添加智能仓储
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|
||||
//Init().Forget();
|
||||
base.OnLoad();
|
||||
}
|
||||
|
||||
private async void Start()
|
||||
{
|
||||
Init().Forget();
|
||||
}
|
||||
|
||||
private async UniTaskVoid Init()
|
||||
{
|
||||
await GeneratorBox();
|
||||
}
|
||||
|
||||
|
||||
private async UniTask GeneratorBox()
|
||||
{
|
||||
var boxArray = GameObject.FindGameObjectsWithTag(TagSetting.Box);
|
||||
GameObject boxGroup = new GameObject();
|
||||
boxGroup.name = "BoxGroup";
|
||||
boxGroup.SetParent(this.transform);
|
||||
Material boxMat = GameModule.Resource.LoadAsset<Material>(LocationSetting.Mat_ActorBox);
|
||||
for (int i = 0; i < boxArray.Length; i++)
|
||||
{
|
||||
var boxActor = BoxFactory.CreatBox(i, boxArray[i].transform,boxGroup.transform);
|
||||
//boxActor.SetMaterial(boxMat);
|
||||
_boxes.Add(i,boxActor);
|
||||
Log.Info($"Box Generator (物流纸箱生成进度) :{i/(boxArray.Length*1.0f) * 100} %");
|
||||
}
|
||||
await UniTask.Yield();
|
||||
}
|
||||
|
||||
public BoxActor GetBox(int boxIndex)
|
||||
{
|
||||
return _boxes.GetValueOrDefault(boxIndex);
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fffb97af1c6044cd8b3d4ca885347554
|
||||
timeCreated: 1745389330
|
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5010e4b0c1084b2a82caf7b9028773dd
|
||||
timeCreated: 1745389570
|
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7db2f4ef9a44ecd41ad6f7a39f38e472
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,24 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
public static class GameObjectExtension
|
||||
{
|
||||
public static void SetPosition(this GameObject self, Vector3 pos)
|
||||
{
|
||||
self.transform.position = pos;
|
||||
}
|
||||
|
||||
public static void SetTransform(this GameObject self, Transform transform)
|
||||
{
|
||||
self.transform.position = transform.position;
|
||||
self.transform.rotation = transform.rotation;
|
||||
self.transform.localScale = transform.localScale;
|
||||
}
|
||||
|
||||
public static void SetParent(this GameObject self, Transform parent)
|
||||
{
|
||||
self.transform.SetParent(parent);
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c359af084b0901548a027bf42c897852
|
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 36eeb9f88fe947fab6a0acbe83659426
|
||||
timeCreated: 1745389365
|
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b62fbe541b0d1f14c9a6046904dc78ae
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,18 @@
|
||||
using TEngine;
|
||||
using UnityEngine;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
public class BoxActor : EntityLogic
|
||||
{
|
||||
public int index;
|
||||
|
||||
|
||||
|
||||
|
||||
public void SetMaterial(Material material)
|
||||
{
|
||||
transform.GetComponent<MeshRenderer>().sharedMaterial = material;
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b4d757caf7d3b734097222388ab3a309
|
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4673bfd2d2ac45aa988f9359ec43d7e0
|
||||
timeCreated: 1745389708
|
@ -0,0 +1,27 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
public static class BoxFactory
|
||||
{
|
||||
public static BoxActor CreatBoxGameModule(int index,Transform origin,Transform parent)
|
||||
{
|
||||
var boxGo = GameModule.Resource.LoadGameObject(LocationSetting.BoxActor);
|
||||
boxGo.SetTransform(origin);
|
||||
boxGo.SetParent(parent);
|
||||
var box = boxGo.GetComponent<BoxActor>();
|
||||
box.index = index;
|
||||
return boxGo.GetComponent<BoxActor>();
|
||||
}
|
||||
|
||||
