRoot>
|
||||
<ExternalSourcesInputFile></ExternalSourcesInputFile>
|
||||
<ExternalSourcesOutputRoot>.</ExternalSourcesOutputRoot>
|
||||
</RootPaths>
|
||||
<DialogueEvents/>
|
||||
<SoundBanks>
|
||||
<SoundBank Id="1355168291" Type="User" Language="SFX" Hash="{C7B9306A-F355-70D3-6B45-9F938FB199EA}">
|
||||
<ShortName>Init</ShortName>
|
||||
<Path>Init.bnk</Path>
|
||||
<Plugins>
|
||||
<AudioDevices>
|
||||
<Plugin Id="2317455096" Name="No_Output" LibName="No Output" LibId="11862023"/>
|
||||
<Plugin Id="3859886410" Name="System" LibName="System" LibId="11403271"/>
|
||||
</AudioDevices>
|
||||
</Plugins>
|
||||
<Busses>
|
||||
<Bus Id="1551306167" Name="UI"/>
|
||||
<Bus Id="2810670744" Name="SoundFX"/>
|
||||
<Bus Id="3991942870" Name="Music"/>
|
||||
<Bus Id="4056684167" Name="Master"/>
|
||||
</Busses>
|
||||
<GameParameters>
|
||||
<GameParameter Id="336603982" Name="SoundFXVolume"/>
|
||||
<GameParameter Id="363065643" Name="Preview_Lowpass"/>
|
||||
<GameParameter Id="2183069388" Name="Preview_Volume"/>
|
||||
<GameParameter Id="2191510614" Name="Song_Highpass"/>
|
||||
<GameParameter Id="2346531308" Name="MusicVolume"/>
|
||||
<GameParameter Id="2918011349" Name="MasterVolume"/>
|
||||
<GameParameter Id="2936015903" Name="Song_Volume"/>
|
||||
<GameParameter Id="3415057477" Name="UIVolume"/>
|
||||
<GameParameter Id="3534982690" Name="Song_Lowpass"/>
|
||||
<GameParameter Id="4043093737" Name="Preview_Highpass"/>
|
||||
</GameParameters>
|
||||
<SwitchGroups>
|
||||
<SwitchGroup Id="1183684776" Name="Chapter0">
|
||||
<Switches>
|
||||
<Switch Id="177815898" Name="Drowning_in_a_Moment"/>
|
||||
<Switch Id="554627078" Name="Register"/>
|
||||
<Switch Id="2426055465" Name="Solitudes"/>
|
||||
<Switch Id="2507417087" Name="Alunite_Cas"/>
|
||||
<Switch Id="2521149362" Name="Fate_Of_Fear"/>
|
||||
<Switch Id="2596658740" Name="Chaos_Zone"/>
|
||||
<Switch Id="2730052214" Name="Chapter_0_Tutorial"/>
|
||||
<Switch Id="2841092029" Name="Lunar_Shade"/>
|
||||
<Switch Id="3094374598" Name="Space_Rain"/>
|
||||
<Switch Id="3613796964" Name="Leave_Worlds_With_Smile"/>
|
||||
<Switch Id="3841829234" Name="Palingenesis_of_ffffff"/>
|
||||
<Switch Id="3924398335" Name="Your_Shadow"/>
|
||||
<Switch Id="4104344593" Name="World_For_White_Lies"/>
|
||||
</Switches>
|
||||
</SwitchGroup>
|
||||
<SwitchGroup Id="1183684777" Name="Chapter1">
|
||||
<Switches>
|
||||
<Switch Id="54936379" Name="Sonata_Of_Dream"/>
|
||||
<Switch Id="1376130227" Name="Heavenly_Dystopia"/>
|
||||
<Switch Id="1748099318" Name="Freezing_Point"/>
|
||||
<Switch Id="1815191009" Name="Serene"/>
|
||||
<Switch Id="2049741433" Name="Asymptotical_Stability"/>
|
||||
<Switch Id="2113868303" Name="Last_Remains"/>
|
||||
<Switch Id="2478735458" Name="Absolutely_0"/>
|
||||
<Switch Id="3862550981" Name="Leviathan"/>
|
||||
</Switches>
|
||||
</SwitchGroup>
|
||||
<SwitchGroup Id="3370370056" Name="Chapter">
|
||||
<Switches>
|
||||
<Switch Id="1183684776" Name="Chapter0"/>
|
||||
<Switch Id="1183684777" Name="Chapter1"/>
|
||||
</Switches>
|
||||
</SwitchGroup>
|
||||
</SwitchGroups>
|
||||
</SoundBank>
|
||||
<SoundBank Id="2458106708" Type="User" Language="SFX" Hash="{F4D5B1C5-2702-0FBB-2C22-BF4C4FE567F1}">
|
||||
<ShortName>ichni</ShortName>
|
||||
<Path>ichni.bnk</Path>
|
||||
<Media>
|
||||
<File Id="38389979" Language="SFX" Streaming="false" Location="Memory">
|
||||
<ShortName>Absolutely:0.wav</ShortName>
