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TurretUIPrefab -> turretUIPrefab
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parent
7fd8302a63
commit
2cd5823d96
@ -49,7 +49,7 @@ public enum ControlOptions : byte
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Material cachedMaterial;
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Material cachedMaterial;
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[Header("Prefabs")]
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[Header("Prefabs")]
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public GameObject TurretUIPrefab;
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public GameObject turretUIPrefab;
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public GameObject projectilePrefab;
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public GameObject projectilePrefab;
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[Header("Components")]
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[Header("Components")]
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@ -244,10 +244,10 @@ Transform FindDeepChild(Transform aParent, string aName)
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// This avoids conflicts with user-created prefabs that may have the same name
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// This avoids conflicts with user-created prefabs that may have the same name
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// and avoids polluting the user's project with Resources.
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// and avoids polluting the user's project with Resources.
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// This is not recommended for production code...use Resources.Load or AssetBundles instead.
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// This is not recommended for production code...use Resources.Load or AssetBundles instead.
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if (TurretUIPrefab == null)
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if (turretUIPrefab == null)
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{
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{
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string path = UnityEditor.AssetDatabase.GUIDToAssetPath("4d16730f7a8ba0a419530d1156d25080");
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string path = UnityEditor.AssetDatabase.GUIDToAssetPath("4d16730f7a8ba0a419530d1156d25080");
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TurretUIPrefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(path);
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turretUIPrefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(path);
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}
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}
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if (projectilePrefab == null)
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if (projectilePrefab == null)
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@ -441,8 +441,8 @@ public override void OnStartServer() { }
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public override void OnStartLocalPlayer()
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public override void OnStartLocalPlayer()
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{
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{
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if (TurretUIPrefab != null)
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if (turretUIPrefab != null)
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turretUI = Instantiate(TurretUIPrefab);
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turretUI = Instantiate(turretUIPrefab);
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if (turretUI != null)
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if (turretUI != null)
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{
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{
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