public static BoxActor CreatBox(int index,Transform origin,Transform parent)
|
||||
{
|
||||
var boxGo =GameObject.Instantiate(Resources.Load<GameObject>(LocationSetting.BoxActor));
|
||||
boxGo.SetTransform(origin);
|
||||
boxGo.SetParent(parent);
|
||||
var box = boxGo.GetComponent<BoxActor>();
|
||||
box.index = index;
|
||||
return boxGo.GetComponent<BoxActor>();
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5677094547524cc796d1f1863edbca92
|
||||
timeCreated: 1745389717
|
@ -0,0 +1,240 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
public class MachineToolActor : MonoBehaviour
|
||||
{
|
||||
|
||||
private float _moveSpeed = 5.0f;
|
||||
public float stayDuration = 1.0f; // 子工具在目标位置停留时间
|
||||
[Header("状态")]
|
||||
[SerializeField] private MachineState _currentState = MachineState.Idle;
|
||||
[SerializeField] private bool _isRunning = false;
|
||||
// 引用
|
||||
private Transform _toolChild; // MachineTool2子工具
|
||||
|
||||
public Vector2 targetPosition; // 目标位置
|
||||
|
||||
// 记录原始位置
|
||||
private Vector3 _originalPosition;
|
||||
private Vector3 _childOriginalLocalPosition;
|
||||
// 停留计时器
|
||||
private float _stayTimer = 0f;
|
||||
|
||||
// 状态枚举
|
||||
public enum MachineState
|
||||
{
|
||||
Idle, // 空闲状态
|
||||
StartMoveToolOne, // MachineTool1移动到目标点
|
||||
StartMoveToolTwo, // MachineTool2移动到目标点
|
||||
ChildStayingAtTarget, // MachineTool2在目标点停留
|
||||
ChildMovingToOrigin, // MachineTool2返回原始位置
|
||||
MovingToOrigin, // MachineTool1返回原始位置
|
||||
Completed // 完成状态
|
||||
}
|
||||
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// 查找子工具
|
||||
_toolChild = transform.Find("MachineTool2");
|
||||
// 查找子工具目标位置
|
||||
if (targetPosition != null)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// 记录初始位置
|
||||
_originalPosition = transform.position;
|
||||
if (_toolChild != null)
|
||||
{
|
||||
_childOriginalLocalPosition = _toolChild.localPosition;
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!_isRunning) return;
|
||||
|
||||
// 状态机逻辑
|
||||
switch (_currentState)
|
||||
{
|
||||
case MachineState.Idle:
|
||||
// 空闲状态,什么都不做
|
||||
break;
|
||||
|
||||
case MachineState.StartMoveToolOne:
|
||||
// MachineTool1向目标点移动
|
||||
if (MoveTowards(targetPosition.x,transform.position.y,transform.position.z))
|
||||
{
|
||||
// 到达目标点,开始子工具移动
|
||||
Debug.Log("MachineTool1: 已到达目标位置");
|
||||
_currentState = MachineState.StartMoveToolTwo;
|
||||
}
|
||||
break;
|
||||
|
||||
case MachineState.StartMoveToolTwo:
|
||||
|
||||
if (MoveTowards(transform.position.x,targetPosition.y,transform.position.z))
|
||||
{
|
||||
// 到达目标点,开始子工具移动
|
||||
Debug.Log("MachineTool2: 已到达目标位置");
|
||||
_currentState = MachineState.StartMoveToolTwo;
|
||||
}
|
||||
break;
|
||||
|
||||
case MachineState.ChildStayingAtTarget:
|
||||
// 子工具在目标点停留
|
||||
_stayTimer += Time.deltaTime;
|
||||
if (_stayTimer >= stayDuration)
|
||||
{
|
||||
// 停留完成,子工具开始返回
|
||||
Debug.Log("MachineTool2: 停留完成,开始返回原始位置");
|
||||
_currentState = MachineState.ChildMovingToOrigin;
|
||||
}
|
||||
break;
|
||||
|
||||
|
||||
case MachineState.MovingToOrigin:
|
||||
// // MachineTool1返回原始位置
|
||||
// if (MoveTowards(_originalPosition))
|
||||
// {
|
||||
// }
|
||||
break;
|
||||
|
||||
case MachineState.Completed:
|
||||
// 完成状态,重置为空闲
|
||||
_currentState = MachineState.Idle;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 向指定世界坐标移动,返回是否到达目标
|
||||
/// </summary>
|
||||
private bool MoveTowards(float x,float y,float z)
|
||||
{
|
||||
