HeavenStudioPlus/Assets/Resources/Sprites/Games/DogNinja/DogNinja_OtherObjects.png.meta
AstrlJelly ea75bf1889
Dog Ninja Tweaks (#336)
* starting out with double date stuff :D

not even the background is finished
i just wanna get this on my fork so that it's safe

* double date getting more initialized

no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune

* initialization done!!!!!

gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances

* ughhhh animation stuff.

this is gonna take me a day or two to even comprehend

* starting on animation

committing cause im traveling, i might work on this if i have time

* replace sounds, extend some stuff

replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far

* starting on dog ninja

waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does.

* initialization and sprite trimming done

reference is from angrytapper2's video

Throw Object,
Cut Everything!, and
Here We Go!

were the cues added, in that order.

* temp icon w/ mask + bezier curves!!

the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for  what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object.

* getting there

i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered

* added sfx
* added bird animations
* looked at double date for like 2 minutes
* have been editing blue bear's "treat" block to fit dog ninja for a while now

(im gonna try doing these commit notes from now on)

* keeping trying

* cues have sfx now
 - the "throw object" cues are not accurate yet
* animations adjusted to not keep bird on screen

* not much progress rn, getting into the harder stuff

* added more sfx
 - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't)
* made a bop animation
 - still trying to figure out how to get it to play every beat :/
* replaced throw sfx, was using whiff sfx before
* extended background using a slice of the sky gradient and color picked blocks
* some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games.

* i need to work out conflicts

really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason 💀

* blehhh

figuring out git some more

* doesn't look like much. but

I GOT ANIMATIONS WORKING.
(god, i suck at C#)

* bop animations, on every beat (will soon make it a toggle)
* bird fly in and out, flies in when not on screen and out when on screen
* did more work on "throwObject.cs" but not anything applicable yet
* also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned

* trying to get different sfx working for each item

really i just established some structure code. i don't understand it too well, so there are a few things commented out.

* starting with inputs

rn they're broken and i can't tell why :(

* heavily commented out code in ThrowObject.cs
* added option to disable the bird's FlyIn SFX
* some debug stuff
* some scheduled inputs (that AREN'T. WORKING.)

* fixed the input bug

tysm ymf <333 ur my hero
technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr

* fixed that input bug
* changed some variable names
* getting some more infrastructure for getting the game fully working

* double date stuff!!!! (improvements, playability)

* purged SO much code
* combined SoccerBall.cs and Basketball.cs into Ball.cs
 - might do that for Football.cs too, but we'll see
* removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off.
 - also fixed an error pertaining to animations
* basic input stuff for when bread2unity gets merged
* oh so much infrastructure stuff

* lol commit

* some animation stuff

* sfx stuff

all the different options have sfx tied to them for the throw and slice. now onto sprites and animation...

* added tacobell too :)

* dog ninja going into WIP :D

(commiting rn cause i wanna do some experimental animation)

* one more object :)
* optimized some code
* new sprites are almost done; i've got a list of both the sprites and their halves.

* sprites are in! and goodnight.

UGHHH BEZIER CURVES I DONT UNDERSTAND YOU

* all the sprites go with their corresponding option and sfx
* bird improved slightly

* BEZIER CURVES

* actual fruit animation
* toggle for random fruits (doesn't work yet)
* textbox for custom objects (doesn't work yet)
 - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu
* some stuff i don't remember, but it's definitely stuff that's working towards making everything work.

miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god)

gura-nyuuu :3 (i'm sorry)
* added a single sfx

* custom objects!!

tbh a lot more's coming but i need to merge my stuff
i don't feel like taking notes here

* working on halves

* misc cleaning up stuff
* started on the logic for halves

* progress on halves, cleaning out variables

i need to sync between laptop and pc

* im pretty sure that's all the double date stuff taken out

👍

* neatened up code + better bezier curves

* adjusted bezier curves
 - sooo close to perfection but very noticeable stuttering at lower speeds
* changed random to default object option instead of a bool; makes more sense this way
* renaming things, getting code ready for new animations
* commented a bunch of my code
* re-fixing a bunch of stuff that has since broken from updating stuff
 - i.e random fruit, sprites, "here we go!" in general, etc.