|
||||
<CachePath>SFX/Absolutely:0_9EDFC787.wem</CachePath>
|
||||
</File>
|
||||
<File Id="58083349" Language="SFX" Streaming="false" Location="Memory">
|
||||
<ShortName>hold start.wav</ShortName>
|
||||
<CachePath>SFX/hold start_3F75BDB9.wem</CachePath>
|
||||
</File>
|
||||
<File Id="63536287" Language="SFX" Streaming="false" Location="Memory">
|
||||
<ShortName>asymptotical stability feat. 花隈千冬.wav</ShortName>
|
||||
<CachePath>SFX/asymptotical stability feat. 花隈千冬_BDFB4F95.wem</CachePath>
|
||||
</File>
|
||||
<File Id="96387914" Language="SFX" Streaming="false" Location="Memory">
|
||||
<ShortName>Solitudes.wav</ShortName>
|
||||
<CachePath>SFX/Solitudes_9EDFC787.wem</CachePath>
|
||||
</File>
|
||||
<File Id="117017922" Language="SFX" Streaming="false" Location="Memory">
|
||||
<ShortName>Stay.wav</ShortName>
|
||||
<CachePath>SFX/Stay_BAB055B8.wem</CachePath>
|
||||
</File>
|
||||
<File Id="133621670" Language="SFX" Streaming="false" Location="Memory">
|
||||
<ShortName>影虎。 - Last Remains (1).wav</ShortName>
|
||||
<CachePath>SFX/影虎。 - Last Remains (1)_FA8C90B6.wem</CachePath>
|
||||
</File>
|
||||
<File Id="138413318" Language="SFX" Streaming="false" Location="Memory">
|
||||
<ShortName>影虎。 - Last Remains (1).wav</ShortName>
|
||||
<CachePath>SFX/影虎。 - Last Remains (1)_9EDFC787.wem</CachePath>
|
||||
</File>
|
||||
<File Id="155392418" Language="SFX" Streaming="false" Location="Memory">
|
||||
<ShortName>flick.wav</ShortName>
|
||||
<CachePath>SFX/flick_002F2AE7.wem</CachePath>
|
||||
</File>
|
||||
<File Id="158073328" Language="SFX" Streaming="false" Location="Memory">
|
||||
<ShortName>Your Shadow.wav</ShortName>
|
||||
<CachePath>SFX/Your Shadow_5262BA20.wem</CachePath>
|
||||
</File>
|
||||
<File Id="162440105" Language="SFX" Streaming="false" Location="Memory">
|
||||
<ShortName>TECH INTERFACE Computer Beeps 02.wav</ShortName>
|
||||
<CachePath>SFX/TECH INTERFACE Computer Beeps 02_3F75BDB9.wem</CachePath>
|
||||
</File>
|
||||
<File Id="250022371" Language="SFX" Streaming="false" Location="Memory">
|
||||
<ShortName>Fate Of Fear.wav</ShortName>
|
||||
<CachePath>SFX/Fate Of Fear_9EDFC787.wem</CachePath>
|
||||
</File>
|
||||
<File Id="252332174" Language="SFX" Streaming="false" Location="Memory">
|
||||
<ShortName>Space Rain.wav</ShortName>
|
||||
<CachePath>SFX/Space Rain_9EDFC787.wem</CachePath>
|
||||
</File>
|
||||
<File Id="267185326" Language="SFX" Streaming="false" Location="Memory">
|
||||
<ShortName>Mr. Weq - Lunar Shade.wav</ShortName>
|
||||
<CachePath>SFX/Mr. Weq - Lunar Shade_9EDFC787.wem</CachePath>
|
||||
</File>
|
||||
<File Id="282623311" Language="SFX" Streaming="false" Location="Memory">
|
||||
<ShortName>OERA - register@fantobia.wav</ShortName>
|
||||
<CachePath>SFX/OERA - register@fantobia_1B871B30.wem</CachePath>
|
||||
</File>
|
||||
<File Id="297299101" Language="SFX" Streaming="false" Location="Memory">
|
||||
<ShortName>hold end.wav</ShortName>
|
||||
<CachePath>SFX/hold end_3F75BDB9.wem</CachePath>
|
||||
</File>
|
||||
<File Id="311563945" Language="SFX" Streaming="false" Location="Memory">
|
||||
<ShortName>Fate Of Fear.wav</ShortName>
|
||||
<CachePath>SFX/Fate Of Fear_87849C4B.wem</CachePath>
|
||||
</File>
|
||||
<File Id="323831960" Language="SFX" Streaming="false" Location="Memory">
|
||||
<ShortName>OERA - register@fantobia.wav</ShortName>
|
||||
<CachePath>SFX/OERA - register@fantobia_9EDFC787.wem</CachePath>
|
||||
</File>
|
||||
<File Id="327648178" Language="SFX" Streaming="false" Location="Memory">
|
||||
<ShortName>Chapter 0 Tutorial.wav</ShortName>
|
||||
<CachePath>SFX/Chapter 0 Tutorial_9EDFC787.wem</CachePath>
|
||||
</File>
|
||||
<File Id="348654809" Language="SFX" Streaming="false" Location="Memory">
|
||||
<ShortName>氷点 - Chikanya 3版 (1)(1).wav</ShortName>
|
||||
<CachePath>SFX/氷点 - Chikanya 3版 (1)(1)_9EDFC787.wem</CachePath>
|
||||
</File>
|
||||
<File Id="414347351" Language="SFX" Streaming="false" Location="Memory">
|
||||
<ShortName>DJ_SoraArshi _Chaos Zone_Bpm200.wav</ShortName>
|
||||
<CachePath>SFX/DJ_SoraArshi _Chaos Zone_Bpm200_9EDFC787.wem</CachePath>
|
||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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||||
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||||
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|
||||
<MediaRef Id="833774105"/>
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||||
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|
||||
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|
||||
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|
||||
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|
||||
<SwitchContainer>
|
||||
<SwitchValue GroupType="Switch" GroupId="3370370056" Id="1183684777"/>
|
||||
<Children>
|
||||
<SwitchContainer>
|
||||
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|
||||
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|
||||
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||||
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|
||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
</SwitchContainer>
|
||||
</Children>
|
||||
</SwitchContainer>
|
||||
</SwitchContainers>
|
||||
</Event>
|
||||
<Event Id="3332337159" Name="ResumeSong" MaxAttenuation="0" DurationType="OneShot" DurationMin="0" DurationMax="0"/>
|
||||
<Event Id="3093683834" Name="SelectDifficulty" DurationType="OneShot" DurationMin="0.45639455" DurationMax="0.45639455">
|
||||
<MediaRefs>
|
||||
<MediaRef Id="162440105"/>
|
||||
</MediaRefs>
|
||||
</Event>
|
||||
<Event Id="3341952226" Name="StopSong" MaxAttenuation="0" DurationType="OneShot" DurationMin="0" DurationMax="0"/>
|
||||
<Event Id="3869171442" Name="SwitchTab" DurationType="OneShot" DurationMin="0.5" DurationMax="0.5">
|
||||
<MediaRefs>
|
||||
<MediaRef Id="563907591"/>
|
||||
</MediaRefs>
|
||||
</Event>
|
||||
<Event Id="3357374771" Name="TouchToStart" DurationType="OneShot" DurationMin="0.842067" DurationMax="0.842067">
|
||||
<MediaRefs>
|
||||
<MediaRef Id="852354219"/>
|
||||
</MediaRefs>
|
||||
</Event>
|
||||
</Events>
|
||||
<GameParameters>
|
||||
<GameParameter Id="363065643" Name="Preview_Lowpass"/>
|
||||
<GameParameter Id="2183069388" Name="Preview_Volume"/>
|
||||
<GameParameter Id="2191510614" Name="Song_Highpass"/>
|
||||
<GameParameter Id="2936015903" Name="Song_Volume"/>
|
||||
<GameParameter Id="3534982690" Name="Song_Lowpass"/>
|
||||
<GameParameter Id="4043093737" Name="Preview_Highpass"/>
|
||||
</GameParameters>
|
||||
<SwitchGroups>
|
||||
<SwitchGroup Id="1183684776" Name="Chapter0">
|
||||
<Switches>
|
||||
<Switch Id="177815898" Name="Drowning_in_a_Moment"/>
|
||||
<Switch Id="554627078" Name="Register"/>
|
||||
<Switch Id="2426055465" Name="Solitudes"/>
|
||||
<Switch Id="2507417087" Name="Alunite_Cas"/>
|
||||
<Switch Id="2521149362" Name="Fate_Of_Fear"/>
|