// var targetPos = new Vector3(targetPosition.x, transform.position.y, transform.position.z);
|
||||
var targetPos = new Vector3(x,y,z);
|
||||
if (Vector3.Distance(transform.position, targetPos) <= 0.1f)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
// 计算移动方向
|
||||
Vector3 moveDirection = (targetPos - transform.position).normalized;
|
||||
// 执行移动
|
||||
transform.position += moveDirection * _moveSpeed * Time.deltaTime;
|
||||
// 尚未到达目标
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 子工具向指定世界坐标移动,返回是否到达目标
|
||||
/// </summary>
|
||||
private bool MoveChildTowards(Vector3 targetPos)
|
||||
{
|
||||
if (_toolChild == null) return true;
|
||||
|
||||
// 计算距离
|
||||
float distanceToTarget = Vector3.Distance(_toolChild.position, targetPos);
|
||||
|
||||
// 如果已到达目标,返回true
|
||||
if (distanceToTarget < 0.1f)
|
||||
{
|
||||
_toolChild.position = targetPos;
|
||||
return true;
|
||||
}
|
||||
// 计算移动方向
|
||||
Vector3 moveDirection = (targetPos - _toolChild.position).normalized;
|
||||
|
||||
// 执行移动
|
||||
_toolChild.position += moveDirection * (_moveSpeed * 1.5f) * Time.deltaTime;
|
||||
|
||||
// 旋转面向移动方向
|
||||
if (moveDirection != Vector3.zero)
|
||||
{
|
||||
Quaternion targetRotation = Quaternion.LookRotation(moveDirection);
|
||||
_toolChild.rotation = Quaternion.Slerp(_toolChild.rotation, targetRotation, 5.0f * Time.deltaTime);
|
||||
}
|
||||
|
||||
// 尚未到达目标
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 子工具向指定本地坐标移动,返回是否到达目标
|
||||
/// </summary>
|
||||
private bool MoveChildToLocalPosition(Vector3 targetLocalPos)
|
||||
{
|
||||
if (_toolChild == null) return true;
|
||||
|
||||
// 计算目标世界位置
|
||||
Vector3 targetWorldPos = transform.TransformPoint(targetLocalPos);
|
||||
|
||||
// 调用世界坐标移动方法
|
||||
return MoveChildTowards(targetWorldPos);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 装箱 箱子
|
||||
/// </summary>
|
||||
/// <param name="boxId">箱子ID</param>
|
||||
/// <returns>是否成功装箱</returns>
|
||||
public bool LoadBox(int boxId)
|
||||
{
|
||||
if (_isRunning) return false;
|
||||
_isRunning = true;
|
||||
targetPosition = ActorMgr.Instance.GetBox(boxId).transform.position;
|
||||
_currentState = MachineState.StartMoveToolOne;
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 开始移动序列
|
||||
/// </summary>
|
||||
/// <param name="onCompleted">完成后的回调</param>
|
||||
/// <returns>是否成功启动</returns>
|
||||
public bool StartMoveSequence(Action onCompleted = null)
|
||||
{
|
||||
if (_isRunning) return false;
|
||||
|
||||
if (targetPosition == null)
|
||||
{
|
||||
Debug.LogError("未设置目标位置,请设置targetPosition");
|
||||
return false;
|
||||
}
|
||||
|
||||
// 重置状态
|
||||
_currentState = MachineState.StartMoveToolOne;
|
||||
_isRunning = true;
|
||||
Debug.Log("开始执行移动序列");
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 取消移动序列
|
||||
/// </summary>
|
||||
public void CancelMoveSequence()
|
||||
{
|
||||
if (!_isRunning) return;
|
||||
|
||||
// 重置状态
|
||||
_currentState = MachineState.Idle;
|
||||
_isRunning = false;
|
||||
Debug.Log("移动序列已取消");
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 获取当前是否正在执行任务
|
||||
/// </summary>
|
||||
public bool IsRunning()
|
||||
{
|
||||
return _isRunning;
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 27704dd88865b884a83505780c8607e6
|
@ -0,0 +1,42 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using Sirenix.OdinInspector;
|
||||
using UnityEngine;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
public class WareHouseShelfActor : MonoBehaviour
|
||||
{
|
||||
|
||||
public int _targetBoxId;
|
||||