* new font, stuff fixed

* added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925)
* fixed "here we go!"
* some more left or right object animation stuff

* so many things

* fully added custom items
 - accessible through a cheat code type system in the drop-down for cues
* changed how the bezier curves function
 - only three points now (much smoother) and i just start it much later on the curve
* added AboutFriend font, basically kurokane except free to use
* started more on halves

god, halves are gonna be hard tho

* quick commit

by [d]

* got temp animations in

* temp animations for ev
* replaced ai sprites with ev's (thank you <333)
* getting progress on halves
* cleaned up files

* hi res sprites

* throw both objects + prepare anim

title

though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart)

* all dog ninja animations

* forgot some stuff lol

* prep anim done

yay :)

* oops! blend tree moment

(more stuff)

* animation fixes

* more anim fixes lol

* done for the night

* added seanski's new icon
* fixed the sound for both objects getting thrown
* still working on the prepare animation, but for now it's gonna be a block
 - if literally anybody wants to implement an auto-prepare that isn't jank be my guest
* halves progress, as usual
* added a new item 😄

* fix conflicts

just saw these in the pr, this commit should fix them

* clean up code/fix prepare block

thank you ymf!!! <333

* code optimizations

* both slice anim + prepare anim fixed

* i have stashed changes i need to work on

* stashed changes

* remade halves lists
* renamed some sprites
 -i had funny little names like "tater" and "cuc" but that's a bit confusing
* custom halves don't have the framework for them yet so i was building that too

* half sprites work now

onto making the curve an animation!
(also fixing the text ig)
(ALSO i fixed the prepare stuff (i think))

* unity animation 💀

death

* Fixed text stuff

* push changes so nothing breaks

hi ymf

* i'll work on this more later

* halves r workin
* oops! all mp3s!
 -converted mp3 sfx to ogg

still need to do barelies, then everything is done

* barelies are so close to being done!!!

tweaking + figuring out how position works depending on which side the object was thrown

* stopping for the night

barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back

ill finish this tomorrow.

* it's over. it's finally over. PR TIME!

* final adjustments
* the rest of the barely stuff
* clean up the code a little

:D

* halves look a lot better

gonna remove all my enum parsing code and replace it with a boring dropdown 😢

after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good

* rewrote basically all of ThrowObject()

* overhauled how object calling works
* added "Idol" object (fan club mic)
* fixed barelies and curves and how they were transformed

* oh and uh, one more thing.

prepare block was janky so i just made the animation last 20 seconds :)
ez fix

* final touch-ups + layering issues

title

* apparently this didn't push

👹

---------

Co-authored-by: minenice55 <star.elementa@gmail.com>
Co-authored-by: patataofcourse <patataofcourse@gmail.com>
Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00