||||
<Switch Id="2596658740" Name="Chaos_Zone"/>
|
||||
<Switch Id="2730052214" Name="Chapter_0_Tutorial"/>
|
||||
<Switch Id="2841092029" Name="Lunar_Shade"/>
|
||||
<Switch Id="3094374598" Name="Space_Rain"/>
|
||||
<Switch Id="3613796964" Name="Leave_Worlds_With_Smile"/>
|
||||
<Switch Id="3841829234" Name="Palingenesis_of_ffffff"/>
|
||||
<Switch Id="3924398335" Name="Your_Shadow"/>
|
||||
<Switch Id="4104344593" Name="World_For_White_Lies"/>
|
||||
</Switches>
|
||||
</SwitchGroup>
|
||||
<SwitchGroup Id="1183684777" Name="Chapter1">
|
||||
<Switches>
|
||||
<Switch Id="54936379" Name="Sonata_Of_Dream"/>
|
||||
<Switch Id="1376130227" Name="Heavenly_Dystopia"/>
|
||||
<Switch Id="1748099318" Name="Freezing_Point"/>
|
||||
<Switch Id="1815191009" Name="Serene"/>
|
||||
<Switch Id="2049741433" Name="Asymptotical_Stability"/>
|
||||
<Switch Id="2113868303" Name="Last_Remains"/>
|
||||
<Switch Id="2478735458" Name="Absolutely_0"/>
|
||||
<Switch Id="3862550981" Name="Leviathan"/>
|
||||
</Switches>
|
||||
</SwitchGroup>
|
||||
<SwitchGroup Id="3370370056" Name="Chapter">
|
||||
<Switches>
|
||||
<Switch Id="1183684776" Name="Chapter0"/>
|
||||
<Switch Id="1183684777" Name="Chapter1"/>
|
||||
</Switches>
|
||||
</SwitchGroup>
|
||||
</SwitchGroups>
|
||||
</SoundBank>
|
||||
</SoundBanks>
|
||||
<FileHash>{0EC0C248-068A-267A-2671-BE5095D7B184}</FileHash>
|
||||
</SoundBanksInfo>
|
||||
@@ -1,112 +0,0 @@
|
||||
Event ID Name Wwise Object Path Notes
|
||||
290606676 PlaySong \Default Work Unit\Game\Song\PlaySong
|
||||
1372602579 DefaultStay \Default Work Unit\Game\Note\DefaultStay
|
||||
1517537939 Confirm \Default Work Unit\Menu\MenuUI\General\Confirm
|
||||
1584519635 OpenStoryBlock \Default Work Unit\Menu\MenuUI\Story\OpenStoryBlock
|
||||
1650034634 PauseSong \Default Work Unit\Game\Song\PauseSong
|
||||
2262739839 DefaultTap \Default Work Unit\Game\Note\DefaultTap
|
||||
2388618003 DefaultStartHold \Default Work Unit\Game\Note\DefaultStartHold
|
||||
2505666480 DefaultEndHold \Default Work Unit\Game\Note\DefaultEndHold
|
||||
2727732517 PlayPreview \Default Work Unit\Game\PlayPreview
|
||||
3093683834 SelectDifficulty \Default Work Unit\Menu\MenuUI\SongSelection\SelectDifficulty
|
||||
3220617700 EnterToGame \Default Work Unit\Menu\MenuUI\SongSelection\EnterToGame
|
||||
3332337159 ResumeSong \Default Work Unit\Game\Song\ResumeSong
|
||||
3341952226 StopSong \Default Work Unit\Game\Song\StopSong
|
||||
3357374771 TouchToStart \Default Work Unit\Menu\MenuUI\StartPage\TouchToStart
|
||||
3566916299 PlayOffsetMusic \Default Work Unit\Menu\Settings\PlayOffsetMusic
|
||||
3627244205 DefaultFlick \Default Work Unit\Game\Note\DefaultFlick
|
||||
3869171442 SwitchTab \Default Work Unit\Menu\MenuUI\SongSelection\SwitchTab
|
||||
|
||||
Switch Group ID Name Wwise Object Path Notes
|
||||
1183684776 Chapter0 \Default Work Unit\Game\Songs\SongSelection\Chapter0
|
||||
1183684777 Chapter1 \Default Work Unit\Game\Songs\SongSelection\Chapter1
|
||||
3370370056 Chapter \Default Work Unit\Game\Songs\Chapter
|
||||
|
||||
Switch ID Name Switch Group Notes
|
||||
177815898 Drowning_in_a_Moment Chapter0
|
||||
554627078 Register Chapter0
|
||||
2426055465 Solitudes Chapter0
|
||||
2507417087 Alunite_Cas Chapter0
|
||||
2521149362 Fate_Of_Fear Chapter0
|
||||
2596658740 Chaos_Zone Chapter0
|
||||
2730052214 Chapter_0_Tutorial Chapter0
|
||||
2841092029 Lunar_Shade Chapter0
|
||||
3094374598 Space_Rain Chapter0
|
||||
3613796964 Leave_Worlds_With_Smile Chapter0
|
||||
3841829234 Palingenesis_of_ffffff Chapter0
|
||||
3924398335 Your_Shadow Chapter0
|
||||
4104344593 World_For_White_Lies Chapter0
|
||||
54936379 Sonata_Of_Dream Chapter1
|
||||
1376130227 Heavenly_Dystopia Chapter1
|
||||
1748099318 Freezing_Point Chapter1
|
||||
1815191009 Serene Chapter1
|
||||
2049741433 Asymptotical_Stability Chapter1
|
||||
2113868303 Last_Remains Chapter1
|
||||
2478735458 Absolutely_0 Chapter1
|
||||
3862550981 Leviathan Chapter1
|
||||
1183684776 Chapter0 Chapter
|
||||
1183684777 Chapter1 Chapter
|
||||
|
||||
Game Parameter ID Name Wwise Object Path Notes
|
||||
363065643 Preview_Lowpass \Default Work Unit\Menu\Preview_Lowpass
|
||||
2183069388 Preview_Volume \Default Work Unit\Menu\Preview_Volume
|
||||
2191510614 Song_Highpass \Default Work Unit\Game\Song_Highpass
|
||||
2936015903 Song_Volume \Default Work Unit\Game\Song_Volume
|
||||
3534982690 Song_Lowpass \Default Work Unit\Game\Song_Lowpass
|
||||
4043093737 Preview_Highpass \Default Work Unit\Menu\Preview_Highpass
|
||||
|
||||
In Memory Audio ID Name Audio source file Wwise Object Path Notes Data Size
|
||||
38389979 Absolutely:0 D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Absolutely:0_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter1\Absolutely:0\Absolutely:0 2765953
|
||||
58083349 New_StartHold D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\hold start_3F75BDB9.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Note\New_StartHold 31911
|
||||
63536287 asymptotical stability feat_ 花隈千冬 D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\asymptotical stability feat. 花隈千冬_BDFB4F95.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter1\asymptotical stability feat_ 花隈千冬 542739
|
||||
96387914 Solitudes D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Solitudes_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\Solitudes\Solitudes 3074119
|
||||
117017922 New_Stay D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Stay_BAB055B8.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Note\New_Stay 7033
|
||||
133621670 影虎。 - Last Remains D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\影虎。 - Last Remains (1)_FA8C90B6.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter1\影虎。 - Last Remains 349956
|
||||
138413318 影虎。 - Last Remains (1) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\影虎。 - Last Remains (1)_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter1\Last Remains\影虎。 - Last Remains (1) 3080471
|
||||
155392418 New_Flick D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\flick_002F2AE7.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Note\New_Flick 5267
|
||||
158073328 YourShadow D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Your Shadow_5262BA20.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter0\YourShadow 555062
|
||||
162440105 SelectDifficulty D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\TECH INTERFACE Computer Beeps 02_3F75BDB9.wem \Actor-Mixer Hierarchy\Default Work Unit\MenuUI\SongSelection\SelectDifficulty 7926
|
||||
250022371 Fate Of Fear D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Fate Of Fear_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\Fate Of Fear\Fate Of Fear 2565460
|
||||
252332174 Space Rain D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Space Rain_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\Space Rain\Space Rain 2572409
|
||||
267185326 Mr_ Weq - Lunar Shade D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Mr. Weq - Lunar Shade_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\Mr_ Weq - Lunar Shade\Mr_ Weq - Lunar Shade 2163668
|
||||
282623311 OERA - register@fantobia D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\OERA - register@fantobia_1B871B30.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter0\OERA - register@fantobia 684531
|
||||
297299101 New_EndHold D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\hold end_3F75BDB9.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Note\New_EndHold 16368
|
||||
311563945 Fate Of Fear D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Fate Of Fear_87849C4B.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter0\Fate Of Fear 490377
|
||||
323831960 OERA - register@fantobia D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\OERA - register@fantobia_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\OERA - register @fantobia\OERA - register@fantobia 3481793
|
||||
327648178 Chapter 0 Tutorial D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Chapter 0 Tutorial_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\Chapter 0 Tutorial\Chapter 0 Tutorial 2305418
|
||||
348654809 氷点 - Chikanya 3版 (1)(1) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\氷点 - Chikanya 3版 (1)(1)_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter1\氷点 - Chikanya\氷点 - Chikanya 3版 (1)(1) 2779679
|
||||
414347351 DJ_SoraArshi _Chaos Zone_Bpm200 D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\DJ_SoraArshi _Chaos Zone_Bpm200_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\DJ_SoraArshi _Chaos Zone_Bpm200\DJ_SoraArshi _Chaos Zone_Bpm200 2443178
|
||||
449180690 New_Tap D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\tap_B8215445.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Note\New_Tap 4024
|
||||
467475788 LWS2 - SHENG D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\LWS2 - SHENG_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\LWS2 - SHENG\LWS2 - SHENG 2024784
|
||||
527664484 Drowning in a Moment(ichni Original) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Drowning in a Moment(ichni Original)_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\Drowning in a Moment(ichni Original)\Drowning in a Moment(ichni Original) 3603164
|
||||
539313031 Drowning in a Moment(ichni Original) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Drowning in a Moment(ichni Original)_0639F7DA.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter0\Drowning in a Moment(ichni Original) 465674
|
||||
546713423 Heavenly dystopia Game edit (1) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Heavenly dystopia Game edit (1)_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter1\Heavenly dystopia\Heavenly dystopia Game edit (1) 2988283
|
||||
552338582 Palingenesis of #ffffff :Conjuration in the pallid desert of the mind (1) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Palingenesis of #ffffff :Conjuration in the pallid desert of the mind (1)_3FFB52A9.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter0\Palingenesis of #ffffff :Conjuration in the pallid desert of the mind (1) 607253
|
||||
563907591 SwitchTab D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\SFX_OptionChangev15_3F75BDB9.wem \Actor-Mixer Hierarchy\Default Work Unit\MenuUI\SongSelection\SwitchTab 8183
|
||||
569149046 world for white (lies)(mastered)_ D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\world for white (lies)(mastered)._9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\world for white (lies)_ (14)\world for white (lies)(mastered)_ 2824983
|
||||
638319275 Mr_ Weq - Lunar Shade D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Mr. Weq - Lunar Shade_498B1E56.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter0\Mr_ Weq - Lunar Shade 404793
|
||||
647744421 alunite cas D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\alunite cas_E43E9AD1.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter0\alunite cas 477581
|
||||
649476878 alunite cas D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\alunite cas_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\alunite cas\alunite cas 3297557
|
||||
697315187 Sonata of Dream(Mastered) (1) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Sonata of Dream(Mastered) (1)_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter1\Sonata of Dream (Mastered)\Sonata of Dream(Mastered) (1) 3006472
|
||||
715968000 Solitudes D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Solitudes_2BE59EB3.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter0\Solitudes 698594
|
||||
756742419 氷点 - Chikanya D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\氷点 - Chikanya 3版 (1)(1)_9DCE82C5.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter1\氷点 - Chikanya 614323
|
||||
767242222 Space Rain D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Space Rain_EDB84F31.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter0\Space Rain 694871
|
||||
767375124 OpenStoryBlock D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\UI_SCI-FI_Tone_Deep_Wet_24_stereo_3F75BDB9.wem \Actor-Mixer Hierarchy\Default Work Unit\MenuUI\Story\OpenStoryBlock 22881
|
||||
833774105 Your Shadow D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Your Shadow_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\Your Shadow\Your Shadow 2178308
|
||||
847124487 asymptotical stability feat_ 花隈千冬 D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\asymptotical stability feat. 花隈千冬_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter1\asymptotical stability feat_ 花隈千冬\asymptotical stability feat_ 花隈千冬 2995543
|
||||
852354219 TouchToStart D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\SCIFI_Reveal_01_mono_12755FEA.wem \Actor-Mixer Hierarchy\Default Work Unit\MenuUI\StartPage\TouchToStart 9148
|
||||
901533885 Heavenly dystopia D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Heavenly dystopia Game edit (1)_B3DF1FE5.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter1\Heavenly dystopia 431576
|
||||
919901360 霁[MAS] D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\霁[MAS] (1)_52E6183B.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter1\霁[MAS] 505291
|
||||
924017886 LWS2 - SHENG D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\LWS2 - SHENG_48AB6F89.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter0\LWS2 - SHENG 361147
|
||||
934855261 DJ_SoraArshi _Chaos Zone_Bpm200 D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\DJ_SoraArshi _Chaos Zone_Bpm200_CFE40B64.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter0\DJ_SoraArshi _Chaos Zone_Bpm200 484200
|
||||
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