public MachineToolActor _tool;
|
||||
private void Awake()
|
||||
{
|
||||
_tool = transform.GetComponentInChildren<MachineToolActor>();
|
||||
}
|
||||
|
||||
|
||||
public void LoadBox(int boxId)
|
||||
{
|
||||
// Code to load a box onto the shelf
|
||||
_targetBoxId = boxId;
|
||||
_tool.LoadBox(boxId);
|
||||
}
|
||||
|
||||
|
||||
public void RetrieveBox(int boxId)
|
||||
{
|
||||
// Code to retrieve a box from the shelf
|
||||
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.A))
|
||||
{
|
||||
LoadBox(2000);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3f667d3666fa01c4f8cbdcf6f877a257
|
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3886431b34da4531b573732bd729e4f4
|
||||
timeCreated: 1745389605
|
@ -0,0 +1,20 @@
|
||||
namespace GameLogic
|
||||
{
|
||||
public static class LocationSetting
|
||||
{
|
||||
public static readonly string BoxActor = "actor_box";
|
||||
|
||||
|
||||
|
||||
#region 材质
|
||||
|
||||
public static readonly string Mat_ActorBox = "mat_actorBox";
|
||||
|
||||
#endregion
|
||||
|
||||
#region 场景
|
||||
public static readonly string Scene_FactoryOne= "scene_factoryOne";
|
||||
#endregion
|
||||
|
||||
}
|
||||
}
|
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 28b7dc5ece684eadbc1f6095845fa76b
|
||||
timeCreated: 1745389810
|
@ -0,0 +1,7 @@
|
||||
namespace GameLogic
|
||||
{
|
||||
public static class TagSetting
|
||||
{
|
||||
public static readonly string Box = "Box";
|
||||
}
|
||||
}
|
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 512ab6d3571c4720a30a7e652fca68e9
|
||||
timeCreated: 1745389612
|
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0b7cdd6032944eeea5432eda789c014c
|
||||
timeCreated: 1745394679
|
@ -0,0 +1,29 @@
|
||||
using Cysharp.Threading.Tasks;
|
||||
using TEngine;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
public static class BoxGeneratorUtility
|
||||
{
|
||||
|
||||
[MenuItem("Tool/Factory/Box Generator")]
|
||||
private static void GeneratorBox()
|
||||
{
|
||||
var boxArray = GameObject.FindGameObjectsWithTag(TagSetting.Box);
|
||||
GameObject boxGroup = new GameObject();
|
||||
boxGroup.name = "BoxGroup";
|
||||
var boxParent = GameObject.Find("ActorMgr");
|
||||
boxGroup.SetParent(boxParent.transform);
|
||||
//Material boxMat = GameModule.Resource.LoadAsset<Material>(LocationSetting.Mat_ActorBox);
|
||||
for (int i = 0; i < boxArray.Length; i++)
|
||||
{
|
||||
var boxActor = BoxFactory.CreatBox(i, boxArray[i].transform,boxGroup.transform);
|
||||
//boxActor.SetMaterial(boxMat);
|
||||
//_boxes.Add(i,boxActor);
|
||||
Log.Info($"Box Generator (物流纸箱生成进度) :{i/(boxArray.Length*1.0f) * 100} %");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a5ad7b3bb16c47a8abe970959ca3436e
|
||||
timeCreated: 1745394697
|
@ -1,7 +1,10 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using GameLogic;
|
||||
using TEngine;
|
||||
using UnityEngine;
|
||||
|
||||
#pragma warning disable CS0436
|
||||
|
||||
|
||||
@ -28,8 +31,15 @@ public partial class GameApp
|
||||
|
||||
private static void StartGameLogic()
|
||||
{
|
||||
GameEvent.Get<ILoginUI>().ShowLoginUI();
|
||||
GameModule.UI.ShowUIAsync<BattleMainUI>();
|
||||
//GameEvent.Get<ILoginUI>().ShowLoginUI();
|
||||
//GameModule.UI.ShowUIAsync<BattleMainUI>();
|
||||
GameStart().Forget();
|
||||
}
|
||||
|
||||
public static async UniTaskVoid GameStart()
|
||||
{
|
||||
await GameModule.Scene.LoadSceneAsync(LocationSetting.Scene_FactoryOne);
|
||||
//var actorMgr = ActorMgr.Instance;
|
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}
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private static void Release()
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|
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@ -0,0 +1,19 @@
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||||
using TEngine;
|
||||
using UnityEngine;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
|
||||
|
||||
[EventInterface(EEventGroup.GroupUI)]
|
||||
public interface IBoxActor
|
||||
{
|
||||
|
||||
/// <summary>
|
||||
/// 模型生成进度
|
||||
/// </summary>
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/// <param name="total"></param>
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@ -17,7 +17,17 @@ namespace TEngine
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/// <summary>
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/// </summary>
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public int Id => _id;
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public int Id
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{
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get
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16
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value: 183b144645154b7802000a2b17364d11021e17246e72662b47695d73a2a07478a2a503f9e33b2b39140deb394664416ebe60494bb64b4a4b514ebf2318f1191e04c835cc16c4160fce1a13c0c90ef3e6c1c1d1efd6c3eeddccdeb2f1fce9dbe8f1f0b1fe89b1ffccafbcbcebef939188ab8af7848c868987fa90fcd2a6dadfc6d4fb8cdad58ecbdeda82ae89b1a0a2b6b6a5ad829ab7acbb999f88b722e9ef31302b02fafcf8f6c0fdf92dc1577e9081666ea57176848889a09c6b89939c909b4b9597b9478f99935297579b23152032310538053a14052c1b292c1e1d2d61310227297f07797d2d2d3b134a454e794d6c4f214e3d2a4d44333040233e46545c62531d511e0c19065a726d494e636263696655666b32303b260f24343fed2220e23338e3c734fd38e5dde518f54165b0a7a7a85a5c584a7a4d49bd538280545880e20ecacb0f1b192cecc11de91be531ddeeecf8f0e4f8d8f4efcfedf99daab3f7a4f4b6ffe495bcebb9bceeedbdf18194b2a2cbb6c8c2bc8dba81c0d7d88c8295c597ce8fe29ce0cacfc3fb92
|
||||
flags: 0
|
||||
Inspector:
|
||||
value: 183b144645154b7f041d1c2e113a7c1f1b0717242926320434391871b8a03239eef43383fa
|
||||
flags: 0
|
||||
Journaling:
|
||||
value: 184c
|
||||
flags: 0
|
||||
RecentlyUsedSceneGuid-0:
|
||||
value: 550402515407580d0b0c582744715b44104f412f287e23352e284e65b2b6643c
|
||||
flags: 0
|
||||
@ -20,6 +35,9 @@ EditorUserSettings:
|
||||
RecentlyUsedSceneGuid-3:
|
||||
value: 505501005456500d5e575c7048270a4417164e7b2a2a73617b2f4a37b0b43669
|
||||
flags: 0
|
||||
Systems Window:
|
||||
value: 183b144645154b7802000a2b17364d11021e17246e72662b47695d73a2a07478a2a505e1e82d6f2f100cca3210371526d1051c05e22a040f2507f00b32f01c061ccb5a9f5ace1e10d81c50a48d5d91a3959694aa9ad8efd7c9f2afe0f1c0fcfdf6f8b6f2a5a6dacfb89debbfa1cbc9c3f5c3bac18e9c89c1bbdec2d6f2b992939996c59699c79ae8d182b7baad82aba0b0aea88398abdbf1dd8a8ea765ffc520262728fafcf8f6c28eb162945c71898d6167877a72a980809c9f71cecece859d579fd5f106dbdadb21de0dde237c686c76706641634c764f547c624a7e622d6628286620686f653d2b635a0204003e0805017509093043470e3643041c5d5b415c54450e1c424b420f6e4b634e636263696655641a1f273c0f083c1102ec362de62318e9ea25ab61ade8ed0ee30655b0b6b7b8176615
|
||||
flags: 0
|
||||
vcSharedLogLevel:
|
||||
value: 0d5e400f0650
|
||||
flags: 0
|
||||
|
1299
FactoryNumeric/UserSettings/Layouts/CurrentMaximizeLayout.dwlt
Normal file
1299
FactoryNumeric/UserSettings/Layouts/CurrentMaximizeLayout.dwlt
Normal file
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
Loading…
x
Reference in New Issue
Block a user