747 lines
17 KiB
Text

fileFormatVersion: 2
guid: 4e56f90ec52abea4ea8c4c7bb6df84d5
TextureImporter:
internalIDToNameTable:
- first:
213: -4323599147261721131
second: AmongUs_Full
- first:
213: 4393372990472880948
second: AmongUs_Left
- first:
213: -8501646544172160823
second: AmongUs_Right
- first:
213: 2196219148037962045
second: Idol_Full
- first:
213: -130797512336752496
second: Idol_Left
- first:
213: 8490305602720712907
second: Idol_Right
externalObjects: {}
serializedVersion: 11
mipmaps:
mipMapMode: 0
enableMipMap: 0
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 1
aniso: 1
mipBias: 0
wrapU: 1
wrapV: 1
wrapW: 1
nPOTScale: 0
lightmap: 0
compressionQuality: 50
spriteMode: 2
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 1
spriteTessellationDetail: -1
textureType: 8
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
platformSettings:
- serializedVersion: 3
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: WebGL
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites:
- serializedVersion: 2
name: Meat_Full
rect:
serializedVersion: 2
x: 362
y: 1803
width: 149
height: 149
alignment: 0
pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
tessellationDetail: 0
bones: []
spriteID: 7a71b71de7a91ffd0800000000000000
internalID: -2309895264393291865
vertices: []
indices:
edges: []
weights: []
- serializedVersion: 2
name: Ball_Full
rect:
serializedVersion: 2
x: 591
y: 1803
width: 148
height: 148
alignment: 0
pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
tessellationDetail: 0
bones: []
spriteID: b02b6c69f878c5a30800000000000000
internalID: 4205385202836877835
vertices: []
indices:
edges: []
weights: []
- serializedVersion: 2
name: Mole_Full
rect:
serializedVersion: 2
x: 839
y: 1785
width: 138
height: 185
alignment: 0
pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
tessellationDetail: 0
bones: []
spriteID: 652224fc9ac4871e0800000000000000
internalID: -2199924125760085418
vertices: []
indices:
edges: []
weights: []
- serializedVersion: 2
name: Melon_Full
rect:
serializedVersion: 2
x: 1039
y: 1775
width: 224
height: 224
alignment: 0
pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
tessellationDetail: 0
bones: []
spriteID: cf7be4335c2b519a0800000000000000
internalID: -6262903146749708292
vertices: []
indices:
edges: []
weights: []
- serializedVersion: 2
name: Pot_Full
rect:
serializedVersion: 2
x: 1300
y: 1814
width: 178
height: 166
alignment: 0
pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
tessellationDetail: 0
bones: []
spriteID: a25ef06b363b2e190800000000000000
internalID: -7934582352635763414
vertices: []
indices:
edges: []
weights: []
- serializedVersion: 2
name: TacoBell_Full
rect:
serializedVersion: 2
x: 1515
y: 1791
width: 220
height: 217
alignment: 0
pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
tessellationDetail: 0
bones: []
spriteID: 4ab744a1e598e33b0800000000000000
internalID: -5530832255103763548
vertices: []
indices:
edges: []
weights: []
- serializedVersion: 2
name: Alien_Full
rect:
serializedVersion: 2
x: 1773
y: 1774
width: 248
height: 216
alignment: 0
pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
tessellationDetail: 0
bones: []
spriteID: 634b9cb133ff02410800000000000000
internalID: 1450439674987918390
vertices: []
indices:
edges: []
weights: []
- serializedVersion: 2
name: Meat_Left
rect:
serializedVersion: 2
x: 387
y: 1542
width: 100
height: 148
alignment: 0
pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
tessellationDetail: 0
bones: []
spriteID: 53aecc5b9feb80dd0800000000000000
internalID: -2519554011807552971
vertices: []
indices:
edges: []
weights: []
- serializedVersion: 2
name: Ball_Left
rect:
serializedVersion: 2
x: 600
y: 1552
width: 139
height: 130
alignment: 0
pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
tessellationDetail: 0
bones: []
spriteID: 9e7a32ce8be0ddc50800000000000000
internalID: 6691520808740956137
vertices: []
indices:
edges: []
weights: []
- serializedVersion: 2
name: Mole_Left
rect:
serializedVersion: 2
x: 798
y: 1529
width: 205
height: 158
alignment: 0
pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
tessellationDetail: 0
bones: []
spriteID: 9c46a8f724da513d0800000000000000
internalID: -3236490256076610359
vertices: []
indices:
edges: []
weights: []
- serializedVersion: 2
name: Pot_Right
rect:
serializedVersion: 2
x: 1357
y: 1525
width: 112
height: 165
alignment: 0
pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
tessellationDetail: 0
bones: []
spriteID: 9c6b76670c860bbe0800000000000000
internalID: -1463554703065893175
vertices: []
indices:
edges: []
weights: []
- serializedVersion: 2
name: TacoBell_Right
rect:
serializedVersion: 2
x: 1536
y: 1523
width: 181
height: 186
alignment: 0
pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
tessellationDetail: 0
bones: []
spriteID: a07039861d3a94660800000000000000
internalID: 7370602384966485770
vertices: []
indices:
edges: []
weights: []
- serializedVersion: 2
name: Alien_Left
rect:
serializedVersion: 2
x: 1760
y: 1483
width: 212
height: 209
alignment: 0
pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
tessellationDetail: 0
bones: []
spriteID: 13595205c13413f50800000000000000
internalID: 6859337496344761649
vertices: []
indices:
edges: []
weights: []
- serializedVersion: 2
name: Meat_Right
rect:
serializedVersion: 2
x: 389
y: 1287
width: 111
height: 140
alignment: 0
pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
tessellationDetail: 0
bones: []
spriteID: 15286cd56a5bc0b40800000000000000
internalID: 5407896978707612241
vertices: []
indices:
edges: []
weights: []
- serializedVersion: 2
name: Ball_Right
rect:
serializedVersion: 2
x: 602
y: 1303
width: 127
height: 124
alignment: 0
pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
tessellationDetail: 0
bones: []
spriteID: e62818fc3c1734e50800000000000000
internalID: 6792397748818772590
vertices: []
indices:
edges: []
weights: []
- serializedVersion: 2
name: Mole_Right
rect:
serializedVersion: 2
x: 839
y: 1250
width: 137
height: 185
alignment: 0
pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
tessellationDetail: 0
bones: []
spriteID: 390d0d7e298a1cea0800000000000000
internalID: -5854212691697020781
vertices: []
indices:
edges: []
weights: []
- serializedVersion: 2
name: Melon_Right
rect:
serializedVersion: 2
x: 1041
y: 1238
width: 219
height: 220
alignment: 0
pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
tessellationDetail: 0
bones: []
spriteID: 9b49eee2993ce0bc0800000000000000
internalID: -3814896771651431239
vertices: []
indices:
edges: []
weights: []
- serializedVersion: 2
name: Pot_Left
rect:
serializedVersion: 2
x: 1343
y: 1259
width: 131
height: 162
alignment: 0
pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
tessellationDetail: 0
bones: []
spriteID: 92f952b42710b9480800000000000000
internalID: -8891511448914256087
vertices: []
indices:
edges: []
weights: []
- serializedVersion: 2
name: TacoBell_Left
rect:
serializedVersion: 2
x: 1555
y: 1240
width: 142
height: 215
alignment: 0
pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
tessellationDetail: 0
bones: []
spriteID: 1194ab96e81207250800000000000000
internalID: 5940284804044572945
vertices: []
indices:
edges: []
weights: []
- serializedVersion: 2
name: Alien_Right
rect:
serializedVersion: 2
x: 1757
y: 1254
width: 252
height: 188
alignment: 0
pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
tessellationDetail: 0
bones: []
spriteID: 29acffdd7fe5d5190800000000000000
internalID: -7972111346701448558
vertices: []
indices:
edges: []
weights: []
- serializedVersion: 2
name: WildBreath_Full
rect:
serializedVersion: 2
x: 1466
y: 542
width: 315
height: 258
alignment: 0
pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
tessellationDetail: 0
bones: []
spriteID: 9a6245346625719e0800000000000000
internalID: -1650760139238267223
vertices: []
indices:
edges: []
weights: []
- serializedVersion: 2
name: WildBreath_Left
rect:
serializedVersion: 2
x: 1479
y: 275
width: 214
height: 258
alignment: 0
pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
tessellationDetail: 0
bones: []
spriteID: 20e2dbf3a0de4d600800000000000000
internalID: 492278887565045250
vertices: []
indices:
edges: []
weights: []
- serializedVersion: 2
name: WildBreath_Right
rect:
serializedVersion: 2
x: 1522
y: 37
width: 201
height: 229
alignment: 0
pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
tessellationDetail: 0
bones: []
spriteID: bdc153460b6de2780800000000000000
internalID: -8705784976576799525
vertices: []
indices:
edges: []
weights: []
- serializedVersion: 2
name: AmongUs_Full
rect:
serializedVersion: 2
x: 922
y: 533
width: 268
height: 256
alignment: 0
pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
tessellationDetail: 0
bones: []
spriteID: 5d58844ab7d7ff3c0800000000000000
internalID: -4323599147261721131
vertices: []
indices:
edges: []
weights: []
- serializedVersion: 2
name: AmongUs_Left
rect:
serializedVersion: 2
x: 979
y: 287
width: 177
height: 204
alignment: 0
pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
tessellationDetail: 0
bones: []
spriteID: 4338eee257568fc30800000000000000
internalID: 4393372990472880948
vertices: []
indices:
edges: []
weights: []
- serializedVersion: 2
name: AmongUs_Right
rect:
serializedVersion: 2
x: 1008
y: 42
width: 148
height: 210
alignment: 0
pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
tessellationDetail: 0
bones: []
spriteID: 9c8e0b00385140a80800000000000000
internalID: -8501646544172160823
vertices: []
indices:
edges: []
weights: []
- serializedVersion: 2
name: Idol_Full
rect:
serializedVersion: 2
x: 153
y: 1781
width: 110
height: 201
alignment: 0
pivot: {x: 0, y: 0}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
tessellationDetail: 0
bones: []
spriteID: d39b6b7dda98a7e10800000000000000
internalID: 2196219148037962045
vertices: []
indices:
edges: []
weights: []
- serializedVersion: 2
name: Idol_Left
rect:
serializedVersion: 2
x: 165
y: 1516
width: 103
height: 198
alignment: 0
pivot: {x: 0, y: 0}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
tessellationDetail: 0
bones: []
spriteID: 090c9a30b505f2ef0800000000000000
internalID: -130797512336752496
vertices: []
indices:
edges: []
weights: []
- serializedVersion: 2
name: Idol_Right
rect:
serializedVersion: 2
x: 190
y: 1253
width: 78
height: 199
alignment: 0
pivot: {x: 0, y: 0}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
tessellationDetail: 0
bones: []
spriteID: bc84dac46ff93d570800000000000000
internalID: 8490305602720712907
vertices: []
indices:
edges: []
weights: []
outline: []
physicsShape: []
bones: []
spriteID: 5e97eb03825dee720800000000000000
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
spritePackingTag:
pSDRemoveMatte: 0
pSDShowRemoveMatteOption: 0
userData:
assetBundleName:
assetBundleVariant: