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0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHand\n      humanName: LeftHand\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHand\n      humanName: RightHand\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftToeBase\n      humanName: LeftToes\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightToeBase\n      humanName: RightToes\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n 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Left Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex3\n      humanName: Left Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle1\n      humanName: Left Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle2\n      humanName: Left Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle3\n      humanName: Left Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing1\n      humanName: Left Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing2\n      humanName: Left Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing3\n      humanName: Left Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb2\n      humanName: Right Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb3\n      humanName: Right Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex1\n      humanName: Right Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex2\n      humanName: Right Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex3\n      humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing2\n      humanName: Right Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing3\n      humanName: Right Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky1\n      humanName: Right Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky2\n      humanName: Right Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky3\n      humanName: Right Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine2\n      humanName: UpperChest\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    skeleton:\n    - name: ybot(Clone)\n      parentName: \n      position: {x: 0, y: 0, z: 0}\n      rotation: {x: 0, y: 0, z: 0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Joints\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Surface\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Hips\n      parentName: ybot(Clone)\n      position: {x: 0.00000006757011, y: 0.9979194, z: 0.000000484474}\n      rotation: {x: 1.3930912e-15, y: 0.00000001376344, z: -0.0000004417766, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine\n      parentName: mixamorig:Hips\n      position: {x: -0.0000000056483196, y: 0.09923459, z: -0.012273348}\n      rotation: {x: -1.3930783e-15, y: -0.00000001376344, z: 0.00000044177568, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine1\n      parentName: mixamorig:Spine\n      position: {x: 0.0000013886521, y: 0.1164544, z: -0.014223412}\n      rotation: {x: 3.8774097e-26, y: -4.2632574e-14, z: 6.82121e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine2\n      parentName: mixamorig:Spine1\n      position: {x: -0.00000091440717, y: 0.13360204, z: -0.016264597}\n      rotation: {x: 0, y: 0, z: 1.8056423e-35, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Neck\n      parentName: mixamorig:Spine2\n      position: {x: -0.0000002520208, y: 0.15032491, z: 0.007929048}\n      rotation: {x: 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mixamorig:Spine2\n      position: {x: -0.061058242, y: 0.09110424, z: 0.0070555084}\n      rotation: {x: -0.000000044703484, y: 4.2632557e-14, z: -0.000000044703256, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftArm\n      parentName: mixamorig:LeftShoulder\n      position: {x: -0.12655036, y: -0.0026593448, z: -0.026009219}\n      rotation: {x: 0.000000044703484, y: 2.4507967e-22, z: 0.000000044703484, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftForeArm\n      parentName: mixamorig:LeftArm\n      position: {x: -0.27404684, y: 0.00000039126675, z: 0.000000065881096}\n      rotation: {x: -0.000000059604638, y: -0.000000003900862, z: -1.3205547e-24,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHand\n      parentName: mixamorig:LeftForeArm\n      position: {x: -0.27614462, y: 0.00000028951808, z: 0.00000019646586}\n      rotation: {x: 0.000025987818, y: 0.000000044703476, z: -1.1585687e-12, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.12775522, y: 0.00000013342024, z: 0.00000020418457}\n      rotation: {x: 0.000000014901159, y: -0.000000044701945, z: 0.00000002980465,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle2\n      parentName: mixamorig:LeftHandMiddle1\n      position: {x: -0.036139715, y: 0.000000026601377, z: 0.000000024623631}\n      rotation: {x: -0.000000014901161, y: 0.000000014901165, z: -7.764959e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle3\n      parentName: mixamorig:LeftHandMiddle2\n      position: {x: -0.0345976, y: 0.000000005432471, z: -0.00000026419679}\n      rotation: {x: 3.2786822e-16, y: -7.7005665e-13, z: -0.000000014901165, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle4\n      parentName: mixamorig:LeftHandMiddle3\n      position: {x: -0.036801923, y: -8.559337e-10, z: 0.00000032769248}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandThumb1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.037888095, y: -0.021669967, z: 0.03003088}\n      rotation: {x: -0.11864619, y: 0.086851165, z: -0.11865032, w: 0.98198885}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandThumb2\n      parentName: mixamorig:LeftHandThumb1\n      position: {x: -0.03675443, y: -0.021220079, z: 0.021220123}\n      rotation: {x: 0.000005132493, y: -0.0000031770362, z: 0.0000056908543, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandThumb3\n      parentName: mixamorig:LeftHandThumb2\n      position: {x: -0.033943586, y: -0.019597441, z: 0.019597929}\n      rotation: {x: -0.0000051025772, y: 0.000009561153, z: 0.00000076763865, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandThumb4\n      parentName: mixamorig:LeftHandThumb3\n      position: {x: -0.026794039, y: -0.015469446, z: 0.0154692}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.12266614, y: -0.0023166884, z: 0.028220579}\n      rotation: {x: 0.00000007450581, y: -7.738312e-13, z: -0.000000014901161, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex2\n      parentName: mixamorig:LeftHandIndex1\n      position: {x: -0.038919672, y: 0.000000016868665, z: 0.00000038721547}\n      rotation: {x: -0.00000010430813, y: 0.000000014901161, z: -7.7516346e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex3\n      parentName: mixamorig:LeftHandIndex2\n      position: {x: -0.03415161, y: 0.000000005749108, z: -0.00000008770533}\n      rotation: {x: 7.528409e-15, y: 0.0000000148980766, z: -0.000000059605426, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex4\n      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mixamorig:RightUpLeg\n    400130: mixamorig:Spine\n    400132: mixamorig:Spine1\n    400134: mixamorig:Spine2\n    7400000: mixamo.com\n    9500000: //RootNode\n  materials:\n    importMaterials: 1\n    materialName: 0\n    materialSearch: 1\n  animations:\n    legacyGenerateAnimations: 4\n    bakeSimulation: 0\n    resampleCurves: 1\n    optimizeGameObjects: 0\n    motionNodeName: \n    rigImportErrors: \n    rigImportWarnings: \n    animationImportErrors: \n    animationImportWarnings: \n    animationRetargetingWarnings: \n    animationDoRetargetingWarnings: 0\n    animationCompression: 3\n    animationRotationError: 0.5\n    animationPositionError: 0.5\n    animationScaleError: 0.5\n    animationWrapMode: 0\n    extraExposedTransformPaths: []\n    extraUserProperties: []\n    clipAnimations: []\n    isReadable: 1\n  meshes:\n    lODScreenPercentages: []\n    globalScale: 1\n    meshCompression: 0\n    addColliders: 0\n    importVisibility: 1\n    importBlendShapes: 1\n    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limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex2\n      humanName: Left Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex3\n      humanName: Left Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle1\n      humanName: Left Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle2\n      humanName: Left Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        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   length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb2\n      humanName: Right Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb3\n      humanName: Right Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex1\n      humanName: Right Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex2\n      humanName: Right Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex3\n      humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n        min: 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0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky3\n      humanName: Right Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine2\n      humanName: UpperChest\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    skeleton:\n    - name: ybot(Clone)\n      parentName: \n      position: {x: 0, y: 0, z: 0}\n      rotation: {x: 0, y: 0, z: 0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Joints\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Surface\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, 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limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex2\n      humanName: Left Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex3\n      humanName: Left Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle1\n      humanName: Left Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle2\n      humanName: Left Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        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      max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightForeArm\n      humanName: RightLowerArm\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHand\n      humanName: LeftHand\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHand\n      humanName: RightHand\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftToeBase\n      humanName: LeftToes\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightToeBase\n      humanName: RightToes\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb1\n      humanName: Left Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb2\n      humanName: Left Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb3\n      humanName: Left Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex1\n      humanName: Left Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex2\n      humanName: Left Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex3\n      humanName: Left Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle1\n      humanName: Left Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle2\n      humanName: Left Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle3\n      humanName: Left Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing1\n      humanName: Left Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing2\n      humanName: Left Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing3\n      humanName: Left Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb2\n      humanName: Right Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb3\n      humanName: Right Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex1\n      humanName: Right Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex2\n      humanName: Right Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex3\n      humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing2\n      humanName: Right Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing3\n      humanName: Right Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky1\n      humanName: Right Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky2\n      humanName: Right Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky3\n      humanName: Right Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine2\n      humanName: UpperChest\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    skeleton:\n    - name: ybot(Clone)\n      parentName: \n      position: {x: 0, y: 0, z: 0}\n      rotation: {x: 0, y: 0, z: 0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Joints\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Surface\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Hips\n      parentName: ybot(Clone)\n      position: {x: 0.00000006757011, y: 0.9979194, z: 0.000000484474}\n      rotation: {x: 1.3930912e-15, y: 0.00000001376344, z: -0.0000004417766, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine\n      parentName: mixamorig:Hips\n      position: {x: -0.0000000056483196, y: 0.09923459, z: -0.012273348}\n      rotation: {x: -1.3930783e-15, y: -0.00000001376344, z: 0.00000044177568, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine1\n      parentName: mixamorig:Spine\n      position: {x: 0.0000013886521, y: 0.1164544, z: -0.014223412}\n      rotation: {x: 3.8774097e-26, y: -4.2632574e-14, z: 6.82121e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine2\n      parentName: mixamorig:Spine1\n      position: {x: -0.00000091440717, y: 0.13360204, z: -0.016264597}\n      rotation: {x: 0, y: 0, z: 1.8056423e-35, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Neck\n      parentName: mixamorig:Spine2\n      position: {x: -0.0000002520208, y: 0.15032491, z: 0.007929048}\n      rotation: {x: -5.2041704e-18, y: 4.2632927e-14, z: 2.273737e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Head\n      parentName: mixamorig:Neck\n      position: {x: -0.000000023707482, y: 0.1032183, z: 0.031424288}\n      rotation: {x: 0, y: -0, z: -2.3158745e-36, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:HeadTop_End\n      parentName: mixamorig:Head\n      position: {x: -0.0000015417259, y: 0.18474671, z: 0.06636399}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftEye\n      parentName: mixamorig:Head\n      position: {x: -0.02947915, y: 0.07681745, z: 0.09120731}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightEye\n      parentName: mixamorig:Head\n      position: {x: 0.029444808, y: 0.07681745, z: 0.091204956}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftShoulder\n      parentName: mixamorig:Spine2\n      position: {x: -0.061058242, y: 0.09110424, z: 0.0070555084}\n      rotation: {x: -0.000000044703484, y: 4.2632557e-14, z: -0.000000044703256, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftArm\n      parentName: mixamorig:LeftShoulder\n      position: {x: -0.12655036, y: -0.0026593448, z: -0.026009219}\n      rotation: {x: 0.000000044703484, y: 2.4507967e-22, z: 0.000000044703484, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftForeArm\n      parentName: mixamorig:LeftArm\n      position: {x: -0.27404684, y: 0.00000039126675, z: 0.000000065881096}\n      rotation: {x: -0.000000059604638, y: -0.000000003900862, z: -1.3205547e-24,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHand\n      parentName: mixamorig:LeftForeArm\n      position: {x: -0.27614462, y: 0.00000028951808, z: 0.00000019646586}\n      rotation: {x: 0.000025987818, y: 0.000000044703476, z: -1.1585687e-12, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.12775522, y: 0.00000013342024, z: 0.00000020418457}\n      rotation: {x: 0.000000014901159, y: -0.000000044701945, z: 0.00000002980465,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle2\n      parentName: mixamorig:LeftHandMiddle1\n      position: {x: -0.036139715, y: 0.000000026601377, z: 0.000000024623631}\n      rotation: {x: -0.000000014901161, y: 0.000000014901165, z: -7.764959e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle3\n      parentName: mixamorig:LeftHandMiddle2\n      position: {x: -0.0345976, y: 0.000000005432471, z: -0.00000026419679}\n      rotation: {x: 3.2786822e-16, y: -7.7005665e-13, z: -0.000000014901165, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle4\n      parentName: mixamorig:LeftHandMiddle3\n      position: {x: -0.036801923, y: -8.559337e-10, z: 0.00000032769248}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandThumb1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.037888095, y: -0.021669967, z: 0.03003088}\n      rotation: {x: -0.11864619, y: 0.086851165, z: -0.11865032, w: 0.98198885}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandThumb2\n      parentName: mixamorig:LeftHandThumb1\n      position: {x: -0.03675443, y: -0.021220079, z: 0.021220123}\n      rotation: {x: 0.000005132493, y: -0.0000031770362, z: 0.0000056908543, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandThumb3\n      parentName: mixamorig:LeftHandThumb2\n      position: {x: -0.033943586, y: -0.019597441, z: 0.019597929}\n      rotation: {x: -0.0000051025772, y: 0.000009561153, z: 0.00000076763865, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandThumb4\n      parentName: mixamorig:LeftHandThumb3\n      position: {x: -0.026794039, y: -0.015469446, z: 0.0154692}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.12266614, y: -0.0023166884, z: 0.028220579}\n      rotation: {x: 0.00000007450581, y: -7.738312e-13, z: -0.000000014901161, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex2\n      parentName: mixamorig:LeftHandIndex1\n      position: {x: -0.038919672, y: 0.000000016868665, z: 0.00000038721547}\n      rotation: {x: -0.00000010430813, y: 0.000000014901161, z: -7.7516346e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex3\n      parentName: mixamorig:LeftHandIndex2\n      position: {x: -0.03415161, y: 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0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    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humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n  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mixamorig:RightUpLeg\n    400128: mixamorig:Spine\n    400130: mixamorig:Spine1\n    400132: mixamorig:Spine2\n    400134: //RootNode\n    7400000: mixamo.com\n    9500000: //RootNode\n  materials:\n    importMaterials: 1\n    materialName: 0\n    materialSearch: 1\n  animations:\n    legacyGenerateAnimations: 4\n    bakeSimulation: 0\n    resampleCurves: 1\n    optimizeGameObjects: 0\n    motionNodeName: \n    rigImportErrors: \n    rigImportWarnings: \n    animationImportErrors: \n    animationImportWarnings: \n    animationRetargetingWarnings: \n    animationDoRetargetingWarnings: 0\n    animationCompression: 3\n    animationRotationError: 0.5\n    animationPositionError: 0.5\n    animationScaleError: 0.5\n    animationWrapMode: 0\n    extraExposedTransformPaths: []\n    extraUserProperties: []\n    clipAnimations: []\n    isReadable: 1\n  meshes:\n    lODScreenPercentages: []\n    globalScale: 1\n    meshCompression: 0\n    addColliders: 0\n    importVisibility: 1\n    importBlendShapes: 1\n    importCameras: 1\n    importLights: 1\n    swapUVChannels: 0\n    generateSecondaryUV: 0\n    useFileUnits: 1\n    optimizeMeshForGPU: 1\n    keepQuads: 0\n    weldVertices: 1\n    secondaryUVAngleDistortion: 8\n    secondaryUVAreaDistortion: 15.000001\n    secondaryUVHardAngle: 88\n    secondaryUVPackMargin: 4\n    useFileScale: 1\n  tangentSpace:\n    normalSmoothAngle: 60\n    normalImportMode: 0\n    tangentImportMode: 3\n    normalCalculationMode: 4\n  importAnimation: 1\n  copyAvatar: 1\n  humanDescription:\n    serializedVersion: 2\n    human:\n    - boneName: mixamorig:Hips\n      humanName: Hips\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftUpLeg\n      humanName: LeftUpperLeg\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n     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0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb2\n      humanName: Right Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb3\n      humanName: Right Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex1\n      humanName: Right Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex2\n      humanName: Right Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex3\n      humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n  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0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky3\n      humanName: Right Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine2\n      humanName: UpperChest\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    skeleton:\n    - name: ybot(Clone)\n      parentName: \n      position: {x: 0, y: 0, z: 0}\n      rotation: {x: 0, y: 0, z: 0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Joints\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Surface\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: 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400020: mixamorig:LeftHandIndex3\n    400022: mixamorig:LeftHandIndex4\n    400024: mixamorig:LeftHandMiddle1\n    400026: mixamorig:LeftHandMiddle2\n    400028: mixamorig:LeftHandMiddle3\n    400030: mixamorig:LeftHandMiddle4\n    400032: mixamorig:LeftHandPinky1\n    400034: mixamorig:LeftHandPinky2\n    400036: mixamorig:LeftHandPinky3\n    400038: mixamorig:LeftHandPinky4\n    400040: mixamorig:LeftHandRing1\n    400042: mixamorig:LeftHandRing2\n    400044: mixamorig:LeftHandRing3\n    400046: mixamorig:LeftHandRing4\n    400048: mixamorig:LeftHandThumb1\n    400050: mixamorig:LeftHandThumb2\n    400052: mixamorig:LeftHandThumb3\n    400054: mixamorig:LeftHandThumb4\n    400056: mixamorig:LeftLeg\n    400058: mixamorig:LeftShoulder\n    400060: mixamorig:LeftToe_End\n    400062: mixamorig:LeftToeBase\n    400064: mixamorig:LeftUpLeg\n    400066: mixamorig:Neck\n    400068: mixamorig:RightArm\n    400070: mixamorig:RightEye\n    400072: mixamorig:RightFoot\n    400074: mixamorig:RightForeArm\n    400076: mixamorig:RightHand\n    400078: mixamorig:RightHandIndex1\n    400080: mixamorig:RightHandIndex2\n    400082: mixamorig:RightHandIndex3\n    400084: mixamorig:RightHandIndex4\n    400086: mixamorig:RightHandMiddle1\n    400088: mixamorig:RightHandMiddle2\n    400090: mixamorig:RightHandMiddle3\n    400092: mixamorig:RightHandMiddle4\n    400094: mixamorig:RightHandPinky1\n    400096: mixamorig:RightHandPinky2\n    400098: mixamorig:RightHandPinky3\n    400100: mixamorig:RightHandPinky4\n    400102: mixamorig:RightHandRing1\n    400104: mixamorig:RightHandRing2\n    400106: mixamorig:RightHandRing3\n    400108: mixamorig:RightHandRing4\n    400110: mixamorig:RightHandThumb1\n    400112: mixamorig:RightHandThumb2\n    400114: mixamorig:RightHandThumb3\n    400116: mixamorig:RightHandThumb4\n    400118: mixamorig:RightLeg\n    400120: mixamorig:RightShoulder\n    400122: mixamorig:RightToe_End\n    400124: mixamorig:RightToeBase\n    400126: mixamorig:RightUpLeg\n    400128: mixamorig:Spine\n    400130: mixamorig:Spine1\n    400132: mixamorig:Spine2\n    400134: //RootNode\n    7400000: mixamo.com\n    9500000: //RootNode\n  materials:\n    importMaterials: 1\n    materialName: 0\n    materialSearch: 1\n  animations:\n    legacyGenerateAnimations: 4\n    bakeSimulation: 0\n    resampleCurves: 1\n    optimizeGameObjects: 0\n    motionNodeName: \n    rigImportErrors: \n    rigImportWarnings: \n    animationImportErrors: \n    animationImportWarnings: \n    animationRetargetingWarnings: \n    animationDoRetargetingWarnings: 0\n    animationCompression: 3\n    animationRotationError: 0.5\n    animationPositionError: 0.5\n    animationScaleError: 0.5\n    animationWrapMode: 0\n    extraExposedTransformPaths: []\n    extraUserProperties: []\n    clipAnimations: []\n    isReadable: 1\n  meshes:\n    lODScreenPercentages: []\n    globalScale: 1\n    meshCompression: 0\n    addColliders: 0\n    importVisibility: 1\n    importBlendShapes: 1\n    importCameras: 1\n    importLights: 1\n    swapUVChannels: 0\n    generateSecondaryUV: 0\n    useFileUnits: 1\n    optimizeMeshForGPU: 1\n    keepQuads: 0\n    weldVertices: 1\n    secondaryUVAngleDistortion: 8\n    secondaryUVAreaDistortion: 15.000001\n    secondaryUVHardAngle: 88\n    secondaryUVPackMargin: 4\n    useFileScale: 1\n  tangentSpace:\n    normalSmoothAngle: 60\n    normalImportMode: 0\n    tangentImportMode: 3\n    normalCalculationMode: 4\n  importAnimation: 1\n  copyAvatar: 1\n  humanDescription:\n    serializedVersion: 2\n    human:\n    - boneName: mixamorig:Hips\n      humanName: Hips\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftUpLeg\n      humanName: LeftUpperLeg\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightUpLeg\n      humanName: RightUpperLeg\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftLeg\n      humanName: LeftLowerLeg\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightLeg\n      humanName: RightLowerLeg\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftFoot\n      humanName: LeftFoot\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightFoot\n      humanName: RightFoot\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine\n      humanName: Spine\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine1\n      humanName: Chest\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Neck\n      humanName: Neck\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Head\n      humanName: Head\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftShoulder\n      humanName: LeftShoulder\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightShoulder\n      humanName: RightShoulder\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftArm\n      humanName: LeftUpperArm\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightArm\n      humanName: RightUpperArm\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftForeArm\n      humanName: LeftLowerArm\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightForeArm\n      humanName: RightLowerArm\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHand\n      humanName: LeftHand\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHand\n      humanName: RightHand\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftToeBase\n      humanName: LeftToes\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightToeBase\n      humanName: RightToes\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb1\n      humanName: Left Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb2\n      humanName: Left Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb3\n      humanName: Left Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex1\n      humanName: Left Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex2\n      humanName: Left Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex3\n      humanName: Left Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle1\n      humanName: Left Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle2\n      humanName: Left Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle3\n      humanName: Left Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing1\n      humanName: Left Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing2\n      humanName: Left Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing3\n      humanName: Left Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb2\n      humanName: Right Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb3\n      humanName: Right Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex1\n      humanName: Right Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex2\n      humanName: Right Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex3\n      humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing2\n      humanName: Right Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing3\n      humanName: Right Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky1\n      humanName: Right Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky2\n      humanName: Right Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky3\n      humanName: Right Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine2\n      humanName: UpperChest\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    skeleton:\n    - name: ybot(Clone)\n      parentName: \n      position: {x: 0, y: 0, z: 0}\n      rotation: {x: 0, y: 0, z: 0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Joints\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Surface\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: 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mixamorig:RightToeBase\n      humanName: RightToes\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb1\n      humanName: Left Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb2\n      humanName: Left Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb3\n      humanName: Left Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex1\n      humanName: Left Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex2\n      humanName: Left Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex3\n      humanName: Left Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle1\n      humanName: Left Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle2\n      humanName: Left Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle3\n      humanName: Left Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing1\n      humanName: Left Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing2\n      humanName: Left Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing3\n      humanName: Left Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n     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mixamorig:RightHandThumb2\n      humanName: Right Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb3\n      humanName: Right Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex1\n      humanName: Right Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex2\n      humanName: Right Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex3\n      humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n        min: 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0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky3\n      humanName: Right Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine2\n      humanName: UpperChest\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    skeleton:\n    - name: ybot(Clone)\n      parentName: \n      position: {x: 0, y: 0, z: 0}\n      rotation: {x: 0, y: 0, z: 0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Joints\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Surface\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, 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limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex2\n      humanName: Left Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex3\n      humanName: Left Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle1\n      humanName: Left Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle2\n      humanName: Left Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        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   length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: 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mixamorig:RightForeArm\n    400076: mixamorig:RightHand\n    400078: mixamorig:RightHandIndex1\n    400080: mixamorig:RightHandIndex2\n    400082: mixamorig:RightHandIndex3\n    400084: mixamorig:RightHandIndex4\n    400086: mixamorig:RightHandMiddle1\n    400088: mixamorig:RightHandMiddle2\n    400090: mixamorig:RightHandMiddle3\n    400092: mixamorig:RightHandMiddle4\n    400094: mixamorig:RightHandPinky1\n    400096: mixamorig:RightHandPinky2\n    400098: mixamorig:RightHandPinky3\n    400100: mixamorig:RightHandPinky4\n    400102: mixamorig:RightHandRing1\n    400104: mixamorig:RightHandRing2\n    400106: mixamorig:RightHandRing3\n    400108: mixamorig:RightHandRing4\n    400110: mixamorig:RightHandThumb1\n    400112: mixamorig:RightHandThumb2\n    400114: mixamorig:RightHandThumb3\n    400116: mixamorig:RightHandThumb4\n    400118: mixamorig:RightLeg\n    400120: mixamorig:RightShoulder\n    400122: mixamorig:RightToe_End\n    400124: mixamorig:RightToeBase\n    400126: mixamorig:RightUpLeg\n    400128: mixamorig:Spine\n    400130: mixamorig:Spine1\n    400132: mixamorig:Spine2\n    400134: //RootNode\n    7400000: mixamo.com\n    9500000: //RootNode\n  materials:\n    importMaterials: 1\n    materialName: 0\n    materialSearch: 1\n  animations:\n    legacyGenerateAnimations: 4\n    bakeSimulation: 0\n    resampleCurves: 1\n    optimizeGameObjects: 0\n    motionNodeName: \n    rigImportErrors: \n    rigImportWarnings: \n    animationImportErrors: \n    animationImportWarnings: \n    animationRetargetingWarnings: \n    animationDoRetargetingWarnings: 0\n    animationCompression: 3\n    animationRotationError: 0.5\n    animationPositionError: 0.5\n    animationScaleError: 0.5\n    animationWrapMode: 0\n    extraExposedTransformPaths: []\n    extraUserProperties: []\n    clipAnimations: []\n    isReadable: 1\n  meshes:\n    lODScreenPercentages: []\n    globalScale: 1\n    meshCompression: 0\n    addColliders: 0\n    importVisibility: 1\n    importBlendShapes: 1\n    importCameras: 1\n    importLights: 1\n    swapUVChannels: 0\n    generateSecondaryUV: 0\n    useFileUnits: 1\n    optimizeMeshForGPU: 1\n    keepQuads: 0\n    weldVertices: 1\n    secondaryUVAngleDistortion: 8\n    secondaryUVAreaDistortion: 15.000001\n    secondaryUVHardAngle: 88\n    secondaryUVPackMargin: 4\n    useFileScale: 1\n  tangentSpace:\n    normalSmoothAngle: 60\n    normalImportMode: 0\n    tangentImportMode: 3\n    normalCalculationMode: 4\n  importAnimation: 1\n  copyAvatar: 1\n  humanDescription:\n    serializedVersion: 2\n    human:\n    - boneName: mixamorig:Hips\n      humanName: Hips\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftUpLeg\n      humanName: LeftUpperLeg\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n     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mixamorig:LeftShoulder\n      humanName: LeftShoulder\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightShoulder\n      humanName: RightShoulder\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftArm\n      humanName: LeftUpperArm\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightArm\n      humanName: RightUpperArm\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftForeArm\n      humanName: LeftLowerArm\n      limit:\n        min: {x: 0, y: 0, z: 0}\n  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boneName: mixamorig:RightToeBase\n      humanName: RightToes\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb1\n      humanName: Left Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb2\n      humanName: Left Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb3\n      humanName: Left Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex1\n      humanName: Left Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex2\n      humanName: Left Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex3\n      humanName: Left Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle1\n      humanName: Left Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle2\n      humanName: Left Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, 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0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb2\n      humanName: Right Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb3\n      humanName: Right Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex1\n      humanName: Right Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex2\n      humanName: Right Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex3\n      humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n  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0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky3\n      humanName: Right Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine2\n      humanName: UpperChest\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    skeleton:\n    - name: ybot(Clone)\n      parentName: \n      position: {x: 0, y: 0, z: 0}\n      rotation: {x: 0, y: 0, z: 0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Joints\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Surface\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Hips\n      parentName: ybot(Clone)\n      position: {x: 0.00000006757011, y: 0.9979194, z: 0.000000484474}\n      rotation: {x: 1.3930912e-15, y: 0.00000001376344, z: -0.0000004417766, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine\n      parentName: mixamorig:Hips\n      position: {x: -0.0000000056483196, y: 0.09923459, z: -0.012273348}\n      rotation: {x: -1.3930783e-15, y: -0.00000001376344, z: 0.00000044177568, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine1\n      parentName: mixamorig:Spine\n      position: {x: 0.0000013886521, y: 0.1164544, z: -0.014223412}\n      rotation: {x: 3.8774097e-26, y: -4.2632574e-14, z: 6.82121e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine2\n      parentName: mixamorig:Spine1\n      position: {x: -0.00000091440717, y: 0.13360204, z: -0.016264597}\n      rotation: {x: 0, y: 0, z: 1.8056423e-35, w: 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0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    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humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n  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boneName: mixamorig:RightToeBase\n      humanName: RightToes\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb1\n      humanName: Left Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb2\n      humanName: Left Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb3\n      humanName: Left Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex1\n      humanName: Left Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex2\n      humanName: Left Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex3\n      humanName: Left Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle1\n      humanName: Left Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle2\n      humanName: Left Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle3\n      humanName: Left Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing1\n      humanName: Left Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing2\n      humanName: Left Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing3\n      humanName: Left Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb2\n      humanName: Right Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb3\n      humanName: Right Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex1\n      humanName: Right Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex2\n      humanName: Right Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex3\n      humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing2\n      humanName: Right Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing3\n      humanName: Right Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky1\n      humanName: Right Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky2\n      humanName: Right Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky3\n      humanName: Right Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine2\n      humanName: UpperChest\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    skeleton:\n    - name: ybot(Clone)\n      parentName: \n      position: {x: 0, y: 0, z: 0}\n      rotation: {x: 0, y: 0, z: 0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Joints\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Surface\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Hips\n      parentName: ybot(Clone)\n      position: {x: 0.00000006757011, y: 0.9979194, z: 0.000000484474}\n      rotation: {x: 1.3930912e-15, y: 0.00000001376344, z: -0.0000004417766, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine\n      parentName: mixamorig:Hips\n      position: {x: -0.0000000056483196, y: 0.09923459, z: -0.012273348}\n      rotation: {x: -1.3930783e-15, y: -0.00000001376344, z: 0.00000044177568, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine1\n      parentName: mixamorig:Spine\n      position: {x: 0.0000013886521, y: 0.1164544, z: -0.014223412}\n      rotation: {x: 3.8774097e-26, y: -4.2632574e-14, z: 6.82121e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine2\n      parentName: mixamorig:Spine1\n      position: {x: -0.00000091440717, y: 0.13360204, z: -0.016264597}\n      rotation: {x: 0, y: 0, z: 1.8056423e-35, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Neck\n      parentName: mixamorig:Spine2\n      position: {x: -0.0000002520208, y: 0.15032491, z: 0.007929048}\n      rotation: {x: -5.2041704e-18, y: 4.2632927e-14, z: 2.273737e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Head\n      parentName: mixamorig:Neck\n      position: {x: -0.000000023707482, y: 0.1032183, z: 0.031424288}\n      rotation: {x: 0, y: -0, z: -2.3158745e-36, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:HeadTop_End\n      parentName: mixamorig:Head\n      position: {x: -0.0000015417259, y: 0.18474671, z: 0.06636399}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftEye\n      parentName: mixamorig:Head\n      position: {x: -0.02947915, y: 0.07681745, z: 0.09120731}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightEye\n      parentName: mixamorig:Head\n      position: {x: 0.029444808, y: 0.07681745, z: 0.091204956}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftShoulder\n      parentName: mixamorig:Spine2\n      position: {x: -0.061058242, y: 0.09110424, z: 0.0070555084}\n      rotation: {x: -0.000000044703484, y: 4.2632557e-14, z: -0.000000044703256, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftArm\n      parentName: mixamorig:LeftShoulder\n      position: {x: -0.12655036, y: -0.0026593448, z: -0.026009219}\n      rotation: {x: 0.000000044703484, y: 2.4507967e-22, z: 0.000000044703484, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftForeArm\n      parentName: mixamorig:LeftArm\n      position: {x: -0.27404684, y: 0.00000039126675, z: 0.000000065881096}\n      rotation: {x: -0.000000059604638, y: -0.000000003900862, z: -1.3205547e-24,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHand\n      parentName: mixamorig:LeftForeArm\n      position: {x: -0.27614462, y: 0.00000028951808, z: 0.00000019646586}\n      rotation: {x: 0.000025987818, y: 0.000000044703476, z: -1.1585687e-12, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.12775522, y: 0.00000013342024, z: 0.00000020418457}\n      rotation: {x: 0.000000014901159, y: -0.000000044701945, z: 0.00000002980465,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle2\n      parentName: mixamorig:LeftHandMiddle1\n      position: {x: -0.036139715, y: 0.000000026601377, z: 0.000000024623631}\n      rotation: {x: -0.000000014901161, y: 0.000000014901165, z: -7.764959e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle3\n      parentName: mixamorig:LeftHandMiddle2\n      position: {x: -0.0345976, y: 0.000000005432471, z: -0.00000026419679}\n      rotation: {x: 3.2786822e-16, y: -7.7005665e-13, z: -0.000000014901165, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle4\n      parentName: mixamorig:LeftHandMiddle3\n      position: {x: -0.036801923, y: -8.559337e-10, z: 0.00000032769248}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandThumb1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.037888095, y: -0.021669967, z: 0.03003088}\n      rotation: {x: -0.11864619, y: 0.086851165, z: -0.11865032, w: 0.98198885}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandThumb2\n      parentName: mixamorig:LeftHandThumb1\n      position: {x: -0.03675443, y: -0.021220079, z: 0.021220123}\n      rotation: {x: 0.000005132493, y: -0.0000031770362, z: 0.0000056908543, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandThumb3\n      parentName: mixamorig:LeftHandThumb2\n      position: {x: -0.033943586, y: -0.019597441, z: 0.019597929}\n      rotation: {x: -0.0000051025772, y: 0.000009561153, z: 0.00000076763865, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandThumb4\n      parentName: mixamorig:LeftHandThumb3\n      position: {x: -0.026794039, y: -0.015469446, z: 0.0154692}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.12266614, y: -0.0023166884, z: 0.028220579}\n      rotation: {x: 0.00000007450581, y: -7.738312e-13, z: -0.000000014901161, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex2\n      parentName: mixamorig:LeftHandIndex1\n      position: {x: -0.038919672, y: 0.000000016868665, z: 0.00000038721547}\n      rotation: {x: -0.00000010430813, y: 0.000000014901161, z: -7.7516346e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex3\n      parentName: mixamorig:LeftHandIndex2\n      position: {x: -0.03415161, y: 0.000000005749108, z: -0.00000008770533}\n      rotation: {x: 7.528409e-15, y: 0.0000000148980766, z: -0.000000059605426, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex4\n      parentName: mixamorig:LeftHandIndex3\n      position: {x: -0.030779855, y: 7.926917e-10, z: -0.00000008560385}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandRing1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.12147005, y: 0.00009894983, z: -0.022166291}\n      rotation: {x: 0.00000002980232, y: -0.000000029801548, z: 0.000000014902708,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandRing2\n      parentName: mixamorig:LeftHandRing1\n      position: {x: -0.036011904, y: 0.000000015129366, z: 0.0000003511219}\n      rotation: {x: -0.000000029802319, y: 0.000000029799999, z: -0.000000044705025,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandRing3\n  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boneName: mixamorig:RightToeBase\n      humanName: RightToes\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb1\n      humanName: Left Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb2\n      humanName: Left Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb3\n      humanName: Left Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex1\n      humanName: Left Index 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z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle3\n      humanName: Left Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing1\n      humanName: Left Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing2\n      humanName: Left Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing3\n      humanName: Left Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb2\n      humanName: Right Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb3\n      humanName: Right Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex1\n      humanName: Right Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex2\n      humanName: Right Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex3\n      humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing2\n      humanName: Right Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing3\n      humanName: Right Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky1\n      humanName: Right Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky2\n      humanName: Right Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky3\n      humanName: Right Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine2\n      humanName: UpperChest\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    skeleton:\n    - name: ybot(Clone)\n      parentName: \n      position: {x: 0, y: 0, z: 0}\n      rotation: {x: 0, y: 0, z: 0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Joints\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Surface\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Hips\n      parentName: ybot(Clone)\n      position: {x: 0.00000006757011, y: 0.9979194, z: 0.000000484474}\n      rotation: {x: 1.3930912e-15, y: 0.00000001376344, z: -0.0000004417766, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine\n      parentName: mixamorig:Hips\n      position: {x: -0.0000000056483196, y: 0.09923459, z: -0.012273348}\n      rotation: {x: -1.3930783e-15, y: -0.00000001376344, z: 0.00000044177568, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine1\n      parentName: mixamorig:Spine\n      position: {x: 0.0000013886521, y: 0.1164544, z: -0.014223412}\n      rotation: {x: 3.8774097e-26, y: -4.2632574e-14, z: 6.82121e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine2\n      parentName: mixamorig:Spine1\n      position: {x: -0.00000091440717, y: 0.13360204, z: -0.016264597}\n      rotation: {x: 0, y: 0, z: 1.8056423e-35, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Neck\n      parentName: mixamorig:Spine2\n      position: {x: -0.0000002520208, y: 0.15032491, z: 0.007929048}\n      rotation: {x: -5.2041704e-18, y: 4.2632927e-14, z: 2.273737e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Head\n      parentName: mixamorig:Neck\n      position: {x: -0.000000023707482, y: 0.1032183, z: 0.031424288}\n      rotation: {x: 0, y: -0, z: -2.3158745e-36, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:HeadTop_End\n      parentName: mixamorig:Head\n      position: {x: -0.0000015417259, y: 0.18474671, z: 0.06636399}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftEye\n      parentName: mixamorig:Head\n      position: {x: -0.02947915, y: 0.07681745, z: 0.09120731}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightEye\n      parentName: mixamorig:Head\n      position: {x: 0.029444808, y: 0.07681745, z: 0.091204956}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftShoulder\n      parentName: mixamorig:Spine2\n      position: {x: -0.061058242, y: 0.09110424, z: 0.0070555084}\n      rotation: {x: -0.000000044703484, y: 4.2632557e-14, z: -0.000000044703256, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftArm\n      parentName: mixamorig:LeftShoulder\n      position: {x: -0.12655036, y: -0.0026593448, z: -0.026009219}\n      rotation: {x: 0.000000044703484, y: 2.4507967e-22, z: 0.000000044703484, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftForeArm\n      parentName: mixamorig:LeftArm\n      position: {x: -0.27404684, y: 0.00000039126675, z: 0.000000065881096}\n      rotation: {x: -0.000000059604638, y: -0.000000003900862, z: -1.3205547e-24,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHand\n      parentName: mixamorig:LeftForeArm\n      position: {x: -0.27614462, y: 0.00000028951808, z: 0.00000019646586}\n      rotation: {x: 0.000025987818, y: 0.000000044703476, z: -1.1585687e-12, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.12775522, y: 0.00000013342024, z: 0.00000020418457}\n      rotation: {x: 0.000000014901159, y: -0.000000044701945, z: 0.00000002980465,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle2\n      parentName: mixamorig:LeftHandMiddle1\n      position: {x: -0.036139715, y: 0.000000026601377, z: 0.000000024623631}\n      rotation: {x: -0.000000014901161, y: 0.000000014901165, z: -7.764959e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle3\n      parentName: mixamorig:LeftHandMiddle2\n      position: {x: -0.0345976, y: 0.000000005432471, z: -0.00000026419679}\n      rotation: {x: 3.2786822e-16, y: -7.7005665e-13, 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mixamorig:RightUpLeg\n    400128: mixamorig:Spine\n    400130: mixamorig:Spine1\n    400132: mixamorig:Spine2\n    400134: //RootNode\n    7400000: mixamo.com\n    9500000: //RootNode\n  materials:\n    importMaterials: 1\n    materialName: 0\n    materialSearch: 1\n  animations:\n    legacyGenerateAnimations: 4\n    bakeSimulation: 0\n    resampleCurves: 1\n    optimizeGameObjects: 0\n    motionNodeName: \n    rigImportErrors: \n    rigImportWarnings: \n    animationImportErrors: \n    animationImportWarnings: \n    animationRetargetingWarnings: \n    animationDoRetargetingWarnings: 0\n    animationCompression: 3\n    animationRotationError: 0.5\n    animationPositionError: 0.5\n    animationScaleError: 0.5\n    animationWrapMode: 0\n    extraExposedTransformPaths: []\n    extraUserProperties: []\n    clipAnimations: []\n    isReadable: 1\n  meshes:\n    lODScreenPercentages: []\n    globalScale: 1\n    meshCompression: 0\n    addColliders: 0\n    importVisibility: 1\n    importBlendShapes: 1\n    importCameras: 1\n    importLights: 1\n    swapUVChannels: 0\n    generateSecondaryUV: 0\n    useFileUnits: 1\n    optimizeMeshForGPU: 1\n    keepQuads: 0\n    weldVertices: 1\n    secondaryUVAngleDistortion: 8\n    secondaryUVAreaDistortion: 15.000001\n    secondaryUVHardAngle: 88\n    secondaryUVPackMargin: 4\n    useFileScale: 1\n  tangentSpace:\n    normalSmoothAngle: 60\n    normalImportMode: 0\n    tangentImportMode: 3\n    normalCalculationMode: 4\n  importAnimation: 1\n  copyAvatar: 1\n  humanDescription:\n    serializedVersion: 2\n    human:\n    - boneName: mixamorig:Hips\n      humanName: Hips\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftUpLeg\n      humanName: LeftUpperLeg\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n     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0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb2\n      humanName: Right Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb3\n      humanName: Right Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex1\n      humanName: Right Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex2\n      humanName: Right Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex3\n      humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n  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0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky3\n      humanName: Right Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine2\n      humanName: UpperChest\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    skeleton:\n    - name: ybot(Clone)\n      parentName: \n      position: {x: 0, y: 0, z: 0}\n      rotation: {x: 0, y: 0, z: 0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Joints\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Surface\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: 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400020: mixamorig:LeftHandIndex3\n    400022: mixamorig:LeftHandIndex4\n    400024: mixamorig:LeftHandMiddle1\n    400026: mixamorig:LeftHandMiddle2\n    400028: mixamorig:LeftHandMiddle3\n    400030: mixamorig:LeftHandMiddle4\n    400032: mixamorig:LeftHandPinky1\n    400034: mixamorig:LeftHandPinky2\n    400036: mixamorig:LeftHandPinky3\n    400038: mixamorig:LeftHandPinky4\n    400040: mixamorig:LeftHandRing1\n    400042: mixamorig:LeftHandRing2\n    400044: mixamorig:LeftHandRing3\n    400046: mixamorig:LeftHandRing4\n    400048: mixamorig:LeftHandThumb1\n    400050: mixamorig:LeftHandThumb2\n    400052: mixamorig:LeftHandThumb3\n    400054: mixamorig:LeftHandThumb4\n    400056: mixamorig:LeftLeg\n    400058: mixamorig:LeftShoulder\n    400060: mixamorig:LeftToe_End\n    400062: mixamorig:LeftToeBase\n    400064: mixamorig:LeftUpLeg\n    400066: mixamorig:Neck\n    400068: mixamorig:RightArm\n    400070: mixamorig:RightEye\n    400072: mixamorig:RightFoot\n    400074: mixamorig:RightForeArm\n    400076: mixamorig:RightHand\n    400078: mixamorig:RightHandIndex1\n    400080: mixamorig:RightHandIndex2\n    400082: mixamorig:RightHandIndex3\n    400084: mixamorig:RightHandIndex4\n    400086: mixamorig:RightHandMiddle1\n    400088: mixamorig:RightHandMiddle2\n    400090: mixamorig:RightHandMiddle3\n    400092: mixamorig:RightHandMiddle4\n    400094: mixamorig:RightHandPinky1\n    400096: mixamorig:RightHandPinky2\n    400098: mixamorig:RightHandPinky3\n    400100: mixamorig:RightHandPinky4\n    400102: mixamorig:RightHandRing1\n    400104: mixamorig:RightHandRing2\n    400106: mixamorig:RightHandRing3\n    400108: mixamorig:RightHandRing4\n    400110: mixamorig:RightHandThumb1\n    400112: mixamorig:RightHandThumb2\n    400114: mixamorig:RightHandThumb3\n    400116: mixamorig:RightHandThumb4\n    400118: mixamorig:RightLeg\n    400120: mixamorig:RightShoulder\n    400122: mixamorig:RightToe_End\n    400124: mixamorig:RightToeBase\n    400126: mixamorig:RightUpLeg\n    400128: mixamorig:Spine\n    400130: mixamorig:Spine1\n    400132: mixamorig:Spine2\n    400134: //RootNode\n    7400000: mixamo.com\n    9500000: //RootNode\n  materials:\n    importMaterials: 1\n    materialName: 0\n    materialSearch: 1\n  animations:\n    legacyGenerateAnimations: 4\n    bakeSimulation: 0\n    resampleCurves: 1\n    optimizeGameObjects: 0\n    motionNodeName: \n    rigImportErrors: \n    rigImportWarnings: \n    animationImportErrors: \n    animationImportWarnings: \n    animationRetargetingWarnings: \n    animationDoRetargetingWarnings: 0\n    animationCompression: 3\n    animationRotationError: 0.5\n    animationPositionError: 0.5\n    animationScaleError: 0.5\n    animationWrapMode: 0\n    extraExposedTransformPaths: []\n    extraUserProperties: []\n    clipAnimations: []\n    isReadable: 1\n  meshes:\n    lODScreenPercentages: []\n    globalScale: 1\n    meshCompression: 0\n    addColliders: 0\n    importVisibility: 1\n    importBlendShapes: 1\n    importCameras: 1\n    importLights: 1\n    swapUVChannels: 0\n    generateSecondaryUV: 0\n    useFileUnits: 1\n    optimizeMeshForGPU: 1\n    keepQuads: 0\n    weldVertices: 1\n    secondaryUVAngleDistortion: 8\n    secondaryUVAreaDistortion: 15.000001\n    secondaryUVHardAngle: 88\n    secondaryUVPackMargin: 4\n    useFileScale: 1\n  tangentSpace:\n    normalSmoothAngle: 60\n    normalImportMode: 0\n    tangentImportMode: 3\n    normalCalculationMode: 4\n  importAnimation: 1\n  copyAvatar: 1\n  humanDescription:\n    serializedVersion: 2\n    human:\n    - boneName: mixamorig:Hips\n      humanName: Hips\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftUpLeg\n      humanName: LeftUpperLeg\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightUpLeg\n      humanName: RightUpperLeg\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftLeg\n      humanName: LeftLowerLeg\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightLeg\n      humanName: RightLowerLeg\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftFoot\n      humanName: LeftFoot\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightFoot\n      humanName: RightFoot\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine\n      humanName: Spine\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine1\n      humanName: Chest\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Neck\n      humanName: Neck\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Head\n      humanName: Head\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftShoulder\n      humanName: LeftShoulder\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightShoulder\n      humanName: RightShoulder\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftArm\n      humanName: LeftUpperArm\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightArm\n      humanName: RightUpperArm\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftForeArm\n      humanName: LeftLowerArm\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightForeArm\n      humanName: RightLowerArm\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHand\n      humanName: LeftHand\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHand\n      humanName: RightHand\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftToeBase\n      humanName: LeftToes\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightToeBase\n      humanName: RightToes\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb1\n      humanName: Left Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb2\n      humanName: Left Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb3\n      humanName: Left Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex1\n      humanName: Left Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex2\n      humanName: Left Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex3\n      humanName: Left Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle1\n      humanName: Left Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle2\n      humanName: Left Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle3\n      humanName: Left Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing1\n      humanName: Left Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing2\n      humanName: Left Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing3\n      humanName: Left Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb2\n      humanName: Right Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb3\n      humanName: Right Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex1\n      humanName: Right Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex2\n      humanName: Right Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex3\n      humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing2\n      humanName: Right Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing3\n      humanName: Right Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky1\n      humanName: Right Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky2\n      humanName: Right Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky3\n      humanName: Right Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine2\n      humanName: UpperChest\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    skeleton:\n    - name: ybot(Clone)\n      parentName: \n      position: {x: 0, y: 0, z: 0}\n      rotation: {x: 0, y: 0, z: 0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Joints\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Surface\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: 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0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    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humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n  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boneName: mixamorig:RightToeBase\n      humanName: RightToes\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb1\n      humanName: Left Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb2\n      humanName: Left Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb3\n      humanName: Left Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex1\n      humanName: Left Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex2\n      humanName: Left Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex3\n      humanName: Left Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle1\n      humanName: Left Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle2\n      humanName: Left Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle3\n      humanName: Left Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing1\n      humanName: Left Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing2\n      humanName: Left Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing3\n      humanName: Left Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb2\n      humanName: Right Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb3\n      humanName: Right Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex1\n      humanName: Right Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex2\n      humanName: Right Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex3\n      humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing2\n      humanName: Right Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing3\n      humanName: Right Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky1\n      humanName: Right Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky2\n      humanName: Right Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky3\n      humanName: Right Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine2\n      humanName: UpperChest\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    skeleton:\n    - name: ybot(Clone)\n      parentName: \n      position: {x: 0, y: 0, z: 0}\n      rotation: {x: 0, y: 0, z: 0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Joints\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Surface\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Hips\n      parentName: ybot(Clone)\n      position: {x: 0.00000006757011, y: 0.9979194, z: 0.000000484474}\n      rotation: {x: 1.3930912e-15, y: 0.00000001376344, z: -0.0000004417766, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine\n      parentName: mixamorig:Hips\n      position: {x: -0.0000000056483196, y: 0.09923459, z: -0.012273348}\n      rotation: {x: -1.3930783e-15, y: -0.00000001376344, z: 0.00000044177568, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine1\n      parentName: mixamorig:Spine\n      position: {x: 0.0000013886521, y: 0.1164544, z: -0.014223412}\n      rotation: {x: 3.8774097e-26, y: -4.2632574e-14, z: 6.82121e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine2\n      parentName: mixamorig:Spine1\n      position: {x: -0.00000091440717, y: 0.13360204, z: -0.016264597}\n      rotation: {x: 0, y: 0, z: 1.8056423e-35, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Neck\n      parentName: mixamorig:Spine2\n      position: {x: -0.0000002520208, y: 0.15032491, z: 0.007929048}\n      rotation: {x: -5.2041704e-18, y: 4.2632927e-14, z: 2.273737e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Head\n      parentName: mixamorig:Neck\n      position: {x: -0.000000023707482, y: 0.1032183, z: 0.031424288}\n      rotation: {x: 0, y: -0, z: -2.3158745e-36, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:HeadTop_End\n      parentName: mixamorig:Head\n      position: {x: -0.0000015417259, y: 0.18474671, z: 0.06636399}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftEye\n      parentName: mixamorig:Head\n      position: {x: -0.02947915, y: 0.07681745, z: 0.09120731}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightEye\n      parentName: mixamorig:Head\n      position: {x: 0.029444808, y: 0.07681745, z: 0.091204956}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftShoulder\n      parentName: mixamorig:Spine2\n      position: {x: -0.061058242, y: 0.09110424, z: 0.0070555084}\n      rotation: {x: -0.000000044703484, y: 4.2632557e-14, z: -0.000000044703256, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftArm\n      parentName: mixamorig:LeftShoulder\n      position: {x: -0.12655036, y: -0.0026593448, z: -0.026009219}\n      rotation: {x: 0.000000044703484, y: 2.4507967e-22, z: 0.000000044703484, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftForeArm\n      parentName: mixamorig:LeftArm\n      position: {x: -0.27404684, y: 0.00000039126675, z: 0.000000065881096}\n      rotation: {x: -0.000000059604638, y: -0.000000003900862, z: -1.3205547e-24,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHand\n      parentName: mixamorig:LeftForeArm\n      position: {x: -0.27614462, y: 0.00000028951808, z: 0.00000019646586}\n      rotation: {x: 0.000025987818, y: 0.000000044703476, z: -1.1585687e-12, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.12775522, y: 0.00000013342024, z: 0.00000020418457}\n      rotation: {x: 0.000000014901159, y: -0.000000044701945, z: 0.00000002980465,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle2\n      parentName: mixamorig:LeftHandMiddle1\n      position: {x: -0.036139715, y: 0.000000026601377, z: 0.000000024623631}\n      rotation: {x: -0.000000014901161, y: 0.000000014901165, z: -7.764959e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle3\n      parentName: mixamorig:LeftHandMiddle2\n      position: {x: -0.0345976, y: 0.000000005432471, z: -0.00000026419679}\n      rotation: {x: 3.2786822e-16, y: -7.7005665e-13, z: -0.000000014901165, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle4\n      parentName: mixamorig:LeftHandMiddle3\n      position: {x: -0.036801923, y: -8.559337e-10, z: 0.00000032769248}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandThumb1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.037888095, y: -0.021669967, z: 0.03003088}\n      rotation: {x: -0.11864619, y: 0.086851165, z: -0.11865032, w: 0.98198885}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandThumb2\n      parentName: mixamorig:LeftHandThumb1\n      position: {x: -0.03675443, y: -0.021220079, z: 0.021220123}\n      rotation: {x: 0.000005132493, y: -0.0000031770362, z: 0.0000056908543, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandThumb3\n      parentName: mixamorig:LeftHandThumb2\n      position: {x: -0.033943586, y: -0.019597441, z: 0.019597929}\n      rotation: {x: -0.0000051025772, y: 0.000009561153, z: 0.00000076763865, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandThumb4\n      parentName: mixamorig:LeftHandThumb3\n      position: {x: -0.026794039, y: -0.015469446, z: 0.0154692}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.12266614, y: -0.0023166884, z: 0.028220579}\n      rotation: {x: 0.00000007450581, y: -7.738312e-13, z: -0.000000014901161, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex2\n      parentName: mixamorig:LeftHandIndex1\n      position: {x: -0.038919672, y: 0.000000016868665, z: 0.00000038721547}\n      rotation: {x: -0.00000010430813, y: 0.000000014901161, z: -7.7516346e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex3\n      parentName: mixamorig:LeftHandIndex2\n      position: {x: -0.03415161, y: 0.000000005749108, z: -0.00000008770533}\n      rotation: {x: 7.528409e-15, y: 0.0000000148980766, z: -0.000000059605426, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex4\n      parentName: mixamorig:LeftHandIndex3\n      position: {x: -0.030779855, y: 7.926917e-10, z: -0.00000008560385}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandRing1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.12147005, y: 0.00009894983, z: -0.022166291}\n      rotation: {x: 0.00000002980232, y: -0.000000029801548, z: 0.000000014902708,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandRing2\n      parentName: mixamorig:LeftHandRing1\n      position: {x: -0.036011904, y: 0.000000015129366, z: 0.0000003511219}\n      rotation: {x: -0.000000029802319, y: 0.000000029799999, z: -0.000000044705025,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandRing3\n  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boneName: mixamorig:RightToeBase\n      humanName: RightToes\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb1\n      humanName: Left Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb2\n      humanName: Left Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb3\n      humanName: Left Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex1\n      humanName: Left Index 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z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle3\n      humanName: Left Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing1\n      humanName: Left Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing2\n      humanName: Left Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing3\n      humanName: Left Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb2\n      humanName: Right Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb3\n      humanName: Right Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex1\n      humanName: Right Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex2\n      humanName: Right Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex3\n      humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing2\n      humanName: Right Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing3\n      humanName: Right Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky1\n      humanName: Right Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky2\n      humanName: Right Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky3\n      humanName: Right Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine2\n      humanName: UpperChest\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    skeleton:\n    - name: ybot(Clone)\n      parentName: \n      position: {x: 0, y: 0, z: 0}\n      rotation: {x: 0, y: 0, z: 0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Joints\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Surface\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Hips\n      parentName: ybot(Clone)\n      position: {x: 0.00000006757011, y: 0.9979194, z: 0.000000484474}\n      rotation: {x: 1.3930912e-15, y: 0.00000001376344, z: -0.0000004417766, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine\n      parentName: mixamorig:Hips\n      position: {x: -0.0000000056483196, y: 0.09923459, z: -0.012273348}\n      rotation: {x: -1.3930783e-15, y: -0.00000001376344, z: 0.00000044177568, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine1\n      parentName: mixamorig:Spine\n      position: {x: 0.0000013886521, y: 0.1164544, z: -0.014223412}\n      rotation: {x: 3.8774097e-26, y: -4.2632574e-14, z: 6.82121e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine2\n      parentName: mixamorig:Spine1\n      position: {x: -0.00000091440717, y: 0.13360204, z: -0.016264597}\n      rotation: {x: 0, y: 0, z: 1.8056423e-35, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Neck\n      parentName: mixamorig:Spine2\n      position: {x: -0.0000002520208, y: 0.15032491, z: 0.007929048}\n      rotation: {x: -5.2041704e-18, y: 4.2632927e-14, z: 2.273737e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Head\n      parentName: mixamorig:Neck\n      position: {x: -0.000000023707482, y: 0.1032183, z: 0.031424288}\n      rotation: {x: 0, y: -0, z: -2.3158745e-36, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:HeadTop_End\n      parentName: mixamorig:Head\n      position: {x: -0.0000015417259, y: 0.18474671, z: 0.06636399}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftEye\n      parentName: mixamorig:Head\n      position: {x: -0.02947915, y: 0.07681745, z: 0.09120731}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightEye\n      parentName: mixamorig:Head\n      position: {x: 0.029444808, y: 0.07681745, z: 0.091204956}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftShoulder\n      parentName: mixamorig:Spine2\n      position: {x: -0.061058242, y: 0.09110424, z: 0.0070555084}\n      rotation: {x: -0.000000044703484, y: 4.2632557e-14, z: -0.000000044703256, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftArm\n      parentName: mixamorig:LeftShoulder\n      position: {x: -0.12655036, y: -0.0026593448, z: -0.026009219}\n      rotation: {x: 0.000000044703484, y: 2.4507967e-22, z: 0.000000044703484, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftForeArm\n      parentName: mixamorig:LeftArm\n      position: {x: -0.27404684, y: 0.00000039126675, z: 0.000000065881096}\n      rotation: {x: -0.000000059604638, y: -0.000000003900862, z: -1.3205547e-24,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHand\n      parentName: mixamorig:LeftForeArm\n      position: {x: -0.27614462, y: 0.00000028951808, z: 0.00000019646586}\n      rotation: {x: 0.000025987818, y: 0.000000044703476, z: -1.1585687e-12, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.12775522, y: 0.00000013342024, z: 0.00000020418457}\n      rotation: {x: 0.000000014901159, y: -0.000000044701945, z: 0.00000002980465,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle2\n      parentName: mixamorig:LeftHandMiddle1\n      position: {x: -0.036139715, y: 0.000000026601377, z: 0.000000024623631}\n      rotation: {x: -0.000000014901161, y: 0.000000014901165, z: -7.764959e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle3\n      parentName: mixamorig:LeftHandMiddle2\n      position: {x: -0.0345976, y: 0.000000005432471, z: -0.00000026419679}\n      rotation: {x: 3.2786822e-16, y: -7.7005665e-13, 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mixamorig:RightUpLeg\n    400128: mixamorig:Spine\n    400130: mixamorig:Spine1\n    400132: mixamorig:Spine2\n    400134: //RootNode\n    7400000: mixamo.com\n    9500000: //RootNode\n  materials:\n    importMaterials: 1\n    materialName: 0\n    materialSearch: 1\n  animations:\n    legacyGenerateAnimations: 4\n    bakeSimulation: 0\n    resampleCurves: 1\n    optimizeGameObjects: 0\n    motionNodeName: \n    rigImportErrors: \n    rigImportWarnings: \n    animationImportErrors: \n    animationImportWarnings: \n    animationRetargetingWarnings: \n    animationDoRetargetingWarnings: 0\n    animationCompression: 3\n    animationRotationError: 0.5\n    animationPositionError: 0.5\n    animationScaleError: 0.5\n    animationWrapMode: 0\n    extraExposedTransformPaths: []\n    extraUserProperties: []\n    clipAnimations: []\n    isReadable: 1\n  meshes:\n    lODScreenPercentages: []\n    globalScale: 1\n    meshCompression: 0\n    addColliders: 0\n    importVisibility: 1\n    importBlendShapes: 1\n    importCameras: 1\n    importLights: 1\n    swapUVChannels: 0\n    generateSecondaryUV: 0\n    useFileUnits: 1\n    optimizeMeshForGPU: 1\n    keepQuads: 0\n    weldVertices: 1\n    secondaryUVAngleDistortion: 8\n    secondaryUVAreaDistortion: 15.000001\n    secondaryUVHardAngle: 88\n    secondaryUVPackMargin: 4\n    useFileScale: 1\n  tangentSpace:\n    normalSmoothAngle: 60\n    normalImportMode: 0\n    tangentImportMode: 3\n    normalCalculationMode: 4\n  importAnimation: 1\n  copyAvatar: 1\n  humanDescription:\n    serializedVersion: 2\n    human:\n    - boneName: mixamorig:Hips\n      humanName: Hips\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftUpLeg\n      humanName: LeftUpperLeg\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n     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0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb2\n      humanName: Right Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb3\n      humanName: Right Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex1\n      humanName: Right Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex2\n      humanName: Right Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex3\n      humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n  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0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky3\n      humanName: Right Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine2\n      humanName: UpperChest\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    skeleton:\n    - name: ybot(Clone)\n      parentName: \n      position: {x: 0, y: 0, z: 0}\n      rotation: {x: 0, y: 0, z: 0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Joints\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Surface\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: 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400020: mixamorig:LeftHandIndex3\n    400022: mixamorig:LeftHandIndex4\n    400024: mixamorig:LeftHandMiddle1\n    400026: mixamorig:LeftHandMiddle2\n    400028: mixamorig:LeftHandMiddle3\n    400030: mixamorig:LeftHandMiddle4\n    400032: mixamorig:LeftHandPinky1\n    400034: mixamorig:LeftHandPinky2\n    400036: mixamorig:LeftHandPinky3\n    400038: mixamorig:LeftHandPinky4\n    400040: mixamorig:LeftHandRing1\n    400042: mixamorig:LeftHandRing2\n    400044: mixamorig:LeftHandRing3\n    400046: mixamorig:LeftHandRing4\n    400048: mixamorig:LeftHandThumb1\n    400050: mixamorig:LeftHandThumb2\n    400052: mixamorig:LeftHandThumb3\n    400054: mixamorig:LeftHandThumb4\n    400056: mixamorig:LeftLeg\n    400058: mixamorig:LeftShoulder\n    400060: mixamorig:LeftToe_End\n    400062: mixamorig:LeftToeBase\n    400064: mixamorig:LeftUpLeg\n    400066: mixamorig:Neck\n    400068: mixamorig:RightArm\n    400070: mixamorig:RightEye\n    400072: mixamorig:RightFoot\n    400074: mixamorig:RightForeArm\n    400076: mixamorig:RightHand\n    400078: mixamorig:RightHandIndex1\n    400080: mixamorig:RightHandIndex2\n    400082: mixamorig:RightHandIndex3\n    400084: mixamorig:RightHandIndex4\n    400086: mixamorig:RightHandMiddle1\n    400088: mixamorig:RightHandMiddle2\n    400090: mixamorig:RightHandMiddle3\n    400092: mixamorig:RightHandMiddle4\n    400094: mixamorig:RightHandPinky1\n    400096: mixamorig:RightHandPinky2\n    400098: mixamorig:RightHandPinky3\n    400100: mixamorig:RightHandPinky4\n    400102: mixamorig:RightHandRing1\n    400104: mixamorig:RightHandRing2\n    400106: mixamorig:RightHandRing3\n    400108: mixamorig:RightHandRing4\n    400110: mixamorig:RightHandThumb1\n    400112: mixamorig:RightHandThumb2\n    400114: mixamorig:RightHandThumb3\n    400116: mixamorig:RightHandThumb4\n    400118: mixamorig:RightLeg\n    400120: mixamorig:RightShoulder\n    400122: mixamorig:RightToe_End\n    400124: mixamorig:RightToeBase\n    400126: mixamorig:RightUpLeg\n    400128: mixamorig:Spine\n    400130: mixamorig:Spine1\n    400132: mixamorig:Spine2\n    400134: //RootNode\n    7400000: mixamo.com\n    9500000: //RootNode\n  materials:\n    importMaterials: 1\n    materialName: 0\n    materialSearch: 1\n  animations:\n    legacyGenerateAnimations: 4\n    bakeSimulation: 0\n    resampleCurves: 1\n    optimizeGameObjects: 0\n    motionNodeName: \n    rigImportErrors: \n    rigImportWarnings: \n    animationImportErrors: \n    animationImportWarnings: \n    animationRetargetingWarnings: \n    animationDoRetargetingWarnings: 0\n    animationCompression: 3\n    animationRotationError: 0.5\n    animationPositionError: 0.5\n    animationScaleError: 0.5\n    animationWrapMode: 0\n    extraExposedTransformPaths: []\n    extraUserProperties: []\n    clipAnimations: []\n    isReadable: 1\n  meshes:\n    lODScreenPercentages: []\n    globalScale: 1\n    meshCompression: 0\n    addColliders: 0\n    importVisibility: 1\n    importBlendShapes: 1\n    importCameras: 1\n    importLights: 1\n    swapUVChannels: 0\n    generateSecondaryUV: 0\n    useFileUnits: 1\n    optimizeMeshForGPU: 1\n    keepQuads: 0\n    weldVertices: 1\n    secondaryUVAngleDistortion: 8\n    secondaryUVAreaDistortion: 15.000001\n    secondaryUVHardAngle: 88\n    secondaryUVPackMargin: 4\n    useFileScale: 1\n  tangentSpace:\n    normalSmoothAngle: 60\n    normalImportMode: 0\n    tangentImportMode: 3\n    normalCalculationMode: 4\n  importAnimation: 1\n  copyAvatar: 1\n  humanDescription:\n    serializedVersion: 2\n    human:\n    - boneName: mixamorig:Hips\n      humanName: Hips\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftUpLeg\n      humanName: LeftUpperLeg\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightUpLeg\n      humanName: RightUpperLeg\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftLeg\n      humanName: LeftLowerLeg\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightLeg\n      humanName: RightLowerLeg\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftFoot\n      humanName: LeftFoot\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightFoot\n      humanName: RightFoot\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine\n      humanName: Spine\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine1\n      humanName: Chest\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Neck\n      humanName: Neck\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Head\n      humanName: Head\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftShoulder\n      humanName: LeftShoulder\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightShoulder\n      humanName: RightShoulder\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftArm\n      humanName: LeftUpperArm\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightArm\n      humanName: RightUpperArm\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftForeArm\n      humanName: LeftLowerArm\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightForeArm\n      humanName: RightLowerArm\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHand\n      humanName: LeftHand\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHand\n      humanName: RightHand\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftToeBase\n      humanName: LeftToes\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightToeBase\n      humanName: RightToes\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb1\n      humanName: Left Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb2\n      humanName: Left Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb3\n      humanName: Left Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex1\n      humanName: Left Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex2\n      humanName: Left Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex3\n      humanName: Left Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle1\n      humanName: Left Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle2\n      humanName: Left Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle3\n      humanName: Left Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing1\n      humanName: Left Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing2\n      humanName: Left Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing3\n      humanName: Left Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb2\n      humanName: Right Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb3\n      humanName: Right Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex1\n      humanName: Right Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex2\n      humanName: Right Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex3\n      humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing2\n      humanName: Right Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing3\n      humanName: Right Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky1\n      humanName: Right Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky2\n      humanName: Right Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky3\n      humanName: Right Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine2\n      humanName: UpperChest\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    skeleton:\n    - name: ybot(Clone)\n      parentName: \n      position: {x: 0, y: 0, z: 0}\n      rotation: {x: 0, y: 0, z: 0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Joints\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Surface\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: 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0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    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humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n  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boneName: mixamorig:RightToeBase\n      humanName: RightToes\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb1\n      humanName: Left Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb2\n      humanName: Left Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb3\n      humanName: Left Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex1\n      humanName: Left Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex2\n      humanName: Left Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex3\n      humanName: Left Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle1\n      humanName: Left Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle2\n      humanName: Left Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle3\n      humanName: Left Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing1\n      humanName: Left Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing2\n      humanName: Left Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing3\n      humanName: Left Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb2\n      humanName: Right Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb3\n      humanName: Right Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex1\n      humanName: Right Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex2\n      humanName: Right Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex3\n      humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing2\n      humanName: Right Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing3\n      humanName: Right Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky1\n      humanName: Right Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky2\n      humanName: Right Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky3\n      humanName: Right Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine2\n      humanName: UpperChest\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    skeleton:\n    - name: ybot(Clone)\n      parentName: \n      position: {x: 0, y: 0, z: 0}\n      rotation: {x: 0, y: 0, z: 0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Joints\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Surface\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Hips\n      parentName: ybot(Clone)\n      position: {x: 0.00000006757011, y: 0.9979194, z: 0.000000484474}\n      rotation: {x: 1.3930912e-15, y: 0.00000001376344, z: -0.0000004417766, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine\n      parentName: mixamorig:Hips\n      position: {x: -0.0000000056483196, y: 0.09923459, z: -0.012273348}\n      rotation: {x: -1.3930783e-15, y: -0.00000001376344, z: 0.00000044177568, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine1\n      parentName: mixamorig:Spine\n      position: {x: 0.0000013886521, y: 0.1164544, z: -0.014223412}\n      rotation: {x: 3.8774097e-26, y: -4.2632574e-14, z: 6.82121e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine2\n      parentName: mixamorig:Spine1\n      position: {x: -0.00000091440717, y: 0.13360204, z: -0.016264597}\n      rotation: {x: 0, y: 0, z: 1.8056423e-35, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Neck\n      parentName: mixamorig:Spine2\n      position: {x: -0.0000002520208, y: 0.15032491, z: 0.007929048}\n      rotation: {x: -5.2041704e-18, y: 4.2632927e-14, z: 2.273737e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Head\n      parentName: mixamorig:Neck\n      position: {x: -0.000000023707482, y: 0.1032183, z: 0.031424288}\n      rotation: {x: 0, y: -0, z: -2.3158745e-36, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:HeadTop_End\n      parentName: mixamorig:Head\n      position: {x: -0.0000015417259, y: 0.18474671, z: 0.06636399}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftEye\n      parentName: mixamorig:Head\n      position: {x: -0.02947915, y: 0.07681745, z: 0.09120731}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightEye\n      parentName: mixamorig:Head\n      position: {x: 0.029444808, y: 0.07681745, z: 0.091204956}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftShoulder\n      parentName: mixamorig:Spine2\n      position: {x: -0.061058242, y: 0.09110424, z: 0.0070555084}\n      rotation: {x: -0.000000044703484, y: 4.2632557e-14, z: -0.000000044703256, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftArm\n      parentName: mixamorig:LeftShoulder\n      position: {x: -0.12655036, y: -0.0026593448, z: -0.026009219}\n      rotation: {x: 0.000000044703484, y: 2.4507967e-22, z: 0.000000044703484, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftForeArm\n      parentName: mixamorig:LeftArm\n      position: {x: -0.27404684, y: 0.00000039126675, z: 0.000000065881096}\n      rotation: {x: -0.000000059604638, y: -0.000000003900862, z: -1.3205547e-24,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHand\n      parentName: mixamorig:LeftForeArm\n      position: {x: -0.27614462, y: 0.00000028951808, z: 0.00000019646586}\n      rotation: {x: 0.000025987818, y: 0.000000044703476, z: -1.1585687e-12, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.12775522, y: 0.00000013342024, z: 0.00000020418457}\n      rotation: {x: 0.000000014901159, y: -0.000000044701945, z: 0.00000002980465,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle2\n      parentName: mixamorig:LeftHandMiddle1\n      position: {x: -0.036139715, y: 0.000000026601377, z: 0.000000024623631}\n      rotation: {x: -0.000000014901161, y: 0.000000014901165, z: -7.764959e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle3\n      parentName: mixamorig:LeftHandMiddle2\n      position: {x: -0.0345976, y: 0.000000005432471, z: -0.00000026419679}\n      rotation: {x: 3.2786822e-16, y: -7.7005665e-13, z: -0.000000014901165, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle4\n      parentName: mixamorig:LeftHandMiddle3\n      position: {x: -0.036801923, y: -8.559337e-10, z: 0.00000032769248}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandThumb1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.037888095, y: -0.021669967, z: 0.03003088}\n      rotation: {x: -0.11864619, y: 0.086851165, z: -0.11865032, w: 0.98198885}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandThumb2\n      parentName: mixamorig:LeftHandThumb1\n      position: {x: -0.03675443, y: -0.021220079, z: 0.021220123}\n      rotation: {x: 0.000005132493, y: -0.0000031770362, z: 0.0000056908543, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandThumb3\n      parentName: mixamorig:LeftHandThumb2\n      position: {x: -0.033943586, y: -0.019597441, z: 0.019597929}\n      rotation: {x: -0.0000051025772, y: 0.000009561153, z: 0.00000076763865, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandThumb4\n      parentName: mixamorig:LeftHandThumb3\n      position: {x: -0.026794039, y: -0.015469446, z: 0.0154692}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.12266614, y: -0.0023166884, z: 0.028220579}\n      rotation: {x: 0.00000007450581, y: -7.738312e-13, z: -0.000000014901161, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex2\n      parentName: mixamorig:LeftHandIndex1\n      position: {x: -0.038919672, y: 0.000000016868665, z: 0.00000038721547}\n      rotation: {x: -0.00000010430813, y: 0.000000014901161, z: -7.7516346e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex3\n      parentName: mixamorig:LeftHandIndex2\n      position: {x: -0.03415161, y: 0.000000005749108, z: -0.00000008770533}\n      rotation: {x: 7.528409e-15, y: 0.0000000148980766, z: -0.000000059605426, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex4\n      parentName: mixamorig:LeftHandIndex3\n      position: {x: -0.030779855, y: 7.926917e-10, z: -0.00000008560385}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandRing1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.12147005, y: 0.00009894983, z: -0.022166291}\n      rotation: {x: 0.00000002980232, y: -0.000000029801548, z: 0.000000014902708,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandRing2\n      parentName: mixamorig:LeftHandRing1\n      position: {x: -0.036011904, y: 0.000000015129366, z: 0.0000003511219}\n      rotation: {x: -0.000000029802319, y: 0.000000029799999, z: -0.000000044705025,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandRing3\n  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boneName: mixamorig:RightToeBase\n      humanName: RightToes\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb1\n      humanName: Left Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb2\n      humanName: Left Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb3\n      humanName: Left Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex1\n      humanName: Left Index 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z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle3\n      humanName: Left Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing1\n      humanName: Left Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing2\n      humanName: Left Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing3\n      humanName: Left Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb2\n      humanName: Right Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb3\n      humanName: Right Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex1\n      humanName: Right Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex2\n      humanName: Right Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex3\n      humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing2\n      humanName: Right Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing3\n      humanName: Right Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky1\n      humanName: Right Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky2\n      humanName: Right Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky3\n      humanName: Right Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine2\n      humanName: UpperChest\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    skeleton:\n    - name: ybot(Clone)\n      parentName: \n      position: {x: 0, y: 0, z: 0}\n      rotation: {x: 0, y: 0, z: 0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Joints\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Surface\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Hips\n      parentName: ybot(Clone)\n      position: {x: 0.00000006757011, y: 0.9979194, z: 0.000000484474}\n      rotation: {x: 1.3930912e-15, y: 0.00000001376344, z: -0.0000004417766, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine\n      parentName: mixamorig:Hips\n      position: {x: -0.0000000056483196, y: 0.09923459, z: -0.012273348}\n      rotation: {x: -1.3930783e-15, y: -0.00000001376344, z: 0.00000044177568, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine1\n      parentName: mixamorig:Spine\n      position: {x: 0.0000013886521, y: 0.1164544, z: -0.014223412}\n      rotation: {x: 3.8774097e-26, y: -4.2632574e-14, z: 6.82121e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine2\n      parentName: mixamorig:Spine1\n      position: {x: -0.00000091440717, y: 0.13360204, z: -0.016264597}\n      rotation: {x: 0, y: 0, z: 1.8056423e-35, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Neck\n      parentName: mixamorig:Spine2\n      position: {x: -0.0000002520208, y: 0.15032491, z: 0.007929048}\n      rotation: {x: -5.2041704e-18, y: 4.2632927e-14, z: 2.273737e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Head\n      parentName: mixamorig:Neck\n      position: {x: -0.000000023707482, y: 0.1032183, z: 0.031424288}\n      rotation: {x: 0, y: -0, z: -2.3158745e-36, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:HeadTop_End\n      parentName: mixamorig:Head\n      position: {x: -0.0000015417259, y: 0.18474671, z: 0.06636399}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftEye\n      parentName: mixamorig:Head\n      position: {x: -0.02947915, y: 0.07681745, z: 0.09120731}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightEye\n      parentName: mixamorig:Head\n      position: {x: 0.029444808, y: 0.07681745, z: 0.091204956}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftShoulder\n      parentName: mixamorig:Spine2\n      position: {x: -0.061058242, y: 0.09110424, z: 0.0070555084}\n      rotation: {x: -0.000000044703484, y: 4.2632557e-14, z: -0.000000044703256, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftArm\n      parentName: mixamorig:LeftShoulder\n      position: {x: -0.12655036, y: -0.0026593448, z: -0.026009219}\n      rotation: {x: 0.000000044703484, y: 2.4507967e-22, z: 0.000000044703484, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftForeArm\n      parentName: mixamorig:LeftArm\n      position: {x: -0.27404684, y: 0.00000039126675, z: 0.000000065881096}\n      rotation: {x: -0.000000059604638, y: -0.000000003900862, z: -1.3205547e-24,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHand\n      parentName: mixamorig:LeftForeArm\n      position: {x: -0.27614462, y: 0.00000028951808, z: 0.00000019646586}\n      rotation: {x: 0.000025987818, y: 0.000000044703476, z: -1.1585687e-12, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.12775522, y: 0.00000013342024, z: 0.00000020418457}\n      rotation: {x: 0.000000014901159, y: -0.000000044701945, z: 0.00000002980465,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle2\n      parentName: mixamorig:LeftHandMiddle1\n      position: {x: -0.036139715, y: 0.000000026601377, z: 0.000000024623631}\n      rotation: {x: -0.000000014901161, y: 0.000000014901165, z: -7.764959e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle3\n      parentName: mixamorig:LeftHandMiddle2\n      position: {x: -0.0345976, y: 0.000000005432471, z: -0.00000026419679}\n      rotation: {x: 3.2786822e-16, y: -7.7005665e-13, 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mixamorig:RightUpLeg\n    400128: mixamorig:Spine\n    400130: mixamorig:Spine1\n    400132: mixamorig:Spine2\n    400134: //RootNode\n    7400000: mixamo.com\n    9500000: //RootNode\n  materials:\n    importMaterials: 1\n    materialName: 0\n    materialSearch: 1\n  animations:\n    legacyGenerateAnimations: 4\n    bakeSimulation: 0\n    resampleCurves: 1\n    optimizeGameObjects: 0\n    motionNodeName: \n    rigImportErrors: \n    rigImportWarnings: \n    animationImportErrors: \n    animationImportWarnings: \n    animationRetargetingWarnings: \n    animationDoRetargetingWarnings: 0\n    animationCompression: 3\n    animationRotationError: 0.5\n    animationPositionError: 0.5\n    animationScaleError: 0.5\n    animationWrapMode: 0\n    extraExposedTransformPaths: []\n    extraUserProperties: []\n    clipAnimations: []\n    isReadable: 1\n  meshes:\n    lODScreenPercentages: []\n    globalScale: 1\n    meshCompression: 0\n    addColliders: 0\n    importVisibility: 1\n    importBlendShapes: 1\n    importCameras: 1\n    importLights: 1\n    swapUVChannels: 0\n    generateSecondaryUV: 0\n    useFileUnits: 1\n    optimizeMeshForGPU: 1\n    keepQuads: 0\n    weldVertices: 1\n    secondaryUVAngleDistortion: 8\n    secondaryUVAreaDistortion: 15.000001\n    secondaryUVHardAngle: 88\n    secondaryUVPackMargin: 4\n    useFileScale: 1\n  tangentSpace:\n    normalSmoothAngle: 60\n    normalImportMode: 0\n    tangentImportMode: 3\n    normalCalculationMode: 4\n  importAnimation: 1\n  copyAvatar: 1\n  humanDescription:\n    serializedVersion: 2\n    human:\n    - boneName: mixamorig:Hips\n      humanName: Hips\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftUpLeg\n      humanName: LeftUpperLeg\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n     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0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb2\n      humanName: Right Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb3\n      humanName: Right Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex1\n      humanName: Right Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex2\n      humanName: Right Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex3\n      humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n  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0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky3\n      humanName: Right Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine2\n      humanName: UpperChest\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    skeleton:\n    - name: ybot(Clone)\n      parentName: \n      position: {x: 0, y: 0, z: 0}\n      rotation: {x: 0, y: 0, z: 0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Joints\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Surface\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: 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400020: mixamorig:LeftHandIndex3\n    400022: mixamorig:LeftHandIndex4\n    400024: mixamorig:LeftHandMiddle1\n    400026: mixamorig:LeftHandMiddle2\n    400028: mixamorig:LeftHandMiddle3\n    400030: mixamorig:LeftHandMiddle4\n    400032: mixamorig:LeftHandPinky1\n    400034: mixamorig:LeftHandPinky2\n    400036: mixamorig:LeftHandPinky3\n    400038: mixamorig:LeftHandPinky4\n    400040: mixamorig:LeftHandRing1\n    400042: mixamorig:LeftHandRing2\n    400044: mixamorig:LeftHandRing3\n    400046: mixamorig:LeftHandRing4\n    400048: mixamorig:LeftHandThumb1\n    400050: mixamorig:LeftHandThumb2\n    400052: mixamorig:LeftHandThumb3\n    400054: mixamorig:LeftHandThumb4\n    400056: mixamorig:LeftLeg\n    400058: mixamorig:LeftShoulder\n    400060: mixamorig:LeftToe_End\n    400062: mixamorig:LeftToeBase\n    400064: mixamorig:LeftUpLeg\n    400066: mixamorig:Neck\n    400068: mixamorig:RightArm\n    400070: mixamorig:RightEye\n    400072: mixamorig:RightFoot\n    400074: mixamorig:RightForeArm\n    400076: mixamorig:RightHand\n    400078: mixamorig:RightHandIndex1\n    400080: mixamorig:RightHandIndex2\n    400082: mixamorig:RightHandIndex3\n    400084: mixamorig:RightHandIndex4\n    400086: mixamorig:RightHandMiddle1\n    400088: mixamorig:RightHandMiddle2\n    400090: mixamorig:RightHandMiddle3\n    400092: mixamorig:RightHandMiddle4\n    400094: mixamorig:RightHandPinky1\n    400096: mixamorig:RightHandPinky2\n    400098: mixamorig:RightHandPinky3\n    400100: mixamorig:RightHandPinky4\n    400102: mixamorig:RightHandRing1\n    400104: mixamorig:RightHandRing2\n    400106: mixamorig:RightHandRing3\n    400108: mixamorig:RightHandRing4\n    400110: mixamorig:RightHandThumb1\n    400112: mixamorig:RightHandThumb2\n    400114: mixamorig:RightHandThumb3\n    400116: mixamorig:RightHandThumb4\n    400118: mixamorig:RightLeg\n    400120: mixamorig:RightShoulder\n    400122: mixamorig:RightToe_End\n    400124: mixamorig:RightToeBase\n    400126: mixamorig:RightUpLeg\n    400128: mixamorig:Spine\n    400130: mixamorig:Spine1\n    400132: mixamorig:Spine2\n    400134: //RootNode\n    7400000: mixamo.com\n    9500000: //RootNode\n  materials:\n    importMaterials: 1\n    materialName: 0\n    materialSearch: 1\n  animations:\n    legacyGenerateAnimations: 4\n    bakeSimulation: 0\n    resampleCurves: 1\n    optimizeGameObjects: 0\n    motionNodeName: \n    rigImportErrors: \n    rigImportWarnings: \n    animationImportErrors: \n    animationImportWarnings: \n    animationRetargetingWarnings: \n    animationDoRetargetingWarnings: 0\n    animationCompression: 3\n    animationRotationError: 0.5\n    animationPositionError: 0.5\n    animationScaleError: 0.5\n    animationWrapMode: 0\n    extraExposedTransformPaths: []\n    extraUserProperties: []\n    clipAnimations: []\n    isReadable: 1\n  meshes:\n    lODScreenPercentages: []\n    globalScale: 1\n    meshCompression: 0\n    addColliders: 0\n    importVisibility: 1\n    importBlendShapes: 1\n    importCameras: 1\n    importLights: 1\n    swapUVChannels: 0\n    generateSecondaryUV: 0\n    useFileUnits: 1\n    optimizeMeshForGPU: 1\n    keepQuads: 0\n    weldVertices: 1\n    secondaryUVAngleDistortion: 8\n    secondaryUVAreaDistortion: 15.000001\n    secondaryUVHardAngle: 88\n    secondaryUVPackMargin: 4\n    useFileScale: 1\n  tangentSpace:\n    normalSmoothAngle: 60\n    normalImportMode: 0\n    tangentImportMode: 3\n    normalCalculationMode: 4\n  importAnimation: 1\n  copyAvatar: 1\n  humanDescription:\n    serializedVersion: 2\n    human:\n    - boneName: mixamorig:Hips\n      humanName: Hips\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftUpLeg\n      humanName: LeftUpperLeg\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightUpLeg\n      humanName: RightUpperLeg\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftLeg\n      humanName: LeftLowerLeg\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightLeg\n      humanName: RightLowerLeg\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftFoot\n      humanName: LeftFoot\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightFoot\n      humanName: RightFoot\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine\n      humanName: Spine\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine1\n      humanName: Chest\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Neck\n      humanName: Neck\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Head\n      humanName: Head\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftShoulder\n      humanName: LeftShoulder\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightShoulder\n      humanName: RightShoulder\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftArm\n      humanName: LeftUpperArm\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightArm\n      humanName: RightUpperArm\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftForeArm\n      humanName: LeftLowerArm\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightForeArm\n      humanName: RightLowerArm\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHand\n      humanName: LeftHand\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHand\n      humanName: RightHand\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftToeBase\n      humanName: LeftToes\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightToeBase\n      humanName: RightToes\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb1\n      humanName: Left Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb2\n      humanName: Left Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb3\n      humanName: Left Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex1\n      humanName: Left Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex2\n      humanName: Left Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex3\n      humanName: Left Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle1\n      humanName: Left Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle2\n      humanName: Left Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle3\n      humanName: Left Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing1\n      humanName: Left Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing2\n      humanName: Left Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing3\n      humanName: Left Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb2\n      humanName: Right Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb3\n      humanName: Right Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex1\n      humanName: Right Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex2\n      humanName: Right Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex3\n      humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing2\n      humanName: Right Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing3\n      humanName: Right Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky1\n      humanName: Right Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky2\n      humanName: Right Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky3\n      humanName: Right Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine2\n      humanName: UpperChest\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    skeleton:\n    - name: ybot(Clone)\n      parentName: \n      position: {x: 0, y: 0, z: 0}\n      rotation: {x: 0, y: 0, z: 0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Joints\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Surface\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: 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scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightHandPinky2\n      parentName: mixamorig:RightHandPinky1\n      position: {x: 0.041366525, y: 0.000000004310631, z: 0.00000025609583}\n      rotation: {x: -0.000000014901161, y: 0.000000029801548, z: -0.000000014902708,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightHandPinky3\n      parentName: mixamorig:RightHandPinky2\n      position: {x: 0.025948359, y: -0.000000009571486, z: -0.00000036661154}\n      rotation: {x: -0.00000008940697, y: -6.912583e-20, z: -1.3322676e-15, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightHandPinky4\n      parentName: mixamorig:RightHandPinky3\n      position: {x: 0.029238692, y: 0.00000000641227, z: 0.00000018695744}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightUpLeg\n      parentName: mixamorig:Hips\n      position: {x: 0.09124453, y: -0.06656398, z: -0.00055377925}\n      rotation: {x: 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0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    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humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n  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boneName: mixamorig:RightToeBase\n      humanName: RightToes\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb1\n      humanName: Left Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb2\n      humanName: Left Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb3\n      humanName: Left Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex1\n      humanName: Left Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex2\n      humanName: Left Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex3\n      humanName: Left Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle1\n      humanName: Left Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle2\n      humanName: Left Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle3\n      humanName: Left Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing1\n      humanName: Left Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing2\n      humanName: Left Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing3\n      humanName: Left Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb2\n      humanName: Right Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb3\n      humanName: Right Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex1\n      humanName: Right Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex2\n      humanName: Right Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex3\n      humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing2\n      humanName: Right Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing3\n      humanName: Right Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky1\n      humanName: Right Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky2\n      humanName: Right Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky3\n      humanName: Right Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine2\n      humanName: UpperChest\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    skeleton:\n    - name: ybot(Clone)\n      parentName: \n      position: {x: 0, y: 0, z: 0}\n      rotation: {x: 0, y: 0, z: 0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Joints\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Surface\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Hips\n      parentName: ybot(Clone)\n      position: {x: 0.00000006757011, y: 0.9979194, z: 0.000000484474}\n      rotation: {x: 1.3930912e-15, y: 0.00000001376344, z: -0.0000004417766, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine\n      parentName: mixamorig:Hips\n      position: {x: -0.0000000056483196, y: 0.09923459, z: -0.012273348}\n      rotation: {x: -1.3930783e-15, y: -0.00000001376344, z: 0.00000044177568, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine1\n      parentName: mixamorig:Spine\n      position: {x: 0.0000013886521, y: 0.1164544, z: -0.014223412}\n      rotation: {x: 3.8774097e-26, y: -4.2632574e-14, z: 6.82121e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine2\n      parentName: mixamorig:Spine1\n      position: {x: -0.00000091440717, y: 0.13360204, z: -0.016264597}\n      rotation: {x: 0, y: 0, z: 1.8056423e-35, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Neck\n      parentName: mixamorig:Spine2\n      position: {x: -0.0000002520208, y: 0.15032491, z: 0.007929048}\n      rotation: {x: -5.2041704e-18, y: 4.2632927e-14, z: 2.273737e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Head\n      parentName: mixamorig:Neck\n      position: {x: -0.000000023707482, y: 0.1032183, z: 0.031424288}\n      rotation: {x: 0, y: -0, z: -2.3158745e-36, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:HeadTop_End\n      parentName: mixamorig:Head\n      position: {x: -0.0000015417259, y: 0.18474671, z: 0.06636399}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftEye\n      parentName: mixamorig:Head\n      position: {x: -0.02947915, y: 0.07681745, z: 0.09120731}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightEye\n      parentName: mixamorig:Head\n      position: {x: 0.029444808, y: 0.07681745, z: 0.091204956}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftShoulder\n      parentName: mixamorig:Spine2\n      position: {x: -0.061058242, y: 0.09110424, z: 0.0070555084}\n      rotation: {x: -0.000000044703484, y: 4.2632557e-14, z: -0.000000044703256, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftArm\n      parentName: mixamorig:LeftShoulder\n      position: {x: -0.12655036, y: -0.0026593448, z: -0.026009219}\n      rotation: {x: 0.000000044703484, y: 2.4507967e-22, z: 0.000000044703484, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftForeArm\n      parentName: mixamorig:LeftArm\n      position: {x: -0.27404684, y: 0.00000039126675, z: 0.000000065881096}\n      rotation: {x: -0.000000059604638, y: -0.000000003900862, z: -1.3205547e-24,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHand\n      parentName: mixamorig:LeftForeArm\n      position: {x: -0.27614462, y: 0.00000028951808, z: 0.00000019646586}\n      rotation: {x: 0.000025987818, y: 0.000000044703476, z: -1.1585687e-12, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.12775522, y: 0.00000013342024, z: 0.00000020418457}\n      rotation: {x: 0.000000014901159, y: -0.000000044701945, z: 0.00000002980465,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle2\n      parentName: mixamorig:LeftHandMiddle1\n      position: {x: -0.036139715, y: 0.000000026601377, z: 0.000000024623631}\n      rotation: {x: -0.000000014901161, y: 0.000000014901165, z: -7.764959e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle3\n      parentName: mixamorig:LeftHandMiddle2\n      position: {x: -0.0345976, y: 0.000000005432471, z: -0.00000026419679}\n      rotation: {x: 3.2786822e-16, y: -7.7005665e-13, z: -0.000000014901165, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle4\n      parentName: mixamorig:LeftHandMiddle3\n      position: {x: -0.036801923, y: -8.559337e-10, z: 0.00000032769248}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandThumb1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.037888095, y: -0.021669967, z: 0.03003088}\n      rotation: {x: -0.11864619, y: 0.086851165, z: -0.11865032, w: 0.98198885}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandThumb2\n      parentName: mixamorig:LeftHandThumb1\n      position: {x: -0.03675443, y: -0.021220079, z: 0.021220123}\n      rotation: {x: 0.000005132493, y: -0.0000031770362, z: 0.0000056908543, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandThumb3\n      parentName: mixamorig:LeftHandThumb2\n      position: {x: -0.033943586, y: -0.019597441, z: 0.019597929}\n      rotation: {x: -0.0000051025772, y: 0.000009561153, z: 0.00000076763865, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandThumb4\n      parentName: mixamorig:LeftHandThumb3\n      position: {x: -0.026794039, y: -0.015469446, z: 0.0154692}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.12266614, y: -0.0023166884, z: 0.028220579}\n      rotation: {x: 0.00000007450581, y: -7.738312e-13, z: -0.000000014901161, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex2\n      parentName: mixamorig:LeftHandIndex1\n      position: {x: -0.038919672, y: 0.000000016868665, z: 0.00000038721547}\n      rotation: {x: -0.00000010430813, y: 0.000000014901161, z: -7.7516346e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex3\n      parentName: mixamorig:LeftHandIndex2\n      position: {x: -0.03415161, y: 0.000000005749108, z: -0.00000008770533}\n      rotation: {x: 7.528409e-15, y: 0.0000000148980766, z: -0.000000059605426, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex4\n      parentName: mixamorig:LeftHandIndex3\n      position: {x: -0.030779855, y: 7.926917e-10, z: -0.00000008560385}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandRing1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.12147005, y: 0.00009894983, z: -0.022166291}\n      rotation: {x: 0.00000002980232, y: -0.000000029801548, z: 0.000000014902708,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandRing2\n      parentName: mixamorig:LeftHandRing1\n      position: {x: -0.036011904, y: 0.000000015129366, z: 0.0000003511219}\n      rotation: {x: -0.000000029802319, y: 0.000000029799999, z: -0.000000044705025,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandRing3\n  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boneName: mixamorig:RightToeBase\n      humanName: RightToes\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb1\n      humanName: Left Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb2\n      humanName: Left Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb3\n      humanName: Left Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex1\n      humanName: Left Index 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z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle3\n      humanName: Left Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing1\n      humanName: Left Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing2\n      humanName: Left Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing3\n      humanName: Left Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb2\n      humanName: Right Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb3\n      humanName: Right Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex1\n      humanName: Right Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex2\n      humanName: Right Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex3\n      humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing2\n      humanName: Right Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing3\n      humanName: Right Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky1\n      humanName: Right Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky2\n      humanName: Right Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky3\n      humanName: Right Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine2\n      humanName: UpperChest\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    skeleton:\n    - name: ybot(Clone)\n      parentName: \n      position: {x: 0, y: 0, z: 0}\n      rotation: {x: 0, y: 0, z: 0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Joints\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Surface\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Hips\n      parentName: ybot(Clone)\n      position: {x: 0.00000006757011, y: 0.9979194, z: 0.000000484474}\n      rotation: {x: 1.3930912e-15, y: 0.00000001376344, z: -0.0000004417766, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine\n      parentName: mixamorig:Hips\n      position: {x: -0.0000000056483196, y: 0.09923459, z: -0.012273348}\n      rotation: {x: -1.3930783e-15, y: -0.00000001376344, z: 0.00000044177568, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine1\n      parentName: mixamorig:Spine\n      position: {x: 0.0000013886521, y: 0.1164544, z: -0.014223412}\n      rotation: {x: 3.8774097e-26, y: -4.2632574e-14, z: 6.82121e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine2\n      parentName: mixamorig:Spine1\n      position: {x: -0.00000091440717, y: 0.13360204, z: -0.016264597}\n      rotation: {x: 0, y: 0, z: 1.8056423e-35, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Neck\n      parentName: mixamorig:Spine2\n      position: {x: -0.0000002520208, y: 0.15032491, z: 0.007929048}\n      rotation: {x: -5.2041704e-18, y: 4.2632927e-14, z: 2.273737e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Head\n      parentName: mixamorig:Neck\n      position: {x: -0.000000023707482, y: 0.1032183, z: 0.031424288}\n      rotation: {x: 0, y: -0, z: -2.3158745e-36, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:HeadTop_End\n      parentName: mixamorig:Head\n      position: {x: -0.0000015417259, y: 0.18474671, z: 0.06636399}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftEye\n      parentName: mixamorig:Head\n      position: {x: -0.02947915, y: 0.07681745, z: 0.09120731}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightEye\n      parentName: mixamorig:Head\n      position: {x: 0.029444808, y: 0.07681745, z: 0.091204956}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftShoulder\n      parentName: mixamorig:Spine2\n      position: {x: -0.061058242, y: 0.09110424, z: 0.0070555084}\n      rotation: {x: -0.000000044703484, y: 4.2632557e-14, z: -0.000000044703256, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftArm\n      parentName: mixamorig:LeftShoulder\n      position: {x: -0.12655036, y: -0.0026593448, z: -0.026009219}\n      rotation: {x: 0.000000044703484, y: 2.4507967e-22, z: 0.000000044703484, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftForeArm\n      parentName: mixamorig:LeftArm\n      position: {x: -0.27404684, y: 0.00000039126675, z: 0.000000065881096}\n      rotation: {x: -0.000000059604638, y: -0.000000003900862, z: -1.3205547e-24,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHand\n      parentName: mixamorig:LeftForeArm\n      position: {x: -0.27614462, y: 0.00000028951808, z: 0.00000019646586}\n      rotation: {x: 0.000025987818, y: 0.000000044703476, z: -1.1585687e-12, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.12775522, y: 0.00000013342024, z: 0.00000020418457}\n      rotation: {x: 0.000000014901159, y: -0.000000044701945, z: 0.00000002980465,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle2\n      parentName: mixamorig:LeftHandMiddle1\n      position: {x: -0.036139715, y: 0.000000026601377, z: 0.000000024623631}\n      rotation: {x: -0.000000014901161, y: 0.000000014901165, z: -7.764959e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle3\n      parentName: mixamorig:LeftHandMiddle2\n      position: {x: -0.0345976, y: 0.000000005432471, z: -0.00000026419679}\n      rotation: {x: 3.2786822e-16, y: -7.7005665e-13, 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mixamorig:RightUpLeg\n    400128: mixamorig:Spine\n    400130: mixamorig:Spine1\n    400132: mixamorig:Spine2\n    400134: //RootNode\n    7400000: mixamo.com\n    9500000: //RootNode\n  materials:\n    importMaterials: 1\n    materialName: 0\n    materialSearch: 1\n  animations:\n    legacyGenerateAnimations: 4\n    bakeSimulation: 0\n    resampleCurves: 1\n    optimizeGameObjects: 0\n    motionNodeName: \n    rigImportErrors: \n    rigImportWarnings: \n    animationImportErrors: \n    animationImportWarnings: \n    animationRetargetingWarnings: \n    animationDoRetargetingWarnings: 0\n    animationCompression: 3\n    animationRotationError: 0.5\n    animationPositionError: 0.5\n    animationScaleError: 0.5\n    animationWrapMode: 0\n    extraExposedTransformPaths: []\n    extraUserProperties: []\n    clipAnimations: []\n    isReadable: 1\n  meshes:\n    lODScreenPercentages: []\n    globalScale: 1\n    meshCompression: 0\n    addColliders: 0\n    importVisibility: 1\n    importBlendShapes: 1\n    importCameras: 1\n    importLights: 1\n    swapUVChannels: 0\n    generateSecondaryUV: 0\n    useFileUnits: 1\n    optimizeMeshForGPU: 1\n    keepQuads: 0\n    weldVertices: 1\n    secondaryUVAngleDistortion: 8\n    secondaryUVAreaDistortion: 15.000001\n    secondaryUVHardAngle: 88\n    secondaryUVPackMargin: 4\n    useFileScale: 1\n  tangentSpace:\n    normalSmoothAngle: 60\n    normalImportMode: 0\n    tangentImportMode: 3\n    normalCalculationMode: 4\n  importAnimation: 1\n  copyAvatar: 1\n  humanDescription:\n    serializedVersion: 2\n    human:\n    - boneName: mixamorig:Hips\n      humanName: Hips\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftUpLeg\n      humanName: LeftUpperLeg\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n     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0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb2\n      humanName: Right Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb3\n      humanName: Right Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex1\n      humanName: Right Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex2\n      humanName: Right Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex3\n      humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n  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0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky3\n      humanName: Right Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine2\n      humanName: UpperChest\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    skeleton:\n    - name: ybot(Clone)\n      parentName: \n      position: {x: 0, y: 0, z: 0}\n      rotation: {x: 0, y: 0, z: 0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Joints\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Surface\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: 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400020: mixamorig:LeftHandIndex3\n    400022: mixamorig:LeftHandIndex4\n    400024: mixamorig:LeftHandMiddle1\n    400026: mixamorig:LeftHandMiddle2\n    400028: mixamorig:LeftHandMiddle3\n    400030: mixamorig:LeftHandMiddle4\n    400032: mixamorig:LeftHandPinky1\n    400034: mixamorig:LeftHandPinky2\n    400036: mixamorig:LeftHandPinky3\n    400038: mixamorig:LeftHandPinky4\n    400040: mixamorig:LeftHandRing1\n    400042: mixamorig:LeftHandRing2\n    400044: mixamorig:LeftHandRing3\n    400046: mixamorig:LeftHandRing4\n    400048: mixamorig:LeftHandThumb1\n    400050: mixamorig:LeftHandThumb2\n    400052: mixamorig:LeftHandThumb3\n    400054: mixamorig:LeftHandThumb4\n    400056: mixamorig:LeftLeg\n    400058: mixamorig:LeftShoulder\n    400060: mixamorig:LeftToe_End\n    400062: mixamorig:LeftToeBase\n    400064: mixamorig:LeftUpLeg\n    400066: mixamorig:Neck\n    400068: mixamorig:RightArm\n    400070: mixamorig:RightEye\n    400072: mixamorig:RightFoot\n    400074: mixamorig:RightForeArm\n    400076: mixamorig:RightHand\n    400078: mixamorig:RightHandIndex1\n    400080: mixamorig:RightHandIndex2\n    400082: mixamorig:RightHandIndex3\n    400084: mixamorig:RightHandIndex4\n    400086: mixamorig:RightHandMiddle1\n    400088: mixamorig:RightHandMiddle2\n    400090: mixamorig:RightHandMiddle3\n    400092: mixamorig:RightHandMiddle4\n    400094: mixamorig:RightHandPinky1\n    400096: mixamorig:RightHandPinky2\n    400098: mixamorig:RightHandPinky3\n    400100: mixamorig:RightHandPinky4\n    400102: mixamorig:RightHandRing1\n    400104: mixamorig:RightHandRing2\n    400106: mixamorig:RightHandRing3\n    400108: mixamorig:RightHandRing4\n    400110: mixamorig:RightHandThumb1\n    400112: mixamorig:RightHandThumb2\n    400114: mixamorig:RightHandThumb3\n    400116: mixamorig:RightHandThumb4\n    400118: mixamorig:RightLeg\n    400120: mixamorig:RightShoulder\n    400122: mixamorig:RightToe_End\n    400124: mixamorig:RightToeBase\n    400126: mixamorig:RightUpLeg\n    400128: mixamorig:Spine\n    400130: mixamorig:Spine1\n    400132: mixamorig:Spine2\n    400134: //RootNode\n    7400000: mixamo.com\n    9500000: //RootNode\n  materials:\n    importMaterials: 1\n    materialName: 0\n    materialSearch: 1\n  animations:\n    legacyGenerateAnimations: 4\n    bakeSimulation: 0\n    resampleCurves: 1\n    optimizeGameObjects: 0\n    motionNodeName: \n    rigImportErrors: \n    rigImportWarnings: \n    animationImportErrors: \n    animationImportWarnings: \n    animationRetargetingWarnings: \n    animationDoRetargetingWarnings: 0\n    animationCompression: 3\n    animationRotationError: 0.5\n    animationPositionError: 0.5\n    animationScaleError: 0.5\n    animationWrapMode: 0\n    extraExposedTransformPaths: []\n    extraUserProperties: []\n    clipAnimations: []\n    isReadable: 1\n  meshes:\n    lODScreenPercentages: []\n    globalScale: 1\n    meshCompression: 0\n    addColliders: 0\n    importVisibility: 1\n    importBlendShapes: 1\n    importCameras: 1\n    importLights: 1\n    swapUVChannels: 0\n    generateSecondaryUV: 0\n    useFileUnits: 1\n    optimizeMeshForGPU: 1\n    keepQuads: 0\n    weldVertices: 1\n    secondaryUVAngleDistortion: 8\n    secondaryUVAreaDistortion: 15.000001\n    secondaryUVHardAngle: 88\n    secondaryUVPackMargin: 4\n    useFileScale: 1\n  tangentSpace:\n    normalSmoothAngle: 60\n    normalImportMode: 0\n    tangentImportMode: 3\n    normalCalculationMode: 4\n  importAnimation: 1\n  copyAvatar: 1\n  humanDescription:\n    serializedVersion: 2\n    human:\n    - boneName: mixamorig:Hips\n      humanName: Hips\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftUpLeg\n      humanName: LeftUpperLeg\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightUpLeg\n      humanName: RightUpperLeg\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftLeg\n      humanName: LeftLowerLeg\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightLeg\n      humanName: RightLowerLeg\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftFoot\n      humanName: LeftFoot\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightFoot\n      humanName: RightFoot\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine\n      humanName: Spine\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine1\n      humanName: Chest\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Neck\n      humanName: Neck\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Head\n      humanName: Head\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftShoulder\n      humanName: LeftShoulder\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightShoulder\n      humanName: RightShoulder\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftArm\n      humanName: LeftUpperArm\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightArm\n      humanName: RightUpperArm\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftForeArm\n      humanName: LeftLowerArm\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightForeArm\n      humanName: RightLowerArm\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHand\n      humanName: LeftHand\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHand\n      humanName: RightHand\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftToeBase\n      humanName: LeftToes\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightToeBase\n      humanName: RightToes\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb1\n      humanName: Left Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb2\n      humanName: Left Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb3\n      humanName: Left Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex1\n      humanName: Left Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex2\n      humanName: Left Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex3\n      humanName: Left Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle1\n      humanName: Left Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle2\n      humanName: Left Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle3\n      humanName: Left Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing1\n      humanName: Left Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing2\n      humanName: Left Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing3\n      humanName: Left Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb2\n      humanName: Right Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb3\n      humanName: Right Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex1\n      humanName: Right Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex2\n      humanName: Right Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex3\n      humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing2\n      humanName: Right Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing3\n      humanName: Right Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky1\n      humanName: Right Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky2\n      humanName: Right Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky3\n      humanName: Right Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine2\n      humanName: UpperChest\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    skeleton:\n    - name: ybot(Clone)\n      parentName: \n      position: {x: 0, y: 0, z: 0}\n      rotation: {x: 0, y: 0, z: 0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Joints\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Surface\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: 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0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHand\n      humanName: RightHand\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftToeBase\n      humanName: LeftToes\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightToeBase\n      humanName: RightToes\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb1\n      humanName: Left Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb2\n      humanName: Left Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb3\n      humanName: Left Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex1\n      humanName: Left Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex2\n      humanName: Left Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex3\n      humanName: Left Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle1\n      humanName: Left Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle2\n      humanName: Left Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle3\n      humanName: Left Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing1\n      humanName: Left Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing2\n      humanName: Left Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing3\n      humanName: Left Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb2\n      humanName: Right Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb3\n      humanName: Right Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex1\n      humanName: Right Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex2\n      humanName: Right Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex3\n      humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing2\n      humanName: Right Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing3\n      humanName: Right Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky1\n      humanName: Right Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky2\n      humanName: Right Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky3\n      humanName: Right Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine2\n      humanName: UpperChest\n     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z: 1}\n    - name: mixamorig:LeftArm\n      parentName: mixamorig:LeftShoulder\n      position: {x: -0.12655036, y: -0.0026593448, z: -0.026009219}\n      rotation: {x: 0.000000044703484, y: 2.4507967e-22, z: 0.000000044703484, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftForeArm\n      parentName: mixamorig:LeftArm\n      position: {x: -0.27404684, y: 0.00000039126675, z: 0.000000065881096}\n      rotation: {x: -0.000000059604638, y: -0.000000003900862, z: -1.3205547e-24,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHand\n      parentName: mixamorig:LeftForeArm\n      position: {x: -0.27614462, y: 0.00000028951808, z: 0.00000019646586}\n      rotation: {x: 0.000025987818, y: 0.000000044703476, z: -1.1585687e-12, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.12775522, y: 0.00000013342024, z: 0.00000020418457}\n      rotation: {x: 0.000000014901159, y: -0.000000044701945, z: 0.00000002980465,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle2\n      parentName: mixamorig:LeftHandMiddle1\n      position: {x: -0.036139715, y: 0.000000026601377, z: 0.000000024623631}\n      rotation: {x: -0.000000014901161, y: 0.000000014901165, z: -7.764959e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle3\n      parentName: mixamorig:LeftHandMiddle2\n      position: {x: -0.0345976, y: 0.000000005432471, z: -0.00000026419679}\n      rotation: {x: 3.2786822e-16, y: -7.7005665e-13, z: -0.000000014901165, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle4\n      parentName: mixamorig:LeftHandMiddle3\n      position: {x: -0.036801923, y: -8.559337e-10, z: 0.00000032769248}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandThumb1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.037888095, y: -0.021669967, z: 0.03003088}\n      rotation: {x: -0.11864619, y: 0.086851165, z: -0.11865032, w: 0.98198885}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandThumb2\n      parentName: mixamorig:LeftHandThumb1\n      position: {x: -0.03675443, y: -0.021220079, z: 0.021220123}\n      rotation: {x: 0.000005132493, y: -0.0000031770362, z: 0.0000056908543, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandThumb3\n      parentName: mixamorig:LeftHandThumb2\n      position: {x: -0.033943586, y: -0.019597441, z: 0.019597929}\n      rotation: {x: -0.0000051025772, y: 0.000009561153, z: 0.00000076763865, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandThumb4\n      parentName: mixamorig:LeftHandThumb3\n      position: {x: -0.026794039, y: -0.015469446, z: 0.0154692}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex1\n      parentName: mixamorig:LeftHand\n 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boneName: mixamorig:RightToeBase\n      humanName: RightToes\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb1\n      humanName: Left Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb2\n      humanName: Left Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb3\n      humanName: Left Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex1\n      humanName: Left Index 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z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle3\n      humanName: Left Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing1\n      humanName: Left Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing2\n      humanName: Left Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing3\n      humanName: Left Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb2\n      humanName: Right Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb3\n      humanName: Right Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex1\n      humanName: Right Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex2\n      humanName: Right Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex3\n      humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing2\n      humanName: Right Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing3\n      humanName: Right Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky1\n      humanName: Right Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky2\n      humanName: Right Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky3\n      humanName: Right Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine2\n      humanName: UpperChest\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    skeleton:\n    - name: ybot(Clone)\n      parentName: \n      position: {x: 0, y: 0, z: 0}\n      rotation: {x: 0, y: 0, z: 0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Joints\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Surface\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Hips\n      parentName: ybot(Clone)\n      position: {x: 0.00000006757011, y: 0.9979194, z: 0.000000484474}\n      rotation: {x: 1.3930912e-15, y: 0.00000001376344, z: -0.0000004417766, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine\n      parentName: mixamorig:Hips\n      position: {x: -0.0000000056483196, y: 0.09923459, z: -0.012273348}\n      rotation: {x: -1.3930783e-15, y: -0.00000001376344, z: 0.00000044177568, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine1\n      parentName: mixamorig:Spine\n      position: {x: 0.0000013886521, y: 0.1164544, z: -0.014223412}\n      rotation: {x: 3.8774097e-26, y: -4.2632574e-14, z: 6.82121e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine2\n      parentName: mixamorig:Spine1\n      position: {x: -0.00000091440717, y: 0.13360204, z: -0.016264597}\n      rotation: {x: 0, y: 0, z: 1.8056423e-35, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Neck\n      parentName: mixamorig:Spine2\n      position: {x: -0.0000002520208, y: 0.15032491, z: 0.007929048}\n      rotation: {x: -5.2041704e-18, y: 4.2632927e-14, z: 2.273737e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Head\n      parentName: mixamorig:Neck\n      position: {x: -0.000000023707482, y: 0.1032183, z: 0.031424288}\n      rotation: {x: 0, y: -0, z: -2.3158745e-36, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:HeadTop_End\n      parentName: mixamorig:Head\n      position: {x: -0.0000015417259, y: 0.18474671, z: 0.06636399}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftEye\n      parentName: mixamorig:Head\n      position: {x: -0.02947915, y: 0.07681745, z: 0.09120731}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightEye\n      parentName: mixamorig:Head\n      position: {x: 0.029444808, y: 0.07681745, z: 0.091204956}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftShoulder\n      parentName: mixamorig:Spine2\n      position: {x: -0.061058242, y: 0.09110424, z: 0.0070555084}\n      rotation: {x: -0.000000044703484, y: 4.2632557e-14, z: -0.000000044703256, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftArm\n      parentName: mixamorig:LeftShoulder\n      position: {x: -0.12655036, y: -0.0026593448, z: -0.026009219}\n      rotation: {x: 0.000000044703484, y: 2.4507967e-22, z: 0.000000044703484, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftForeArm\n      parentName: mixamorig:LeftArm\n      position: {x: -0.27404684, y: 0.00000039126675, z: 0.000000065881096}\n      rotation: {x: -0.000000059604638, y: -0.000000003900862, z: -1.3205547e-24,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHand\n      parentName: mixamorig:LeftForeArm\n      position: {x: -0.27614462, y: 0.00000028951808, z: 0.00000019646586}\n      rotation: {x: 0.000025987818, y: 0.000000044703476, z: -1.1585687e-12, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.12775522, y: 0.00000013342024, z: 0.00000020418457}\n      rotation: {x: 0.000000014901159, y: -0.000000044701945, z: 0.00000002980465,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle2\n      parentName: mixamorig:LeftHandMiddle1\n      position: {x: -0.036139715, y: 0.000000026601377, z: 0.000000024623631}\n      rotation: {x: -0.000000014901161, y: 0.000000014901165, z: -7.764959e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle3\n      parentName: mixamorig:LeftHandMiddle2\n      position: {x: -0.0345976, y: 0.000000005432471, z: -0.00000026419679}\n      rotation: {x: 3.2786822e-16, y: -7.7005665e-13, 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mixamorig:RightUpLeg\n    400128: mixamorig:Spine\n    400130: mixamorig:Spine1\n    400132: mixamorig:Spine2\n    400134: //RootNode\n    7400000: mixamo.com\n    9500000: //RootNode\n  materials:\n    importMaterials: 1\n    materialName: 0\n    materialSearch: 1\n  animations:\n    legacyGenerateAnimations: 4\n    bakeSimulation: 0\n    resampleCurves: 1\n    optimizeGameObjects: 0\n    motionNodeName: \n    rigImportErrors: \n    rigImportWarnings: \n    animationImportErrors: \n    animationImportWarnings: \n    animationRetargetingWarnings: \n    animationDoRetargetingWarnings: 0\n    animationCompression: 3\n    animationRotationError: 0.5\n    animationPositionError: 0.5\n    animationScaleError: 0.5\n    animationWrapMode: 0\n    extraExposedTransformPaths: []\n    extraUserProperties: []\n    clipAnimations: []\n    isReadable: 1\n  meshes:\n    lODScreenPercentages: []\n    globalScale: 1\n    meshCompression: 0\n    addColliders: 0\n    importVisibility: 1\n    importBlendShapes: 1\n    importCameras: 1\n    importLights: 1\n    swapUVChannels: 0\n    generateSecondaryUV: 0\n    useFileUnits: 1\n    optimizeMeshForGPU: 1\n    keepQuads: 0\n    weldVertices: 1\n    secondaryUVAngleDistortion: 8\n    secondaryUVAreaDistortion: 15.000001\n    secondaryUVHardAngle: 88\n    secondaryUVPackMargin: 4\n    useFileScale: 1\n  tangentSpace:\n    normalSmoothAngle: 60\n    normalImportMode: 0\n    tangentImportMode: 3\n    normalCalculationMode: 4\n  importAnimation: 1\n  copyAvatar: 1\n  humanDescription:\n    serializedVersion: 2\n    human:\n    - boneName: mixamorig:Hips\n      humanName: Hips\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftUpLeg\n      humanName: LeftUpperLeg\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n     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0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb2\n      humanName: Right Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb3\n      humanName: Right Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex1\n      humanName: Right Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex2\n      humanName: Right Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex3\n      humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n  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0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky3\n      humanName: Right Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine2\n      humanName: UpperChest\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    skeleton:\n    - name: ybot(Clone)\n      parentName: \n      position: {x: 0, y: 0, z: 0}\n      rotation: {x: 0, y: 0, z: 0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Joints\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Surface\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: 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400020: mixamorig:LeftHandIndex3\n    400022: mixamorig:LeftHandIndex4\n    400024: mixamorig:LeftHandMiddle1\n    400026: mixamorig:LeftHandMiddle2\n    400028: mixamorig:LeftHandMiddle3\n    400030: mixamorig:LeftHandMiddle4\n    400032: mixamorig:LeftHandPinky1\n    400034: mixamorig:LeftHandPinky2\n    400036: mixamorig:LeftHandPinky3\n    400038: mixamorig:LeftHandPinky4\n    400040: mixamorig:LeftHandRing1\n    400042: mixamorig:LeftHandRing2\n    400044: mixamorig:LeftHandRing3\n    400046: mixamorig:LeftHandRing4\n    400048: mixamorig:LeftHandThumb1\n    400050: mixamorig:LeftHandThumb2\n    400052: mixamorig:LeftHandThumb3\n    400054: mixamorig:LeftHandThumb4\n    400056: mixamorig:LeftLeg\n    400058: mixamorig:LeftShoulder\n    400060: mixamorig:LeftToe_End\n    400062: mixamorig:LeftToeBase\n    400064: mixamorig:LeftUpLeg\n    400066: mixamorig:Neck\n    400068: mixamorig:RightArm\n    400070: mixamorig:RightEye\n    400072: mixamorig:RightFoot\n    400074: mixamorig:RightForeArm\n    400076: mixamorig:RightHand\n    400078: mixamorig:RightHandIndex1\n    400080: mixamorig:RightHandIndex2\n    400082: mixamorig:RightHandIndex3\n    400084: mixamorig:RightHandIndex4\n    400086: mixamorig:RightHandMiddle1\n    400088: mixamorig:RightHandMiddle2\n    400090: mixamorig:RightHandMiddle3\n    400092: mixamorig:RightHandMiddle4\n    400094: mixamorig:RightHandPinky1\n    400096: mixamorig:RightHandPinky2\n    400098: mixamorig:RightHandPinky3\n    400100: mixamorig:RightHandPinky4\n    400102: mixamorig:RightHandRing1\n    400104: mixamorig:RightHandRing2\n    400106: mixamorig:RightHandRing3\n    400108: mixamorig:RightHandRing4\n    400110: mixamorig:RightHandThumb1\n    400112: mixamorig:RightHandThumb2\n    400114: mixamorig:RightHandThumb3\n    400116: mixamorig:RightHandThumb4\n    400118: mixamorig:RightLeg\n    400120: mixamorig:RightShoulder\n    400122: mixamorig:RightToe_End\n    400124: mixamorig:RightToeBase\n    400126: mixamorig:RightUpLeg\n    400128: mixamorig:Spine\n    400130: mixamorig:Spine1\n    400132: mixamorig:Spine2\n    400134: //RootNode\n    7400000: mixamo.com\n    9500000: //RootNode\n  materials:\n    importMaterials: 1\n    materialName: 0\n    materialSearch: 1\n  animations:\n    legacyGenerateAnimations: 4\n    bakeSimulation: 0\n    resampleCurves: 1\n    optimizeGameObjects: 0\n    motionNodeName: \n    rigImportErrors: \n    rigImportWarnings: \n    animationImportErrors: \n    animationImportWarnings: \n    animationRetargetingWarnings: \n    animationDoRetargetingWarnings: 0\n    animationCompression: 3\n    animationRotationError: 0.5\n    animationPositionError: 0.5\n    animationScaleError: 0.5\n    animationWrapMode: 0\n    extraExposedTransformPaths: []\n    extraUserProperties: []\n    clipAnimations: []\n    isReadable: 1\n  meshes:\n    lODScreenPercentages: []\n    globalScale: 1\n    meshCompression: 0\n    addColliders: 0\n    importVisibility: 1\n    importBlendShapes: 1\n    importCameras: 1\n    importLights: 1\n    swapUVChannels: 0\n    generateSecondaryUV: 0\n    useFileUnits: 1\n    optimizeMeshForGPU: 1\n    keepQuads: 0\n    weldVertices: 1\n    secondaryUVAngleDistortion: 8\n    secondaryUVAreaDistortion: 15.000001\n    secondaryUVHardAngle: 88\n    secondaryUVPackMargin: 4\n    useFileScale: 1\n  tangentSpace:\n    normalSmoothAngle: 60\n    normalImportMode: 0\n    tangentImportMode: 3\n    normalCalculationMode: 4\n  importAnimation: 1\n  copyAvatar: 1\n  humanDescription:\n    serializedVersion: 2\n    human:\n    - boneName: mixamorig:Hips\n      humanName: Hips\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftUpLeg\n      humanName: LeftUpperLeg\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightUpLeg\n      humanName: RightUpperLeg\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftLeg\n      humanName: LeftLowerLeg\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightLeg\n      humanName: RightLowerLeg\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftFoot\n      humanName: LeftFoot\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightFoot\n      humanName: RightFoot\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine\n      humanName: Spine\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine1\n      humanName: Chest\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Neck\n      humanName: Neck\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Head\n      humanName: Head\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftShoulder\n      humanName: LeftShoulder\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightShoulder\n      humanName: RightShoulder\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftArm\n      humanName: LeftUpperArm\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightArm\n      humanName: RightUpperArm\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftForeArm\n      humanName: LeftLowerArm\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightForeArm\n      humanName: RightLowerArm\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHand\n      humanName: LeftHand\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHand\n      humanName: RightHand\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftToeBase\n      humanName: LeftToes\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightToeBase\n      humanName: RightToes\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb1\n      humanName: Left Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb2\n      humanName: Left Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb3\n      humanName: Left Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex1\n      humanName: Left Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex2\n      humanName: Left Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex3\n      humanName: Left Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle1\n      humanName: Left Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle2\n      humanName: Left Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle3\n      humanName: Left Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing1\n      humanName: Left Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing2\n      humanName: Left Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing3\n      humanName: Left Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb2\n      humanName: Right Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb3\n      humanName: Right Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex1\n      humanName: Right Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex2\n      humanName: Right Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex3\n      humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing2\n      humanName: Right Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing3\n      humanName: Right Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky1\n      humanName: Right Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky2\n      humanName: Right Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky3\n      humanName: Right Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine2\n      humanName: UpperChest\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    skeleton:\n    - name: ybot(Clone)\n      parentName: \n      position: {x: 0, y: 0, z: 0}\n      rotation: {x: 0, y: 0, z: 0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Joints\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Surface\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: 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0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    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humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n  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0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky3\n      humanName: Right Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine2\n      humanName: UpperChest\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    skeleton:\n    - name: ybot(Clone)\n      parentName: \n      position: {x: 0, y: 0, z: 0}\n      rotation: {x: 0, y: 0, z: 0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Joints\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Surface\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: 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1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Neck\n      parentName: mixamorig:Spine2\n      position: {x: -0.0000002520208, y: 0.15032491, z: 0.007929048}\n      rotation: {x: -5.2041704e-18, y: 4.2632927e-14, z: 2.273737e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Head\n      parentName: mixamorig:Neck\n      position: {x: -0.000000023707482, y: 0.1032183, z: 0.031424288}\n      rotation: {x: 0, y: -0, z: -2.3158745e-36, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:HeadTop_End\n      parentName: mixamorig:Head\n      position: {x: -0.0000015417259, y: 0.18474671, z: 0.06636399}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftEye\n      parentName: mixamorig:Head\n      position: {x: -0.02947915, y: 0.07681745, z: 0.09120731}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightEye\n      parentName: mixamorig:Head\n      position: {x: 0.029444808, y: 0.07681745, z: 0.091204956}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftShoulder\n      parentName: mixamorig:Spine2\n      position: {x: -0.061058242, y: 0.09110424, z: 0.0070555084}\n      rotation: {x: -0.000000044703484, y: 4.2632557e-14, z: -0.000000044703256, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftArm\n      parentName: mixamorig:LeftShoulder\n      position: {x: -0.12655036, y: -0.0026593448, z: -0.026009219}\n      rotation: {x: 0.000000044703484, y: 2.4507967e-22, z: 0.000000044703484, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftForeArm\n      parentName: mixamorig:LeftArm\n      position: {x: -0.27404684, y: 0.00000039126675, z: 0.000000065881096}\n      rotation: {x: -0.000000059604638, y: -0.000000003900862, z: -1.3205547e-24,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHand\n      parentName: mixamorig:LeftForeArm\n      position: {x: -0.27614462, y: 0.00000028951808, z: 0.00000019646586}\n      rotation: {x: 0.000025987818, y: 0.000000044703476, z: -1.1585687e-12, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.12775522, y: 0.00000013342024, z: 0.00000020418457}\n      rotation: {x: 0.000000014901159, y: -0.000000044701945, z: 0.00000002980465,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle2\n      parentName: mixamorig:LeftHandMiddle1\n      position: {x: -0.036139715, y: 0.000000026601377, z: 0.000000024623631}\n      rotation: {x: -0.000000014901161, y: 0.000000014901165, z: -7.764959e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle3\n      parentName: mixamorig:LeftHandMiddle2\n      position: {x: -0.0345976, y: 0.000000005432471, z: -0.00000026419679}\n      rotation: {x: 3.2786822e-16, y: -7.7005665e-13, 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-0.0000051025772, y: 0.000009561153, z: 0.00000076763865, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandThumb4\n      parentName: mixamorig:LeftHandThumb3\n      position: {x: -0.026794039, y: -0.015469446, z: 0.0154692}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.12266614, y: -0.0023166884, z: 0.028220579}\n      rotation: {x: 0.00000007450581, y: -7.738312e-13, z: -0.000000014901161, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex2\n      parentName: mixamorig:LeftHandIndex1\n      position: {x: -0.038919672, y: 0.000000016868665, z: 0.00000038721547}\n      rotation: {x: -0.00000010430813, y: 0.000000014901161, z: -7.7516346e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex3\n      parentName: mixamorig:LeftHandIndex2\n      position: {x: -0.03415161, y: 0.000000005749108, z: -0.00000008770533}\n      rotation: {x: 7.528409e-15, y: 0.0000000148980766, z: -0.000000059605426, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex4\n      parentName: mixamorig:LeftHandIndex3\n      position: {x: -0.030779855, y: 7.926917e-10, z: -0.00000008560385}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandRing1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.12147005, y: 0.00009894983, z: -0.022166291}\n      rotation: {x: 0.00000002980232, y: -0.000000029801548, z: 0.000000014902708,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandRing2\n      parentName: mixamorig:LeftHandRing1\n      position: {x: -0.036011904, y: 0.000000015129366, z: 0.0000003511219}\n      rotation: {x: -0.000000029802319, y: 0.000000029799999, z: -0.000000044705025,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandRing3\n  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0.000000014901936,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandPinky3\n      parentName: mixamorig:LeftHandPinky2\n      position: {x: -0.025948359, y: 5.93904e-10, z: -0.00000036009018}\n      rotation: {x: -0.000000059604645, y: -0.000000029803868, z: -0.000000029800773,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandPinky4\n      parentName: mixamorig:LeftHandPinky3\n      position: {x: -0.029238692, y: 0.000000014407377, z: 0.00000018732128}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightShoulder\n      parentName: mixamorig:Spine2\n      position: {x: 0.06105696, y: 0.09110509, z: 0.007055634}\n      rotation: {x: -0.000000014901161, y: 4.2632564e-14, z: -0.000000044703256, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightArm\n      parentName: mixamorig:RightShoulder\n      position: {x: 0.1265504, y: -0.0026602063, z: -0.026008958}\n      rotation: {x: 0.000000014901161, y: 7.7756505e-24, z: 0.000000044703484, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightForeArm\n      parentName: mixamorig:RightArm\n      position: {x: 0.27404684, y: 0.0000003288411, z: 0.000000052756395}\n      rotation: {x: -0.000000059604638, y: 0.000000003900862, z: -3.0876939e-15, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightHand\n      parentName: mixamorig:RightForeArm\n      position: {x: 0.27614462, y: 0.00000022661457, z: 0.0000001832407}\n      rotation: {x: 0.000025987818, y: -0.000000044703476, z: 1.1585687e-12, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightHandMiddle1\n      parentName: mixamorig:RightHand\n      position: {x: 0.12775522, y: 0.000000089457735, z: 0.00000018011639}\n      rotation: {x: 0.000000014901159, y: 0.000000044701945, z: -0.00000002980465,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightHandMiddle2\n      parentName: 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Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex2\n      humanName: Left Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex3\n      humanName: Left Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle1\n      humanName: Left Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle2\n      humanName: Left Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle3\n      humanName: Left Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing1\n      humanName: Left Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing2\n      humanName: Left Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing3\n      humanName: Left Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb2\n      humanName: Right Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb3\n      humanName: Right Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex1\n      humanName: Right Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex2\n      humanName: Right Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex3\n      humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n  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0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky3\n      humanName: Right Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine2\n      humanName: UpperChest\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    skeleton:\n    - name: ybot(Clone)\n      parentName: \n      position: {x: 0, y: 0, z: 0}\n      rotation: {x: 0, y: 0, z: 0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Joints\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Surface\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: 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1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Neck\n      parentName: mixamorig:Spine2\n      position: {x: -0.0000002520208, y: 0.15032491, z: 0.007929048}\n      rotation: {x: -5.2041704e-18, y: 4.2632927e-14, z: 2.273737e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Head\n      parentName: mixamorig:Neck\n      position: {x: -0.000000023707482, y: 0.1032183, z: 0.031424288}\n      rotation: {x: 0, y: -0, z: -2.3158745e-36, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:HeadTop_End\n      parentName: mixamorig:Head\n      position: {x: -0.0000015417259, y: 0.18474671, z: 0.06636399}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftEye\n      parentName: mixamorig:Head\n      position: {x: -0.02947915, y: 0.07681745, z: 0.09120731}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightEye\n      parentName: mixamorig:Head\n      position: {x: 0.029444808, y: 0.07681745, z: 0.091204956}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftShoulder\n      parentName: mixamorig:Spine2\n      position: {x: -0.061058242, y: 0.09110424, z: 0.0070555084}\n      rotation: {x: -0.000000044703484, y: 4.2632557e-14, z: -0.000000044703256, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftArm\n      parentName: mixamorig:LeftShoulder\n      position: {x: -0.12655036, y: -0.0026593448, z: -0.026009219}\n      rotation: {x: 0.000000044703484, y: 2.4507967e-22, z: 0.000000044703484, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftForeArm\n      parentName: mixamorig:LeftArm\n      position: {x: -0.27404684, y: 0.00000039126675, z: 0.000000065881096}\n      rotation: {x: -0.000000059604638, y: -0.000000003900862, z: -1.3205547e-24,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHand\n      parentName: mixamorig:LeftForeArm\n      position: {x: -0.27614462, y: 0.00000028951808, z: 0.00000019646586}\n      rotation: {x: 0.000025987818, y: 0.000000044703476, z: -1.1585687e-12, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.12775522, y: 0.00000013342024, z: 0.00000020418457}\n      rotation: {x: 0.000000014901159, y: -0.000000044701945, z: 0.00000002980465,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle2\n      parentName: mixamorig:LeftHandMiddle1\n      position: {x: -0.036139715, y: 0.000000026601377, z: 0.000000024623631}\n      rotation: {x: -0.000000014901161, y: 0.000000014901165, z: -7.764959e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle3\n      parentName: mixamorig:LeftHandMiddle2\n      position: {x: -0.0345976, y: 0.000000005432471, z: -0.00000026419679}\n      rotation: {x: 3.2786822e-16, y: -7.7005665e-13, 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-0.0000051025772, y: 0.000009561153, z: 0.00000076763865, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandThumb4\n      parentName: mixamorig:LeftHandThumb3\n      position: {x: -0.026794039, y: -0.015469446, z: 0.0154692}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.12266614, y: -0.0023166884, z: 0.028220579}\n      rotation: {x: 0.00000007450581, y: -7.738312e-13, z: -0.000000014901161, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex2\n      parentName: mixamorig:LeftHandIndex1\n      position: {x: -0.038919672, y: 0.000000016868665, z: 0.00000038721547}\n      rotation: {x: -0.00000010430813, y: 0.000000014901161, z: -7.7516346e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex3\n      parentName: mixamorig:LeftHandIndex2\n      position: {x: -0.03415161, y: 0.000000005749108, z: -0.00000008770533}\n      rotation: {x: 7.528409e-15, y: 0.0000000148980766, z: -0.000000059605426, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex4\n      parentName: mixamorig:LeftHandIndex3\n      position: {x: -0.030779855, y: 7.926917e-10, z: -0.00000008560385}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandRing1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.12147005, y: 0.00009894983, z: -0.022166291}\n      rotation: {x: 0.00000002980232, y: -0.000000029801548, z: 0.000000014902708,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandRing2\n      parentName: mixamorig:LeftHandRing1\n      position: {x: -0.036011904, y: 0.000000015129366, z: 0.0000003511219}\n      rotation: {x: -0.000000029802319, y: 0.000000029799999, z: -0.000000044705025,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandRing3\n  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      max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightForeArm\n      humanName: RightLowerArm\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHand\n      humanName: LeftHand\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHand\n      humanName: RightHand\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftToeBase\n      humanName: LeftToes\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightToeBase\n      humanName: RightToes\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb1\n      humanName: Left Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb2\n      humanName: Left Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandThumb3\n      humanName: Left Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex1\n      humanName: Left Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex2\n      humanName: Left Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex3\n      humanName: Left Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle1\n      humanName: Left Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle2\n      humanName: Left Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle3\n      humanName: Left Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing1\n      humanName: Left Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing2\n      humanName: Left Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandRing3\n      humanName: Left Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb2\n      humanName: Right Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb3\n      humanName: Right Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex1\n      humanName: Right Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex2\n      humanName: Right Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex3\n      humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing2\n      humanName: Right Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing3\n      humanName: Right Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky1\n      humanName: Right Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky2\n      humanName: Right Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky3\n      humanName: Right Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine2\n      humanName: UpperChest\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    skeleton:\n    - name: ybot(Clone)\n      parentName: \n      position: {x: 0, y: 0, z: 0}\n      rotation: {x: 0, y: 0, z: 0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Joints\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Surface\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Hips\n      parentName: ybot(Clone)\n      position: {x: 0.00000006757011, y: 0.9979194, z: 0.000000484474}\n      rotation: {x: 1.3930912e-15, y: 0.00000001376344, z: -0.0000004417766, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine\n      parentName: mixamorig:Hips\n      position: {x: -0.0000000056483196, y: 0.09923459, z: -0.012273348}\n      rotation: {x: -1.3930783e-15, y: -0.00000001376344, z: 0.00000044177568, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine1\n      parentName: mixamorig:Spine\n      position: {x: 0.0000013886521, y: 0.1164544, z: -0.014223412}\n      rotation: {x: 3.8774097e-26, y: -4.2632574e-14, z: 6.82121e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Spine2\n      parentName: mixamorig:Spine1\n      position: {x: -0.00000091440717, y: 0.13360204, z: -0.016264597}\n      rotation: {x: 0, y: 0, z: 1.8056423e-35, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Neck\n      parentName: mixamorig:Spine2\n      position: {x: -0.0000002520208, y: 0.15032491, z: 0.007929048}\n      rotation: {x: -5.2041704e-18, y: 4.2632927e-14, z: 2.273737e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:Head\n      parentName: mixamorig:Neck\n      position: {x: -0.000000023707482, y: 0.1032183, z: 0.031424288}\n      rotation: {x: 0, y: -0, z: -2.3158745e-36, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:HeadTop_End\n      parentName: mixamorig:Head\n      position: {x: -0.0000015417259, y: 0.18474671, z: 0.06636399}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftEye\n      parentName: mixamorig:Head\n      position: {x: -0.02947915, y: 0.07681745, z: 0.09120731}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightEye\n      parentName: mixamorig:Head\n      position: {x: 0.029444808, y: 0.07681745, z: 0.091204956}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftShoulder\n      parentName: mixamorig:Spine2\n      position: {x: -0.061058242, y: 0.09110424, z: 0.0070555084}\n      rotation: {x: -0.000000044703484, y: 4.2632557e-14, z: -0.000000044703256, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftArm\n      parentName: mixamorig:LeftShoulder\n      position: {x: -0.12655036, y: -0.0026593448, z: -0.026009219}\n      rotation: {x: 0.000000044703484, y: 2.4507967e-22, z: 0.000000044703484, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftForeArm\n      parentName: mixamorig:LeftArm\n      position: {x: -0.27404684, y: 0.00000039126675, z: 0.000000065881096}\n      rotation: {x: -0.000000059604638, y: -0.000000003900862, z: -1.3205547e-24,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHand\n      parentName: mixamorig:LeftForeArm\n      position: {x: -0.27614462, y: 0.00000028951808, z: 0.00000019646586}\n      rotation: {x: 0.000025987818, y: 0.000000044703476, z: -1.1585687e-12, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.12775522, y: 0.00000013342024, z: 0.00000020418457}\n      rotation: {x: 0.000000014901159, y: -0.000000044701945, z: 0.00000002980465,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle2\n      parentName: mixamorig:LeftHandMiddle1\n      position: {x: -0.036139715, y: 0.000000026601377, z: 0.000000024623631}\n      rotation: {x: -0.000000014901161, y: 0.000000014901165, z: -7.764959e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle3\n      parentName: mixamorig:LeftHandMiddle2\n      position: {x: -0.0345976, y: 0.000000005432471, z: -0.00000026419679}\n      rotation: {x: 3.2786822e-16, y: -7.7005665e-13, z: -0.000000014901165, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandMiddle4\n      parentName: mixamorig:LeftHandMiddle3\n      position: {x: -0.036801923, y: -8.559337e-10, z: 0.00000032769248}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandThumb1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.037888095, y: -0.021669967, z: 0.03003088}\n      rotation: {x: -0.11864619, y: 0.086851165, z: -0.11865032, w: 0.98198885}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandThumb2\n      parentName: mixamorig:LeftHandThumb1\n      position: {x: -0.03675443, y: -0.021220079, z: 0.021220123}\n      rotation: {x: 0.000005132493, y: -0.0000031770362, z: 0.0000056908543, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandThumb3\n      parentName: mixamorig:LeftHandThumb2\n      position: {x: -0.033943586, y: -0.019597441, z: 0.019597929}\n      rotation: {x: -0.0000051025772, y: 0.000009561153, z: 0.00000076763865, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandThumb4\n      parentName: mixamorig:LeftHandThumb3\n      position: {x: -0.026794039, y: -0.015469446, z: 0.0154692}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.12266614, y: -0.0023166884, z: 0.028220579}\n      rotation: {x: 0.00000007450581, y: -7.738312e-13, z: -0.000000014901161, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex2\n      parentName: mixamorig:LeftHandIndex1\n      position: {x: -0.038919672, y: 0.000000016868665, z: 0.00000038721547}\n      rotation: {x: -0.00000010430813, y: 0.000000014901161, z: -7.7516346e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex3\n      parentName: mixamorig:LeftHandIndex2\n      position: {x: -0.03415161, y: 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0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    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humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n  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mixamorig:RightUpLeg\n    400128: mixamorig:Spine\n    400130: mixamorig:Spine1\n    400132: mixamorig:Spine2\n    400134: //RootNode\n    7400000: mixamo.com\n    9500000: //RootNode\n  materials:\n    importMaterials: 1\n    materialName: 0\n    materialSearch: 1\n  animations:\n    legacyGenerateAnimations: 4\n    bakeSimulation: 0\n    resampleCurves: 1\n    optimizeGameObjects: 0\n    motionNodeName: \n    rigImportErrors: \n    rigImportWarnings: \n    animationImportErrors: \n    animationImportWarnings: \n    animationRetargetingWarnings: \n    animationDoRetargetingWarnings: 0\n    animationCompression: 3\n    animationRotationError: 0.5\n    animationPositionError: 0.5\n    animationScaleError: 0.5\n    animationWrapMode: 0\n    extraExposedTransformPaths: []\n    extraUserProperties: []\n    clipAnimations: []\n    isReadable: 1\n  meshes:\n    lODScreenPercentages: []\n    globalScale: 1\n    meshCompression: 0\n    addColliders: 0\n    importVisibility: 1\n    importBlendShapes: 1\n    importCameras: 1\n    importLights: 1\n    swapUVChannels: 0\n    generateSecondaryUV: 0\n    useFileUnits: 1\n    optimizeMeshForGPU: 1\n    keepQuads: 0\n    weldVertices: 1\n    secondaryUVAngleDistortion: 8\n    secondaryUVAreaDistortion: 15.000001\n    secondaryUVHardAngle: 88\n    secondaryUVPackMargin: 4\n    useFileScale: 1\n  tangentSpace:\n    normalSmoothAngle: 60\n    normalImportMode: 0\n    tangentImportMode: 3\n    normalCalculationMode: 4\n  importAnimation: 1\n  copyAvatar: 1\n  humanDescription:\n    serializedVersion: 2\n    human:\n    - boneName: mixamorig:Hips\n      humanName: Hips\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftUpLeg\n      humanName: LeftUpperLeg\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n     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0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb2\n      humanName: Right Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb3\n      humanName: Right Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex1\n      humanName: Right Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex2\n      humanName: Right Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex3\n      humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n  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0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky3\n      humanName: Right Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:Spine2\n      humanName: UpperChest\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    skeleton:\n    - name: ybot(Clone)\n      parentName: \n      position: {x: 0, y: 0, z: 0}\n      rotation: {x: 0, y: 0, z: 0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Joints\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: Alpha_Surface\n      parentName: ybot(Clone)\n      position: {x: -0, y: 0, z: 0}\n      rotation: 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mixamorig:LeftHandIndex4\n    400024: mixamorig:LeftHandMiddle1\n    400026: mixamorig:LeftHandMiddle2\n    400028: mixamorig:LeftHandMiddle3\n    400030: mixamorig:LeftHandMiddle4\n    400032: mixamorig:LeftHandPinky1\n    400034: mixamorig:LeftHandPinky2\n    400036: mixamorig:LeftHandPinky3\n    400038: mixamorig:LeftHandPinky4\n    400040: mixamorig:LeftHandRing1\n    400042: mixamorig:LeftHandRing2\n    400044: mixamorig:LeftHandRing3\n    400046: mixamorig:LeftHandRing4\n    400048: mixamorig:LeftHandThumb1\n    400050: mixamorig:LeftHandThumb2\n    400052: mixamorig:LeftHandThumb3\n    400054: mixamorig:LeftHandThumb4\n    400056: mixamorig:LeftLeg\n    400058: mixamorig:LeftShoulder\n    400060: mixamorig:LeftToe_End\n    400062: mixamorig:LeftToeBase\n    400064: mixamorig:LeftUpLeg\n    400066: mixamorig:Neck\n    400068: mixamorig:RightArm\n    400070: mixamorig:RightEye\n    400072: mixamorig:RightFoot\n    400074: mixamorig:RightForeArm\n    400076: mixamorig:RightHand\n    400078: mixamorig:RightHandIndex1\n    400080: mixamorig:RightHandIndex2\n    400082: mixamorig:RightHandIndex3\n    400084: mixamorig:RightHandIndex4\n    400086: mixamorig:RightHandMiddle1\n    400088: mixamorig:RightHandMiddle2\n    400090: mixamorig:RightHandMiddle3\n    400092: mixamorig:RightHandMiddle4\n    400094: mixamorig:RightHandPinky1\n    400096: mixamorig:RightHandPinky2\n    400098: mixamorig:RightHandPinky3\n    400100: mixamorig:RightHandPinky4\n    400102: mixamorig:RightHandRing1\n    400104: mixamorig:RightHandRing2\n    400106: mixamorig:RightHandRing3\n    400108: mixamorig:RightHandRing4\n    400110: mixamorig:RightHandThumb1\n    400112: mixamorig:RightHandThumb2\n    400114: mixamorig:RightHandThumb3\n    400116: mixamorig:RightHandThumb4\n    400118: mixamorig:RightLeg\n    400120: mixamorig:RightShoulder\n    400122: mixamorig:RightToe_End\n    400124: mixamorig:RightToeBase\n    400126: mixamorig:RightUpLeg\n    400128: mixamorig:Spine\n    400130: mixamorig:Spine1\n    400132: mixamorig:Spine2\n    400134: //RootNode\n    7400000: SwordWalk\n    9500000: //RootNode\n  externalObjects: {}\n  materials:\n    importMaterials: 1\n    materialName: 0\n    materialSearch: 1\n    materialLocation: 0\n  animations:\n    legacyGenerateAnimations: 4\n    bakeSimulation: 0\n    resampleCurves: 1\n    optimizeGameObjects: 0\n    motionNodeName: \n    rigImportErrors: \n    rigImportWarnings: \n    animationImportErrors: \n    animationImportWarnings: \n    animationRetargetingWarnings: \n    animationDoRetargetingWarnings: 0\n    importAnimatedCustomProperties: 0\n    importConstraints: 0\n    animationCompression: 3\n    animationRotationError: 0.5\n    animationPositionError: 0.5\n    animationScaleError: 0.5\n    animationWrapMode: 0\n    extraExposedTransformPaths: []\n    extraUserProperties: []\n    clipAnimations:\n    - serializedVersion: 16\n      name: SwordWalk\n      takeName: mixamo.com\n      firstFrame: 0\n      lastFrame: 33\n      wrapMode: 0\n      orientationOffsetY: 0\n      level: 0\n      cycleOffset: 0\n      loop: 0\n      hasAdditiveReferencePose: 0\n      loopTime: 1\n      loopBlend: 0\n      loopBlendOrientation: 1\n      loopBlendPositionY: 1\n      loopBlendPositionXZ: 0\n      keepOriginalOrientation: 1\n      keepOriginalPositionY: 1\n      keepOriginalPositionXZ: 1\n      heightFromFeet: 0\n      mirror: 0\n      bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000\n      curves: []\n      events: []\n      transformMask: []\n      maskType: 3\n      maskSource: {instanceID: 0}\n      additiveReferencePoseFrame: 0\n    isReadable: 1\n  meshes:\n    lODScreenPercentages: []\n    globalScale: 1\n    meshCompression: 0\n    addColliders: 0\n    useSRGBMaterialColor: 1\n    importVisibility: 1\n    importBlendShapes: 1\n    importCameras: 1\n    importLights: 1\n    swapUVChannels: 0\n    generateSecondaryUV: 0\n    useFileUnits: 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max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftShoulder\n      humanName: LeftShoulder\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightShoulder\n      humanName: RightShoulder\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftArm\n      humanName: LeftUpperArm\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightArm\n      humanName: RightUpperArm\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftForeArm\n      humanName: LeftLowerArm\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightForeArm\n      humanName: RightLowerArm\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHand\n      humanName: LeftHand\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHand\n      humanName: RightHand\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftToeBase\n      humanName: LeftToes\n      limit:\n        min: {x: 0, y: 0, z: 0}\n 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    length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex1\n      humanName: Left Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex2\n      humanName: Left Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandIndex3\n      humanName: Left Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandMiddle1\n      humanName: Left Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: 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Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb2\n      humanName: Right Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandThumb3\n      humanName: Right Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex1\n      humanName: Right Index Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex2\n      humanName: Right Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandIndex3\n      humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle1\n      humanName: Right Middle Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle2\n      humanName: Right Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandMiddle3\n      humanName: Right Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing1\n      humanName: Right Ring Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing2\n      humanName: Right Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandRing3\n      humanName: Right Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: mixamorig:RightHandPinky1\n      humanName: Right Little Proximal\n      limit:\n        min: {x: 0, y: 0, z: 0}\n        max: {x: 0, y: 0, z: 0}\n        value: {x: 0, y: 0, z: 0}\n        length: 0\n        modified: 0\n    - boneName: 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scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex3\n      parentName: mixamorig:LeftHandIndex2\n      position: {x: -0.03415161, y: 0.000000005749108, z: -0.00000008770533}\n      rotation: {x: 7.528409e-15, y: 0.0000000148980766, z: -0.000000059605426, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex4\n      parentName: mixamorig:LeftHandIndex3\n      position: {x: -0.030779855, y: 7.926917e-10, z: -0.00000008560385}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandRing1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.12147005, y: 0.00009894983, z: -0.022166291}\n      rotation: {x: 0.00000002980232, y: -0.000000029801548, z: 0.000000014902708,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandRing2\n      parentName: mixamorig:LeftHandRing1\n      position: {x: -0.036011904, y: 0.000000015129366, z: 0.0000003511219}\n      rotation: {x: 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name: mixamorig:RightArm\n      parentName: mixamorig:RightShoulder\n      position: {x: 0.1265504, y: -0.0026602063, z: -0.026008958}\n      rotation: {x: 0.000000014901161, y: 7.7756505e-24, z: 0.000000044703484, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightForeArm\n      parentName: mixamorig:RightArm\n      position: {x: 0.27404684, y: 0.0000003288411, z: 0.000000052756395}\n      rotation: {x: -0.000000059604638, y: 0.000000003900862, z: -3.0876939e-15, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightHand\n      parentName: mixamorig:RightForeArm\n      position: {x: 0.27614462, y: 0.00000022661457, z: 0.0000001832407}\n      rotation: {x: 0.000025987818, y: -0.000000044703476, z: 1.1585687e-12, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightHandMiddle1\n      parentName: mixamorig:RightHand\n      position: {x: 0.12775522, y: 0.000000089457735, z: 0.00000018011639}\n      rotation: {x: 0.000000014901159, y: 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{x: 1, y: 1, z: 1}\n    - name: mixamorig:RightHandRing1\n      parentName: mixamorig:RightHand\n      position: {x: 0.12147004, y: 0.00009890902, z: -0.022166314}\n      rotation: {x: 0.00000002980232, y: 0.000000029801548, z: -0.000000014902708,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightHandRing2\n      parentName: mixamorig:RightHandRing1\n      position: {x: 0.036011904, y: 0.0000000023856512, z: 0.0000003486698}\n      rotation: {x: -0.000000029802319, y: -0.000000029799999, z: 0.000000044705025,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightHandRing3\n      parentName: mixamorig:RightHandRing2\n      position: {x: 0.03307317, y: 0.00000003760175, z: -0.00000021114596}\n      rotation: {x: 0.000000059604638, y: 0.000000014897292, z: -0.00000007450657,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightHandRing4\n      parentName: mixamorig:RightHandRing3\n      position: {x: 0.036601152, y: 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scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandThumb3\n      parentName: mixamorig:LeftHandThumb2\n      position: {x: -0.033943586, y: -0.019597441, z: 0.019597929}\n      rotation: {x: -0.0000051025772, y: 0.000009561153, z: 0.00000076763865, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandThumb4\n      parentName: mixamorig:LeftHandThumb3\n      position: {x: -0.026794039, y: -0.015469446, z: 0.0154692}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.12266614, y: -0.0023166884, z: 0.028220579}\n      rotation: {x: 0.00000007450581, y: -7.738312e-13, z: -0.000000014901161, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex2\n      parentName: mixamorig:LeftHandIndex1\n      position: {x: -0.038919672, y: 0.000000016868665, z: 0.00000038721547}\n      rotation: {x: -0.00000010430813, y: 0.000000014901161, z: -7.7516346e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex3\n      parentName: mixamorig:LeftHandIndex2\n      position: {x: -0.03415161, y: 0.000000005749108, z: -0.00000008770533}\n      rotation: {x: 7.528409e-15, y: 0.0000000148980766, z: -0.000000059605426, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandIndex4\n      parentName: mixamorig:LeftHandIndex3\n      position: {x: -0.030779855, y: 7.926917e-10, z: -0.00000008560385}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandRing1\n      parentName: mixamorig:LeftHand\n      position: {x: -0.12147005, y: 0.00009894983, z: -0.022166291}\n      rotation: {x: 0.00000002980232, y: -0.000000029801548, z: 0.000000014902708,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:LeftHandRing2\n      parentName: mixamorig:LeftHandRing1\n      position: {x: -0.036011904, y: 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0.000000089457735, z: 0.00000018011639}\n      rotation: {x: 0.000000014901159, y: 0.000000044701945, z: -0.00000002980465,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightHandMiddle2\n      parentName: mixamorig:RightHandMiddle1\n      position: {x: 0.036139715, y: 0.000000027565017, z: 0.000000030803374}\n      rotation: {x: -0.000000014901161, y: -0.000000014901165, z: 7.764959e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightHandMiddle3\n      parentName: mixamorig:RightHandMiddle2\n      position: {x: 0.0345976, y: -0.0000000019721824, z: -0.0000002645789}\n      rotation: {x: 0.000000059604645, y: 0.000000029804642, z: 0.000000044701938,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightHandMiddle4\n      parentName: mixamorig:RightHandMiddle3\n      position: {x: 0.036801923, y: -0.000000006576055, z: 0.00000032509809}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightHandThumb1\n      parentName: mixamorig:RightHand\n      position: {x: 0.03788809, y: -0.02166998, z: 0.030030873}\n      rotation: {x: -0.11864687, y: -0.08685213, z: 0.11865076, w: 0.9819886}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightHandThumb2\n      parentName: mixamorig:RightHandThumb1\n      position: {x: 0.036754426, y: -0.021220084, z: 0.021220122}\n      rotation: {x: 0.000005132493, y: 0.0000031770373, z: -0.000005675953, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightHandThumb3\n      parentName: mixamorig:RightHandThumb2\n      position: {x: 0.03394358, y: -0.019597458, z: 0.019597925}\n      rotation: {x: -0.0000050727735, y: -0.000009561156, z: -0.0000007974416, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightHandThumb4\n      parentName: mixamorig:RightHandThumb3\n      position: {x: 0.026794035, y: -0.015469455, z: 0.015469198}\n      rotation: {x: 0, y: -0, z: -0, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightHandIndex1\n      parentName: mixamorig:RightHand\n      position: {x: 0.12266616, y: -0.002316732, z: 0.028220555}\n      rotation: {x: 0.000000014901163, y: 7.7294296e-13, z: 0.00000001490116, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightHandIndex2\n      parentName: mixamorig:RightHandIndex1\n      position: {x: 0.038919672, y: -7.205551e-10, z: 0.00000037513024}\n      rotation: {x: -0.000000044703484, y: -0.000000014901158, z: 7.7427507e-13, w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightHandIndex3\n      parentName: mixamorig:RightHandIndex2\n      position: {x: 0.03415161, y: 0.0000000025299138, z: -0.000000086058414}\n      rotation: {x: 0.000000029802326, y: 0.000000014902701, z: 0.000000029801555,\n        w: 1}\n      scale: {x: 1, y: 1, z: 1}\n    - name: mixamorig:RightHandIndex4\n      parentName: mixamorig:RightHandIndex3\n      position: {x: 0.030779855, y: -0.000000009372842, z: 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  },
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    "path": "Assets/Plugins/Behavior Designer/Runtime/BehaviorDesigner.Runtime.dll.meta",
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/BehaviorTree.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime\n{\n    // Wrapper for the Behavior class\n    [AddComponentMenu(\"Behavior Designer/Behavior Tree\")]\n    public class BehaviorTree : Behavior\n    {\n        // intentionally left blank\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/BehaviorTree.cs.meta",
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/ExternalBehaviorTree.cs",
    "content": "namespace BehaviorDesigner.Runtime\n{\n    [System.Serializable]\n    public class ExternalBehaviorTree : ExternalBehavior\n    {\n        // intentionally left blank\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/ExternalBehaviorTree.cs.meta",
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Object Drawers/FloatSliderAttribute.cs",
    "content": "﻿using BehaviorDesigner.Runtime.Tasks;\n\nnamespace BehaviorDesigner.Runtime.ObjectDrawers\n{\n    public class FloatSliderAttribute : ObjectDrawerAttribute\n    {\n        public float min;\n        public float max;\n\n        public FloatSliderAttribute(float min, float max)\n        {\n            this.min = min;\n            this.max = max;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Object Drawers/FloatSliderAttribute.cs.meta",
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Object Drawers/IntSliderAttribute.cs",
    "content": "﻿using BehaviorDesigner.Runtime.Tasks;\n\nnamespace BehaviorDesigner.Runtime.ObjectDrawers\n{\n    public class IntSliderAttribute : ObjectDrawerAttribute\n    {\n        public int min;\n        public int max;\n\n        public IntSliderAttribute(int min, int max)\n        {\n            this.min = min;\n            this.max = max;\n        }\n    }\n}"
  },
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    "path": "Assets/Plugins/Behavior Designer/Runtime/Object Drawers/IntSliderAttribute.cs.meta",
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    "path": "Assets/Plugins/Behavior Designer/Runtime/Object Drawers.meta",
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/BehaviorTreeReference.cs",
    "content": "﻿\n\nnamespace BehaviorDesigner.Runtime.Tasks\n{\n    // Wrapper class for the Behavior Reference task. The Behavior Tree Reference task allows you to run another behavior tree within the current behavior tree.\n    // One use for this task is if you have an unit that plays a series of tasks to attack. You may want the unit to attack at different points within\n    // the behavior tree, and you want that attack to always be the same. Instead of copying and pasting the same tasks over and over you can just use\n    // an external behavior and then the tasks are always guaranteed to be the same. This example is demonstrated in the RTS sample project located at\n    // https://www.opsive.com/integrations/?pid=803.\n    [TaskDescription(\"Behavior Tree Reference allows you to run another behavior tree within the current behavior tree.\")]\n    [HelpURL(\"https://www.opsive.com/support/documentation/behavior-designer/external-behavior-trees/\")]\n    [TaskIcon(\"BehaviorTreeReferenceIcon.png\")]\n    public class BehaviorTreeReference : BehaviorReference\n    {\n        // intentionally left blank - subclass of BehaviorReference\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/BehaviorTreeReference.cs.meta",
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/Idle.cs",
    "content": "\n\nnamespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"Returns a TaskStatus of running. Will only stop when interrupted or a conditional abort is triggered.\")]\n    [TaskIcon(\"{SkinColor}IdleIcon.png\")]\n    public class Idle : Action\n    {\n        public override TaskStatus OnUpdate()\n        {\n            return TaskStatus.Running;\n        }\n    }\n}"
  },
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    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/Idle.cs.meta",
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/Log.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"Log is a simple task which will output the specified text and return success. It can be used for debugging.\")]\n    [TaskIcon(\"{SkinColor}LogIcon.png\")]\n    public class Log : Action\n    {\n        [Tooltip(\"Text to output to the log\")]\n        public SharedString text;\n        [Tooltip(\"Is this text an error?\")]\n        public SharedBool logError;\n        \n        public override TaskStatus OnUpdate()\n        {\n            // Log the text and return success\n            if (logError.Value) {\n                Debug.LogError(text);\n            } else {\n                Debug.Log(text);\n            }\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            // Reset the properties back to their original values\n            text = \"\";\n            logError = false;\n        }\n    }\n}"
  },
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    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/Log.cs.meta",
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/PerformInterruption.cs",
    "content": "﻿namespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"Perform the actual interruption. This will immediately stop the specified tasks from running and will return success or failure depending on the value of interrupt success.\")]\n    [TaskIcon(\"{SkinColor}PerformInterruptionIcon.png\")]\n    public class PerformInterruption : Action\n    {\n        [Tooltip(\"The list of tasks to interrupt. Can be any number of tasks\")]\n        public Interrupt[] interruptTasks;\n        [Tooltip(\"When we interrupt the task should we return a task status of success?\")]\n        public SharedBool interruptSuccess;\n\n        public override TaskStatus OnUpdate()\n        {\n            // Loop through all of the tasks and fire an interruption. Once complete return success.\n            for (int i = 0; i < interruptTasks.Length; ++i) {\n                interruptTasks[i].DoInterrupt(interruptSuccess.Value ? TaskStatus.Success : TaskStatus.Failure);\n            }\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            // Reset the properties back to their original values.\n            interruptTasks = null;\n            interruptSuccess = false;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/PerformInterruption.cs.meta",
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/Reflection/GetFieldValue.cs",
    "content": "using UnityEngine;\nusing System;\nusing System.Reflection;\n\nnamespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"Gets the value from the field specified. Returns success if the field was retrieved.\")]\n    [TaskCategory(\"Reflection\")]\n    [TaskIcon(\"{SkinColor}ReflectionIcon.png\")]\n    public class GetFieldValue : Action\n    {\n        [Tooltip(\"The GameObject to get the field on\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The component to get the field on\")]\n        public SharedString componentName;\n        [Tooltip(\"The name of the field\")]\n        public SharedString fieldName;\n        [Tooltip(\"The value of the field\")]\n        [RequiredField]\n        public SharedVariable fieldValue;\n\n        public override TaskStatus OnUpdate()\n        {\n            if (fieldValue == null) {\n                Debug.LogWarning(\"Unable to get field - field value is null\");\n                return TaskStatus.Failure;\n            }\n\n            var type = TaskUtility.GetTypeWithinAssembly(componentName.Value);\n            if (type == null) {\n                Debug.LogWarning(\"Unable to get field - type is null\");\n                return TaskStatus.Failure;\n            }\n\n            var component = GetDefaultGameObject(targetGameObject.Value).GetComponent(type);\n            if (component == null) {\n                Debug.LogWarning(\"Unable to get the field with component \" + componentName.Value);\n                return TaskStatus.Failure;\n            }\n\n            // If you are receiving a compiler error on the Windows Store platform see this topic:\n            // https://www.opsive.com/support/documentation/behavior-designer/installation/\n            var field = component.GetType().GetField(fieldName.Value);\n            fieldValue.SetValue(field.GetValue(component));\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            componentName = null;\n            fieldName = null; \n            fieldValue = null;\n        }\n    }\n}"
  },
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/Reflection/GetPropertyValue.cs",
    "content": "using UnityEngine;\nusing System;\nusing System.Reflection;\n\nnamespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"Gets the value from the property specified. Returns success if the property was retrieved.\")]\n    [TaskCategory(\"Reflection\")]\n    [TaskIcon(\"{SkinColor}ReflectionIcon.png\")]\n    public class GetPropertyValue : Action\n    {\n        [Tooltip(\"The GameObject to get the property of\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The component to get the property of\")]\n        public SharedString componentName;\n        [Tooltip(\"The name of the property\")]\n        public SharedString propertyName;\n        [Tooltip(\"The value of the property\")]\n        [RequiredField]\n        public SharedVariable propertyValue;\n\n        public override TaskStatus OnUpdate()\n        {\n            if (propertyValue == null) {\n                Debug.LogWarning(\"Unable to get property - property value is null\");\n                return TaskStatus.Failure;\n            }\n            \n            var type = TaskUtility.GetTypeWithinAssembly(componentName.Value);\n            if (type == null) {\n                Debug.LogWarning(\"Unable to get property - type is null\");\n                return TaskStatus.Failure;\n            }\n\n            var component = GetDefaultGameObject(targetGameObject.Value).GetComponent(type);\n            if (component == null) {\n                Debug.LogWarning(\"Unable to get the property with component \" + componentName.Value);\n                return TaskStatus.Failure;\n            }\n\n            // If you are receiving a compiler error on the Windows Store platform see this topic:\n            // https://www.opsive.com/support/documentation/behavior-designer/installation/\n            var property = component.GetType().GetProperty(propertyName.Value);\n            propertyValue.SetValue(property.GetValue(component, null));\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            componentName = null;\n            propertyName = null;\n            propertyValue = null;\n        }\n    }\n}"
  },
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  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/Reflection/InvokeMethod.cs",
    "content": "using UnityEngine;\nusing System;\nusing System.Collections.Generic;\n\nnamespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"Invokes the specified method with the specified parameters. Can optionally store the return value. Returns success if the method was invoked.\")]\n    [TaskCategory(\"Reflection\")]\n    [TaskIcon(\"{SkinColor}ReflectionIcon.png\")]\n    public class InvokeMethod : Action\n    {\n        [Tooltip(\"The GameObject to invoke the method on\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The component to invoke the method on\")]\n        public SharedString componentName;\n        [Tooltip(\"The name of the method\")]\n        public SharedString methodName;\n        [Tooltip(\"The first parameter of the method\")]\n        public SharedVariable parameter1;\n        [Tooltip(\"The second parameter of the method\")]\n        public SharedVariable parameter2;\n        [Tooltip(\"The third parameter of the method\")]\n        public SharedVariable parameter3;\n        [Tooltip(\"The fourth parameter of the method\")]\n        public SharedVariable parameter4;\n        [Tooltip(\"Store the result of the invoke call\")]\n        public SharedVariable storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            var type = TaskUtility.GetTypeWithinAssembly(componentName.Value);\n            if (type == null) {\n                Debug.LogWarning(\"Unable to invoke - type is null\");\n                return TaskStatus.Failure;\n            }\n\n            var component = GetDefaultGameObject(targetGameObject.Value).GetComponent(type);\n            if (component == null) {\n                Debug.LogWarning(\"Unable to invoke method with component \" + componentName.Value);\n                return TaskStatus.Failure;\n            }\n\n            var parameterList = new List<object>();\n            var parameterTypeList = new List<Type>();\n            SharedVariable sharedVariable = null;\n            for (int i = 0; i < 4; ++i) {\n                var parameterField = GetType().GetField(\"parameter\" + (i + 1));\n                if ((sharedVariable = parameterField.GetValue(this) as SharedVariable) != null) {\n                    parameterList.Add(sharedVariable.GetValue());\n                    parameterTypeList.Add(sharedVariable.GetType().GetProperty(\"Value\").PropertyType);\n                } else {\n                    break;\n                }\n            }\n            // If you are receiving a compiler error on the Windows Store platform see this topic:\n            // https://www.opsive.com/support/documentation/behavior-designer/installation/\n            var methodInfo = component.GetType().GetMethod(methodName.Value, parameterTypeList.ToArray());\n\n            if (methodInfo == null) {\n                Debug.LogWarning(\"Unable to invoke method \" + methodName.Value + \" on component \" + componentName.Value);\n                return TaskStatus.Failure;\n            }\n\n            var result = methodInfo.Invoke(component, parameterList.ToArray());\n            if (storeResult != null) {\n                storeResult.SetValue(result);\n            }\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            componentName = null;\n            methodName = null; \n            parameter1 = null;\n            parameter2 = null;\n            parameter3 = null;\n            parameter4 = null;\n            storeResult = null;\n        }\n    }\n}"
  },
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/Reflection/SetFieldValue.cs",
    "content": "using UnityEngine;\nusing System;\nusing System.Reflection;\n\nnamespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"Sets the field to the value specified. Returns success if the field was set.\")]\n    [TaskCategory(\"Reflection\")]\n    [TaskIcon(\"{SkinColor}ReflectionIcon.png\")]\n    public class SetFieldValue : Action\n    {\n        [Tooltip(\"The GameObject to set the field on\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The component to set the field on\")]\n        public SharedString componentName;\n        [Tooltip(\"The name of the field\")]\n        public SharedString fieldName;\n        [Tooltip(\"The value to set\")]\n        public SharedVariable fieldValue;\n\n        public override TaskStatus OnUpdate()\n        {\n            if (fieldValue == null) {\n                Debug.LogWarning(\"Unable to get field - field value is null\");\n                return TaskStatus.Failure;\n            }\n            \n            var type = TaskUtility.GetTypeWithinAssembly(componentName.Value);\n            if (type == null) {\n                Debug.LogWarning(\"Unable to set field - type is null\");\n                return TaskStatus.Failure;\n            }\n\n            var component = GetDefaultGameObject(targetGameObject.Value).GetComponent(type);\n            if (component == null) {\n                Debug.LogWarning(\"Unable to set the field with component \" + componentName.Value);\n                return TaskStatus.Failure;\n            }\n\n            // If you are receiving a compiler error on the Windows Store platform see this topic:\n            // https://www.opsive.com/support/documentation/behavior-designer/installation/\n            var field = component.GetType().GetField(fieldName.Value);\n            field.SetValue(component, fieldValue.GetValue());\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            componentName = null;\n            fieldName = null; \n            fieldValue = null;\n        }\n    }\n}"
  },
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/Reflection/SetPropertyValue.cs",
    "content": "using UnityEngine;\nusing System;\nusing System.Reflection;\n\nnamespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"Sets the property to the value specified. Returns success if the property was set.\")]\n    [TaskCategory(\"Reflection\")]\n    [TaskIcon(\"{SkinColor}ReflectionIcon.png\")]\n    public class SetPropertyValue : Action\n    {\n        [Tooltip(\"The GameObject to set the property on\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The component to set the property on\")]\n        public SharedString componentName;\n        [Tooltip(\"The name of the property\")]\n        public SharedString propertyName;\n        [Tooltip(\"The value to set\")]\n        public SharedVariable propertyValue;\n\n        public override TaskStatus OnUpdate()\n        {\n            if (propertyValue == null) {\n                Debug.LogWarning(\"Unable to get field - field value is null\");\n                return TaskStatus.Failure;\n            }\n            \n            var type = TaskUtility.GetTypeWithinAssembly(componentName.Value);\n            if (type == null) {\n                Debug.LogWarning(\"Unable to set property - type is null\");\n                return TaskStatus.Failure;\n            }\n\n            var component = GetDefaultGameObject(targetGameObject.Value).GetComponent(type);\n            if (component == null) {\n                Debug.LogWarning(\"Unable to set the property with component \" + componentName.Value);\n                return TaskStatus.Failure;\n            }\n\n            // If you are receiving a compiler error on the Windows Store platform see this topic:\n            // https://www.opsive.com/support/documentation/behavior-designer/installation/\n            var property = component.GetType().GetProperty(propertyName.Value);\n            property.SetValue(component, propertyValue.GetValue(), null);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            componentName = null;\n            propertyName = null;\n            propertyValue = null;\n        }\n    }\n}"
  },
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/RestartBehaviorTree.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"Restarts a behavior tree, returns success after it has been restarted.\")]\n    [TaskIcon(\"{SkinColor}RestartBehaviorTreeIcon.png\")]\n    public class RestartBehaviorTree : Action\n    {\n        [Tooltip(\"The GameObject of the behavior tree that should be restarted. If null use the current behavior\")]\n        public SharedGameObject behaviorGameObject;\n        [Tooltip(\"The group of the behavior tree that should be restarted\")]\n        public SharedInt group;\n\n        private Behavior behavior;\n\n        public override void OnAwake()\n        {\n            var behaviorTrees = GetDefaultGameObject(behaviorGameObject.Value).GetComponents<Behavior>();\n            if (behaviorTrees.Length == 1) {\n                behavior = behaviorTrees[0];\n            } else if (behaviorTrees.Length > 1) {\n                for (int i = 0; i < behaviorTrees.Length; ++i) {\n                    if (behaviorTrees[i].Group == group.Value) {\n                        behavior = behaviorTrees[i];\n                        break;\n                    }\n                }\n                // If the group can't be found then use the first behavior tree\n                if (behavior == null) {\n                    behavior = behaviorTrees[0];\n                }\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (behavior == null) {\n                return TaskStatus.Failure;\n            }\n\n            // Stop the behavior tree\n            behavior.DisableBehavior();\n            // Start the behavior tree back up\n            behavior.EnableBehavior();\n            // Return success\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            // Reset the properties back to their original values.\n            behavior = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/RestartBehaviorTree.cs.meta",
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/SendEvent.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"Sends an event to the behavior tree, returns success after sending the event.\")]\n    [HelpURL(\"https://www.opsive.com/support/documentation/behavior-designer/events/\")]\n    [TaskIcon(\"{SkinColor}SendEventIcon.png\")]\n    public class SendEvent : Action\n    {\n        [Tooltip(\"The GameObject of the behavior tree that should have the event sent to it. If null use the current behavior\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The event to send\")]\n        public SharedString eventName;\n        [Tooltip(\"The group of the behavior tree that the event should be sent to\")]\n        public SharedInt group;\n        [Tooltip(\"Optionally specify a first argument to send\")]\n        [SharedRequired]\n        public SharedVariable argument1;\n        [Tooltip(\"Optionally specify a second argument to send\")]\n        [SharedRequired]\n        public SharedVariable argument2;\n        [Tooltip(\"Optionally specify a third argument to send\")]\n        [SharedRequired]\n        public SharedVariable argument3;\n\n        private BehaviorTree behaviorTree;\n\n        public override void OnStart()\n        {\n            var behaviorTrees = GetDefaultGameObject(targetGameObject.Value).GetComponents<BehaviorTree>();\n            if (behaviorTrees.Length == 1) {\n                behaviorTree = behaviorTrees[0];\n            } else if (behaviorTrees.Length > 1) {\n                for (int i = 0; i < behaviorTrees.Length; ++i) {\n                    if (behaviorTrees[i].Group == group.Value) {\n                        behaviorTree = behaviorTrees[i];\n                        break;\n                    }\n                }\n                // If the group can't be found then use the first behavior tree\n                if (behaviorTree == null) {\n                    behaviorTree = behaviorTrees[0];\n                }\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            // Send the event and return success\n            if (argument1 == null || argument1.IsNone) {\n                behaviorTree.SendEvent(eventName.Value);\n            } else {\n                if (argument2 == null || argument2.IsNone) {\n                    behaviorTree.SendEvent<object>(eventName.Value, argument1.GetValue());\n                } else {\n                    if (argument3 == null || argument3.IsNone) {\n                        behaviorTree.SendEvent<object, object>(eventName.Value, argument1.GetValue(), argument2.GetValue());\n                    } else {\n                        behaviorTree.SendEvent<object, object, object>(eventName.Value, argument1.GetValue(), argument2.GetValue(), argument3.GetValue());\n                    }\n                }\n            }\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            // Reset the properties back to their original values\n            targetGameObject = null;\n            eventName = \"\";\n        }\n    }\n}"
  },
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/StartBehaviorTree.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"Start a new behavior tree and return success after it has been started.\")]\n    [TaskIcon(\"{SkinColor}StartBehaviorTreeIcon.png\")]\n    public class StartBehaviorTree : Action\n    {\n        [Tooltip(\"The GameObject of the behavior tree that should be started. If null use the current behavior\")]\n        public SharedGameObject behaviorGameObject;\n        [Tooltip(\"The group of the behavior tree that should be started\")]\n        public SharedInt group;\n        [Tooltip(\"Should this task wait for the behavior tree to complete?\")]\n        public SharedBool waitForCompletion = false;\n        [Tooltip(\"Should the variables be synchronized?\")]\n        public SharedBool synchronizeVariables;\n\n        private bool behaviorComplete;\n        private Behavior behavior;\n\n        public override void OnStart()\n        {\n            var behaviorTrees = GetDefaultGameObject(behaviorGameObject.Value).GetComponents<Behavior>();\n            if (behaviorTrees.Length == 1) {\n                behavior = behaviorTrees[0];\n            } else if (behaviorTrees.Length > 1) {\n                for (int i = 0; i < behaviorTrees.Length; ++i) {\n                    if (behaviorTrees[i].Group == group.Value) {\n                        behavior = behaviorTrees[i];\n                        break;\n                    }\n                }\n                // If the group can't be found then use the first behavior tree\n                if (behavior == null) {\n                    behavior = behaviorTrees[0];\n                }\n            }\n\n            if (behavior != null) {\n                var variables = Owner.GetAllVariables();\n                if (variables != null && synchronizeVariables.Value) {\n                    for (int i = 0; i < variables.Count; ++i) {\n                        behavior.SetVariableValue(variables[i].Name, variables[i]);\n                    }\n                }\n\n                behavior.EnableBehavior();\n\n                if (waitForCompletion.Value) {\n                    behaviorComplete = false;\n                    behavior.OnBehaviorEnd += BehaviorEnded;\n                }\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (behavior == null) {\n                return TaskStatus.Failure;\n            }\n\n            // Return a status of running if we are waiting for the behavior tree to end and it hasn't ended yet\n            if (waitForCompletion.Value && !behaviorComplete) {\n                return TaskStatus.Running;\n            }\n\n            return TaskStatus.Success;\n        }\n\n        private void BehaviorEnded(Behavior behavior)\n        {\n            behaviorComplete = true;\n        }\n\n        public override void OnEnd()\n        {\n            if (behavior != null && waitForCompletion.Value) {\n                behavior.OnBehaviorEnd -= BehaviorEnded;\n            }\n        }\n\n        public override void OnReset()\n        {\n            // Reset the properties back to their original values.\n            behaviorGameObject = null;\n            group = 0;\n            waitForCompletion = false;\n            synchronizeVariables = false;\n        }\n    }\n}"
  },
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    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/StartBehaviorTree.cs.meta",
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/StopBehaviorTree.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"Pause or disable a behavior tree and return success after it has been stopped.\")]\n    [TaskIcon(\"{SkinColor}StopBehaviorTreeIcon.png\")]\n    public class StopBehaviorTree : Action\n    {\n        [Tooltip(\"The GameObject of the behavior tree that should be stopped. If null use the current behavior\")]\n        public SharedGameObject behaviorGameObject;\n        [Tooltip(\"The group of the behavior tree that should be stopped\")]\n        public SharedInt group;\n        [Tooltip(\"Should the behavior be paused or completely disabled\")]\n        public SharedBool pauseBehavior = false;\n\n        private Behavior behavior;\n\n        public override void OnStart()\n        {\n            var behaviorTrees = GetDefaultGameObject(behaviorGameObject.Value).GetComponents<Behavior>();\n            if (behaviorTrees.Length == 1) {\n                behavior = behaviorTrees[0];\n            } else if (behaviorTrees.Length > 1) {\n                for (int i = 0; i < behaviorTrees.Length; ++i) {\n                    if (behaviorTrees[i].Group == group.Value) {\n                        behavior = behaviorTrees[i];\n                        break;\n                    }\n                }\n                // If the group can't be found then use the first behavior tree\n                if (behavior == null) {\n                    behavior = behaviorTrees[0];\n                }\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (behavior == null) {\n                return TaskStatus.Failure;\n            }\n\n            // Start the behavior and return success.\n            behavior.DisableBehavior(pauseBehavior.Value);\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            // Reset the properties back to their original values\n            behaviorGameObject = null;\n            group = 0;\n            pauseBehavior = false;\n        }\n    }\n}"
  },
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/Wait.cs",
    "content": "﻿using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"Wait a specified amount of time. The task will return running until the task is done waiting. It will return success after the wait time has elapsed.\")]\n    [TaskIcon(\"{SkinColor}WaitIcon.png\")]\n    public class Wait : Action\n    {\n        [Tooltip(\"The amount of time to wait\")]\n        public SharedFloat waitTime = 1;\n        [Tooltip(\"Should the wait be randomized?\")]\n        public SharedBool randomWait = false;\n        [Tooltip(\"The minimum wait time if random wait is enabled\")]\n        public SharedFloat randomWaitMin = 1;\n        [Tooltip(\"The maximum wait time if random wait is enabled\")]\n        public SharedFloat randomWaitMax = 1;\n\n        // The time to wait\n        private float waitDuration;\n        // The time that the task started to wait.\n        private float startTime;\n        // Remember the time that the task is paused so the time paused doesn't contribute to the wait time.\n        private float pauseTime;\n\n        public override void OnStart()\n        {\n            // Remember the start time.\n            startTime = Time.time;\n            if (randomWait.Value) {\n                waitDuration = Random.Range(randomWaitMin.Value, randomWaitMax.Value);\n            } else {\n                waitDuration = waitTime.Value;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            // The task is done waiting if the time waitDuration has elapsed since the task was started.\n            if (startTime + waitDuration < Time.time) {\n                return TaskStatus.Success;\n            }\n            // Otherwise we are still waiting.\n            return TaskStatus.Running;\n        }\n\n        public override void OnPause(bool paused)\n        {\n            if (paused) {\n                // Remember the time that the behavior was paused.\n                pauseTime = Time.time;\n            } else {\n                // Add the difference between Time.time and pauseTime to figure out a new start time.\n                startTime += (Time.time - pauseTime);\n            }\n        }\n\n        public override void OnReset()\n        {\n            // Reset the public properties back to their original values\n            waitTime = 1;\n            randomWait = false;\n            randomWaitMin = 1;\n            randomWaitMax = 1;\n        }\n    }\n}"
  },
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites/Parallel.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"Similar to the sequence task, the parallel task will run each child task until a child task returns failure. \" +\n                     \"The difference is that the parallel task will run all of its children tasks simultaneously versus running each task one at a time. \" +\n                     \"Like the sequence class, the parallel task will return success once all of its children tasks have return success. \" +\n                     \"If one tasks returns failure the parallel task will end all of the child tasks and return failure.\")]\n    [TaskIcon(\"{SkinColor}ParallelIcon.png\")]\n    public class Parallel : Composite\n    {\n        // The index of the child that is currently running or is about to run.\n        private int currentChildIndex;\n        // The task status of every child task.\n        private TaskStatus[] executionStatus;\n\n        public override void OnAwake()\n        {\n            // Create a new task status array that will hold the execution status of all of the children tasks.\n            executionStatus = new TaskStatus[children.Count];\n        }\n\n        public override void OnChildStarted(int childIndex)\n        {\n            // One of the children has started to run. Increment the child index and set the current task status of that child to running.\n            currentChildIndex++;\n            executionStatus[childIndex] = TaskStatus.Running;\n        }\n\n        public override bool CanRunParallelChildren()\n        {\n            // This task can run parallel children.\n            return true;\n        }\n\n        public override int CurrentChildIndex()\n        {\n            return currentChildIndex;\n        }\n\n        public override bool CanExecute()\n        {\n            // We can continue executing if we have more children that haven't been started yet.\n            return currentChildIndex < children.Count;\n        }\n\n        public override void OnChildExecuted(int childIndex, TaskStatus childStatus)\n        {\n            // One of the children has finished running. Set the task status.\n            executionStatus[childIndex] = childStatus;\n        }\n\n        public override TaskStatus OverrideStatus(TaskStatus status)\n        {\n            // Assume all of the children have finished executing. Loop through the execution status of every child and check to see if any tasks are currently running\n            // or failed. If a task is still running then all of the children are not done executing and the parallel task should continue to return a task status of running.\n            // If a task failed then return failure. The Behavior Manager will stop all of the children tasks. If no child task is running or has failed then the parallel\n            // task succeeded and it will return success.\n            bool childrenComplete = true;\n            for (int i = 0; i < executionStatus.Length; ++i) {\n                if (executionStatus[i] == TaskStatus.Running) {\n                    childrenComplete = false;\n                } else if (executionStatus[i] == TaskStatus.Failure) {\n                    return TaskStatus.Failure;\n                }\n            }\n            return (childrenComplete ? TaskStatus.Success : TaskStatus.Running);\n        }\n\n        public override void OnConditionalAbort(int childIndex)\n        {\n            // Start from the beginning on an abort\n            currentChildIndex = 0;\n            for (int i = 0; i < executionStatus.Length; ++i) {\n                executionStatus[i] = TaskStatus.Inactive;\n            }\n        }\n\n        public override void OnEnd()\n        {\n            // Reset the execution status and the child index back to their starting values.\n            for (int i = 0; i < executionStatus.Length; ++i) {\n                executionStatus[i] = TaskStatus.Inactive;\n            }\n            currentChildIndex = 0;\n        }\n    }\n}"
  },
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    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites/Parallel.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4a7063721a0dbc04787bec1b0507f9ae\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites/ParallelComplete.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"Similar to the parallel selector task, except the parallel complete task will return the child status as soon as the child returns success or failure.\" + \n                     \"The child tasks are executed simultaneously.\")]\n    [TaskIcon(\"{SkinColor}ParallelCompleteIcon.png\")]\n    public class ParallelComplete : Composite\n    {\n        // The index of the child that is currently running or is about to run.\n        private int currentChildIndex;\n        // The task status of every child task.\n        private TaskStatus[] executionStatus;\n\n        public override void OnAwake()\n        {\n            // Create a new task status array that will hold the execution status of all of the children tasks.\n            executionStatus = new TaskStatus[children.Count];\n        }\n\n        public override void OnChildStarted(int childIndex)\n        {\n            // One of the children has started to run. Increment the child index and set the current task status of that child to running.\n            currentChildIndex++;\n            executionStatus[childIndex] = TaskStatus.Running;\n        }\n\n        public override bool CanRunParallelChildren()\n        {\n            // This task can run parallel children.\n            return true;\n        }\n\n        public override int CurrentChildIndex()\n        {\n            return currentChildIndex;\n        }\n\n        public override bool CanExecute()\n        {\n            // We can continue executing if we have more children that haven't been started yet.\n            return currentChildIndex < children.Count;\n        }\n\n        public override void OnChildExecuted(int childIndex, TaskStatus childStatus)\n        {\n            // One of the children has finished running. Set the task status.\n            executionStatus[childIndex] = childStatus;\n        }\n\n        public override void OnConditionalAbort(int childIndex)\n        {\n            // Start from the beginning on an abort\n            currentChildIndex = 0;\n            for (int i = 0; i < executionStatus.Length; ++i) {\n                executionStatus[i] = TaskStatus.Inactive;\n            }\n        }\n\n        public override TaskStatus OverrideStatus(TaskStatus status)\n        {\n            if (currentChildIndex == 0) {\n                return TaskStatus.Success;\n            }\n            // Return the child task's status as soon as a child task returns success or failure.\n            for (int i = 0; i < currentChildIndex; ++i) {\n                if (executionStatus[i] == TaskStatus.Success || executionStatus[i] == TaskStatus.Failure) {\n                    return executionStatus[i];\n                }\n            }\n            return TaskStatus.Running;\n        }\n\n        public override void OnEnd()\n        {\n            // Reset the execution status and the child index back to their starting values.\n            for (int i = 0; i < executionStatus.Length; ++i) {\n                executionStatus[i] = TaskStatus.Inactive;\n            }\n            currentChildIndex = 0;\n        }\n    }\n}"
  },
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    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites/ParallelComplete.cs.meta",
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites/ParallelSelector.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"Similar to the selector task, the parallel selector task will return success as soon as a child task returns success. \" +\n                     \"The difference is that the parallel task will run all of its children tasks simultaneously versus running each task one at a time. \" +\n                     \"If one tasks returns success the parallel selector task will end all of the child tasks and return success. \" +\n                     \"If every child task returns failure then the parallel selector task will return failure.\")]\n    [TaskIcon(\"{SkinColor}ParallelSelectorIcon.png\")]\n    public class ParallelSelector : Composite\n    {\n        // The index of the child that is currently running or is about to run.\n        private int currentChildIndex;\n        // The task status of every child task.\n        private TaskStatus[] executionStatus;\n\n        public override void OnAwake()\n        {\n            // Create a new task status array that will hold the execution status of all of the children tasks.\n            executionStatus = new TaskStatus[children.Count];\n        }\n\n        public override void OnChildStarted(int childIndex)\n        {\n            // One of the children has started to run. Increment the child index and set the current task status of that child to running.\n            currentChildIndex++;\n            executionStatus[childIndex] = TaskStatus.Running;\n        }\n\n        public override bool CanRunParallelChildren()\n        {\n            // This task can run parallel children.\n            return true;\n        }\n\n        public override int CurrentChildIndex()\n        {\n            return currentChildIndex;\n        }\n\n        public override bool CanExecute()\n        {\n            // We can continue executing if we have more children that haven't been started yet.\n            return currentChildIndex < children.Count;\n        }\n\n        public override void OnChildExecuted(int childIndex, TaskStatus childStatus)\n        {\n            // One of the children has finished running. Set the task status.\n            executionStatus[childIndex] = childStatus;\n        }\n\n        public override void OnConditionalAbort(int childIndex)\n        {\n            // Start from the beginning on an abort\n            currentChildIndex = 0;\n            for (int i = 0; i < executionStatus.Length; ++i) {\n                executionStatus[i] = TaskStatus.Inactive;\n            }\n        }\n\n        public override TaskStatus OverrideStatus(TaskStatus status)\n        {\n            // Assume all of the children have finished executing. Loop through the execution status of every child and check to see if any tasks are currently running\n            // or succeeded. If a task is still running then all of the children are not done executing and the parallel selector task should continue to return a task status of running.\n            // If a task succeeded then return success. The Behavior Manager will stop all of the children tasks. If no child task is running or has succeeded then the parallel selector\n            // task failed and it will return failure.\n            bool childrenComplete = true;\n            for (int i = 0; i < executionStatus.Length; ++i) {\n                if (executionStatus[i] == TaskStatus.Running) {\n                    childrenComplete = false;\n                } else if (executionStatus[i] == TaskStatus.Success) {\n                    return TaskStatus.Success;\n                }\n            }\n            return (childrenComplete ? TaskStatus.Failure : TaskStatus.Running);\n        }\n\n        public override void OnEnd()\n        {\n            // Reset the execution status and the child index back to their starting values.\n            for (int i = 0; i < executionStatus.Length; ++i) {\n                executionStatus[i] = TaskStatus.Inactive;\n            }\n            currentChildIndex = 0;\n        }\n    }\n}"
  },
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites/PrioritySelector.cs",
    "content": "using System.Collections.Generic;\n\nnamespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"Similar to the selector task, the priority selector task will return success as soon as a child task returns success. \" +\n                      \"Instead of running the tasks sequentially from left to right within the tree, the priority selector will ask the task what its priority is to determine the order. \" +\n                      \"The higher priority tasks have a higher chance at being run first.\")]\n    [TaskIcon(\"{SkinColor}PrioritySelectorIcon.png\")]\n    public class PrioritySelector : Composite\n    {\n        // The index of the child that is currently running or is about to run.\n        private int currentChildIndex = 0;\n        // The task status of every child task.\n        private TaskStatus executionStatus = TaskStatus.Inactive;\n        // The order to run its children in. \n        private List<int> childrenExecutionOrder = new List<int>();\n\n        public override void OnStart()\n        {\n            // Make sure the list is empty before we add child indexes to it.\n            childrenExecutionOrder.Clear();\n\n            // Loop through each child task and determine its priority. The higher the priority the lower it goes within the list. The task with the highest\n            // priority will be first in the list and will be executed first.\n            for (int i = 0; i < children.Count; ++i) {\n                float priority = children[i].GetPriority();\n                int insertIndex = childrenExecutionOrder.Count;\n                for (int j = 0; j < childrenExecutionOrder.Count; ++j) {\n                    if (children[childrenExecutionOrder[j]].GetPriority() < priority) {\n                        insertIndex = j;\n                        break;\n                    }\n                }\n                childrenExecutionOrder.Insert(insertIndex, i);\n            }\n        }\n\n        public override int CurrentChildIndex()\n        {\n            // Use the execution order list in order to determine the current child index.\n            return childrenExecutionOrder[currentChildIndex];\n        }\n\n        public override bool CanExecute()\n        {\n            // We can continue to execuate as long as we have children that haven't been executed and no child has returned success.\n            return currentChildIndex < children.Count && executionStatus != TaskStatus.Success;\n        }\n\n        public override void OnChildExecuted(TaskStatus childStatus)\n        {\n            // Increase the child index and update the execution status after a child has finished running.\n            currentChildIndex++;\n            executionStatus = childStatus;\n        }\n\n        public override void OnConditionalAbort(int childIndex)\n        {\n            // Set the current child index to the index that caused the abort\n            currentChildIndex = childIndex;\n            executionStatus = TaskStatus.Inactive;\n        }\n\n        public override void OnEnd()\n        {\n            // All of the children have run. Reset the variables back to their starting values.\n            executionStatus = TaskStatus.Inactive;\n            currentChildIndex = 0;\n        }\n    }\n}"
  },
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites/RandomSelector.cs",
    "content": "﻿using UnityEngine;\nusing System.Collections.Generic;\n\nnamespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"Similar to the selector task, the random selector task will return success as soon as a child task returns success.  \" +\n                     \"The difference is that the random selector class will run its children in a random order. The selector task is deterministic \" +\n                     \"in that it will always run the tasks from left to right within the tree. The random selector task shuffles the child tasks up and then begins \" +\n                     \"execution in a random order. Other than that the random selector class is the same as the selector class. It will continue running tasks \" +\n                     \"until a task completes successfully. If no child tasks return success then it will return failure.\")]\n    [TaskIcon(\"{SkinColor}RandomSelectorIcon.png\")]\n    public class RandomSelector : Composite\n    {\n        [Tooltip(\"Seed the random number generator to make things easier to debug\")]\n        public int seed = 0;\n        [Tooltip(\"Do we want to use the seed?\")]\n        public bool useSeed = false;\n\n        // A list of indexes of every child task. This list is used by the Fischer-Yates shuffle algorithm.\n        private List<int> childIndexList = new List<int>();\n        // The random child index execution order.\n        private Stack<int> childrenExecutionOrder = new Stack<int>();\n        // The task status of the last child ran.\n        private TaskStatus executionStatus = TaskStatus.Inactive;\n\n        public override void OnAwake()\n        {\n            // If specified, use the seed provided.\n            if (useSeed) {\n                Random.InitState(seed);\n            }\n\n            // Add the index of each child to a list to make the Fischer-Yates shuffle possible.\n            childIndexList.Clear();\n            for (int i = 0; i < children.Count; ++i) {\n                childIndexList.Add(i);\n            }\n        }\n\n        public override void OnStart()\n        {\n            // Randomize the indecies\n            ShuffleChilden();\n        }\n\n        public override int CurrentChildIndex()\n        {\n            // Peek will return the index at the top of the stack.\n            return childrenExecutionOrder.Peek();\n        }\n\n        public override bool CanExecute()\n        {\n            // Continue exectuion if no task has return success and indexes still exist on the stack.\n            return childrenExecutionOrder.Count > 0 && executionStatus != TaskStatus.Success;\n        }\n\n        public override void OnChildExecuted(TaskStatus childStatus)\n        {\n            // Pop the top index from the stack and set the execution status.\n            if (childrenExecutionOrder.Count > 0) {\n                childrenExecutionOrder.Pop();\n            }\n            executionStatus = childStatus;\n        }\n\n        public override void OnConditionalAbort(int childIndex)\n        {\n            // Start from the beginning on an abort\n            childrenExecutionOrder.Clear();\n            executionStatus = TaskStatus.Inactive;\n            ShuffleChilden();\n        }\n\n        public override void OnEnd()\n        {\n            // All of the children have run. Reset the variables back to their starting values.\n            executionStatus = TaskStatus.Inactive;\n            childrenExecutionOrder.Clear();\n        }\n\n        public override void OnReset()\n        {\n            // Reset the public properties back to their original values\n            seed = 0;\n            useSeed = false;\n        }\n\n        private void ShuffleChilden()\n        {\n            // Use Fischer-Yates shuffle to randomize the child index order.\n            for (int i = childIndexList.Count; i > 0; --i) {\n                int j = Random.Range(0, i);\n                int index = childIndexList[j];\n                childrenExecutionOrder.Push(index);\n                childIndexList[j] = childIndexList[i - 1];\n                childIndexList[i - 1] = index;\n            }\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites/RandomSelector.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4952cbfc1e77be24b99e34c9acffc2a0\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites/RandomSequence.cs",
    "content": "﻿using UnityEngine;\nusing System.Collections.Generic;\n\nnamespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"Similar to the sequence task, the random sequence task will return success as soon as every child task returns success.  \" +\n                     \"The difference is that the random sequence class will run its children in a random order. The sequence task is deterministic \" +\n                     \"in that it will always run the tasks from left to right within the tree. The random sequence task shuffles the child tasks up and then begins \" +\n                     \"execution in a random order. Other than that the random sequence class is the same as the sequence class. It will stop running tasks \" +\n                     \"as soon as a single task ends in failure. On a task failure it will stop executing all of the child tasks and return failure. \" +\n                     \"If no child returns failure then it will return success.\")]\n    [TaskIcon(\"{SkinColor}RandomSequenceIcon.png\")]\n    public class RandomSequence : Composite\n    {\n        [Tooltip(\"Seed the random number generator to make things easier to debug\")]\n        public int seed = 0;\n        [Tooltip(\"Do we want to use the seed?\")]\n        public bool useSeed = false;\n\n        // A list of indexes of every child task. This list is used by the Fischer-Yates shuffle algorithm.\n        private List<int> childIndexList = new List<int>();\n        // The random child index execution order.\n        private Stack<int> childrenExecutionOrder = new Stack<int>();\n        // The task status of the last child ran.\n        private TaskStatus executionStatus = TaskStatus.Inactive;\n\n        public override void OnAwake()\n        {\n            // If specified, use the seed provided.\n            if (useSeed) {\n                Random.InitState(seed);\n            }\n\n            // Add the index of each child to a list to make the Fischer-Yates shuffle possible.\n            childIndexList.Clear();\n            for (int i = 0; i < children.Count; ++i) {\n                childIndexList.Add(i);\n            }\n        }\n\n        public override void OnStart()\n        {\n            // Randomize the indecies\n            ShuffleChilden();\n        }\n\n        public override int CurrentChildIndex()\n        {\n            // Peek will return the index at the top of the stack.\n            return childrenExecutionOrder.Peek();\n        }\n\n        public override bool CanExecute()\n        {\n            // Continue exectuion if no task has return failure and indexes still exist on the stack.\n            return childrenExecutionOrder.Count > 0 && executionStatus != TaskStatus.Failure;\n        }\n\n        public override void OnChildExecuted(TaskStatus childStatus)\n        {\n            // Pop the top index from the stack and set the execution status.\n            if (childrenExecutionOrder.Count > 0) {\n                childrenExecutionOrder.Pop();\n            }\n            executionStatus = childStatus;\n        }\n\n        public override void OnConditionalAbort(int childIndex)\n        {\n            // Start from the beginning on an abort\n            childrenExecutionOrder.Clear();\n            executionStatus = TaskStatus.Inactive;\n            ShuffleChilden();\n        }\n\n        public override void OnEnd()\n        {\n            // All of the children have run. Reset the variables back to their starting values.\n            executionStatus = TaskStatus.Inactive;\n            childrenExecutionOrder.Clear();\n        }\n\n        public override void OnReset()\n        {\n            // Reset the public properties back to their original values\n            seed = 0;\n            useSeed = false;\n        }\n\n        private void ShuffleChilden()\n        {\n            // Use Fischer-Yates shuffle to randomize the child index order.\n            for (int i = childIndexList.Count; i > 0; --i) {\n                int j = Random.Range(0, i);\n                int index = childIndexList[j];\n                childrenExecutionOrder.Push(index);\n                childIndexList[j] = childIndexList[i - 1];\n                childIndexList[i - 1] = index;\n            }\n        }\n    }\n}"
  },
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    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites/RandomSequence.cs.meta",
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites/Selector.cs",
    "content": "﻿namespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"The selector task is similar to an \\\"or\\\" operation. It will return success as soon as one of its child tasks return success. \" +\n                     \"If a child task returns failure then it will sequentially run the next task. If no child task returns success then it will return failure.\")]\n    [TaskIcon(\"{SkinColor}SelectorIcon.png\")]\n    public class Selector : Composite\n    {\n        // The index of the child that is currently running or is about to run.\n        private int currentChildIndex = 0;\n        // The task status of the last child ran.\n        private TaskStatus executionStatus = TaskStatus.Inactive;\n\n        public override int CurrentChildIndex()\n        {\n            return currentChildIndex;\n        }\n\n        public override bool CanExecute()\n        {\n            // We can continue to execuate as long as we have children that haven't been executed and no child has returned success.\n            return currentChildIndex < children.Count && executionStatus != TaskStatus.Success;\n        }\n\n        public override void OnChildExecuted(TaskStatus childStatus)\n        {\n            // Increase the child index and update the execution status after a child has finished running.\n            currentChildIndex++;\n            executionStatus = childStatus;\n        }\n\n        public override void OnConditionalAbort(int childIndex)\n        {\n            // Set the current child index to the index that caused the abort\n            currentChildIndex = childIndex;\n            executionStatus = TaskStatus.Inactive;\n        }\n\n        public override void OnEnd()\n        {\n            // All of the children have run. Reset the variables back to their starting values.\n            executionStatus = TaskStatus.Inactive;\n            currentChildIndex = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites/Selector.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7cb8dcec14880a443841212e6b595d4f\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites/SelectorEvaluator.cs",
    "content": "﻿namespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"The selector evaluator is a selector task which reevaluates its children every tick. It will run the lowest priority child which returns a task status of running. \" +\n                     \"This is done each tick. If a higher priority child is running and the next frame a lower priority child wants to run it will interrupt the higher priority child. \" +\n                     \"The selector evaluator will return success as soon as the first child returns success otherwise it will keep trying higher priority children. This task mimics \" +\n                     \"the conditional abort functionality except the child tasks don't always have to be conditional tasks.\")]\n    [TaskIcon(\"{SkinColor}SelectorEvaluatorIcon.png\")]\n    public class SelectorEvaluator : Composite\n    {\n        // The index of the child that is currently running or is about to run.\n        private int currentChildIndex = 0;\n        // The task status of the last child ran.\n        private TaskStatus executionStatus = TaskStatus.Inactive;\n        // The index of the child that was running before the tree started to be reevaluated.\n        private int storedCurrentChildIndex = -1;\n        // The task status of the last child ran before the tree started to be reevaluated.\n        private TaskStatus storedExecutionStatus = TaskStatus.Inactive;\n\n        public override int CurrentChildIndex()\n        {\n            return currentChildIndex;\n        }\n\n        public override void OnChildStarted(int childIndex)\n        {\n            // The children run sequentially so increment the index and set the status to running.\n            currentChildIndex++;\n            executionStatus = TaskStatus.Running;\n        }\n\n        public override bool CanExecute()\n        {\n            // We can continue to execuate as long as we have children that haven't been executed and no child has returned success.\n            if (executionStatus == TaskStatus.Success || executionStatus == TaskStatus.Running) {\n                return false;\n            }\n\n            // Used the storedCurrentChildIndex if reevaluating, otherwise the currentChildIndex\n            if (storedCurrentChildIndex != -1) {\n                return currentChildIndex < storedCurrentChildIndex - 1;\n            }\n            return currentChildIndex < children.Count;\n        }\n\n        public override void OnChildExecuted(int childIndex, TaskStatus childStatus)\n        {\n            // A disabled task is the equivalent of the task failing for a selector evaluator.\n            if (childStatus == TaskStatus.Inactive && children[childIndex].Disabled) {\n                executionStatus = TaskStatus.Failure;\n            }\n            // The child status will be inactive immediately following an abort from OnReevaluationEnded. The status will be running if the \n            // child task is interrupted. Ignore the status for both of these. \n            if (childStatus != TaskStatus.Inactive && childStatus != TaskStatus.Running) {\n                executionStatus = childStatus;\n            }\n        }\n\n        public override void OnConditionalAbort(int childIndex)\n        {\n            // Set the current child index to the index that caused the abort\n            currentChildIndex = childIndex;\n            executionStatus = TaskStatus.Inactive;\n        }\n\n        public override void OnEnd()\n        {\n            // All of the children have run. Reset the variables back to their starting values.\n            executionStatus = TaskStatus.Inactive;\n            currentChildIndex = 0;\n        }\n\n        public override TaskStatus OverrideStatus(TaskStatus status)\n        {\n            return executionStatus;\n        }\n\n        // The selector evaluator task is a parallel task to allow the previous child to continue to run while the higher priority task is active. If the\n        // lower priority child can run then OnReevaluationEnded will interrupt the higher priority task.\n        public override bool CanRunParallelChildren()\n        {\n            return true;\n        }\n\n        // Can reevaluate to allow the lower priority children the chance to rerun.\n        public override bool CanReevaluate()\n        {\n            return true;\n        }\n\n        // The behavior tree wants to start reevaluating the tree.\n        public override bool OnReevaluationStarted()\n        {\n            // Cannot reevaluate if the task hasn't even started yet\n            if (executionStatus == TaskStatus.Inactive) {\n                return false;\n            }\n\n            // Store the current index and execution status because it may need to be resumed.\n            storedCurrentChildIndex = currentChildIndex;\n            storedExecutionStatus = executionStatus;\n            currentChildIndex = 0;\n            executionStatus = TaskStatus.Inactive;\n            return true;\n        }\n\n        // Reevaluation has ended. Determine if a task should be interrupted or resumed from the last index.\n        public override void OnReevaluationEnded(TaskStatus status)\n        {\n            // Interrupt the currently running index if a lower priority child returns a status of running or success.\n            if (executionStatus != TaskStatus.Failure && executionStatus != TaskStatus.Inactive) {\n                BehaviorManager.instance.Interrupt(Owner, children[storedCurrentChildIndex - 1], this);\n            } else {\n                // The lower priority children returned the same status so resume with the current child\n                currentChildIndex = storedCurrentChildIndex;\n                executionStatus = storedExecutionStatus;\n            }\n            storedCurrentChildIndex = -1;\n            storedExecutionStatus = TaskStatus.Inactive;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites/SelectorEvaluator.cs.meta",
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites/Sequence.cs",
    "content": "﻿namespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"The sequence task is similar to an \\\"and\\\" operation. It will return failure as soon as one of its child tasks return failure. \" +\n                     \"If a child task returns success then it will sequentially run the next task. If all child tasks return success then it will return success.\")]\n    [TaskIcon(\"{SkinColor}SequenceIcon.png\")]\n    public class Sequence : Composite\n    {\n        // The index of the child that is currently running or is about to run.\n        private int currentChildIndex = 0;\n        // The task status of the last child ran.\n        private TaskStatus executionStatus = TaskStatus.Inactive;\n\n        public override int CurrentChildIndex()\n        {\n            return currentChildIndex;\n        }\n\n        public override bool CanExecute()\n        {\n            // We can continue to execuate as long as we have children that haven't been executed and no child has returned failure.\n            return currentChildIndex < children.Count && executionStatus != TaskStatus.Failure;\n        }\n\n        public override void OnChildExecuted(TaskStatus childStatus)\n        {\n            // Increase the child index and update the execution status after a child has finished running.\n            currentChildIndex++;\n            executionStatus = childStatus;\n        }\n\n        public override void OnConditionalAbort(int childIndex)\n        {\n            // Set the current child index to the index that caused the abort\n            currentChildIndex = childIndex;\n            executionStatus = TaskStatus.Inactive;\n        }\n\n        public override void OnEnd()\n        {\n            // All of the children have run. Reset the variables back to their starting values.\n            executionStatus = TaskStatus.Inactive;\n            currentChildIndex = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites/Sequence.cs.meta",
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites/UtilitySelector.cs",
    "content": "﻿using System.Collections.Generic;\n\nnamespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"The utility selector task evaluates the child tasks using Utility Theory AI. The child task can override the GetUtility method and return the utility value \" +\n                     \"at that particular time. The task with the highest utility value will be selected and the existing running task will be aborted. The utility selector \" +\n                     \"task reevaluates its children every tick.\")]\n    [TaskIcon(\"{SkinColor}UtilitySelectorIcon.png\")]\n    public class UtilitySelector : Composite\n    {\n        // The index of the child that is currently running or is about to run.\n        private int currentChildIndex = 0;\n        // The highest utility value\n        private float highestUtility;\n        // The task status of the last child ran.\n        private TaskStatus executionStatus = TaskStatus.Inactive;\n        // Is the task being reevaluated?\n        private bool reevaluating;\n        // A list of children that can execute.\n        private List<int> availableChildren = new List<int>();\n\n        public override void OnStart()\n        {\n            highestUtility = float.MinValue;\n\n            // Loop through each child task and determine its utility. The task with the highest utility will run first.\n            availableChildren.Clear();\n            for (int i = 0; i < children.Count; ++i) {\n                float utility = children[i].GetUtility();\n                if (utility > highestUtility) {\n                    highestUtility = utility;\n                    currentChildIndex = i;\n                }\n                availableChildren.Add(i);\n            }\n        }\n\n        public override int CurrentChildIndex()\n        {\n            // The currentChildIndex is the task with the highest utility.\n            return currentChildIndex;\n        }\n\n        public override void OnChildStarted(int childIndex)\n        {\n            // The child has started - set the execution status.\n            executionStatus = TaskStatus.Running;\n        }\n\n        public override bool CanExecute()\n        {\n            // Continue to execute new tasks until a task returns success or there are no more children left. If reevaluating then return false\n            // immediately because each task doesn't need to be reevaluted.\n            if (executionStatus == TaskStatus.Success || executionStatus == TaskStatus.Running || reevaluating) {\n                return false;\n            }\n            return availableChildren.Count > 0;\n        }\n\n        public override void OnChildExecuted(int childIndex, TaskStatus childStatus)\n        {\n            // The child status will be inactive immediately following an abort from OnReevaluationEnded. The status will be running if the \n            // child task is interrupted. Ignore the status for both of these. \n            if (childStatus != TaskStatus.Inactive && childStatus != TaskStatus.Running) {\n                executionStatus = childStatus;\n                // If the execution status is failure then a new task needs to be selected. RemoveIndividual the current task from the available children\n                // and select the next highest utility child. \n                if (executionStatus == TaskStatus.Failure) {\n                    availableChildren.Remove(childIndex);\n\n                    highestUtility = float.MinValue;\n                    for (int i = 0; i < availableChildren.Count; ++i) {\n                        float utility = children[availableChildren[i]].GetUtility();\n                        if (utility > highestUtility) {\n                            highestUtility = utility;\n                            currentChildIndex = availableChildren[i];\n                        }\n                    }\n                }\n            }\n        }\n\n        public override void OnConditionalAbort(int childIndex)\n        {\n            // Set the current child index to the index that caused the abort\n            currentChildIndex = childIndex;\n            executionStatus = TaskStatus.Inactive;\n        }\n\n        public override void OnEnd()\n        {\n            // All of the children have run. Reset the variables back to their starting values.\n            executionStatus = TaskStatus.Inactive;\n            currentChildIndex = 0;\n        }\n\n        public override TaskStatus OverrideStatus(TaskStatus status)\n        {\n            return executionStatus;\n        }\n\n        // The utility selector task is a parallel task to allow the task utility to be reevaluated. The higest utility task will always run.\n        public override bool CanRunParallelChildren()\n        {\n            return true;\n        }\n\n        // Can reevaluate to allow the task utilities to be rerun.\n        public override bool CanReevaluate()\n        {\n            return true;\n        }\n\n        // The behavior tree wants to start reevaluating the tree.\n        public override bool OnReevaluationStarted()\n        {\n            // Cannot reevaluate if the task hasn't even started yet\n            if (executionStatus == TaskStatus.Inactive) {\n                return false;\n            }\n\n            reevaluating = true;\n            return true;\n        }\n\n        // Determine if a task with a higher utility exists.\n        public override void OnReevaluationEnded(TaskStatus status)\n        {\n            reevaluating = false;\n\n            // Loop through all of the available children and pick the task with the highest utility.\n            int prevChildIndex = currentChildIndex;\n            highestUtility = float.MinValue;\n            for (int i = 0; i < availableChildren.Count; ++i) {\n                float utility = children[availableChildren[i]].GetUtility();\n                if (utility > highestUtility) {\n                    highestUtility = utility;\n                    currentChildIndex = availableChildren[i];\n                }\n            }\n\n            // If the index is different then the current child task should be aborted and the higher utility task should be run.\n            if (prevChildIndex != currentChildIndex) {\n                BehaviorManager.instance.Interrupt(Owner, children[prevChildIndex], this);\n                executionStatus = TaskStatus.Inactive;\n            }\n        }\n    }\n}"
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  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/HasReceivedEvent.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"Returns success as soon as the event specified by eventName has been received.\")]\n    [TaskIcon(\"{SkinColor}HasReceivedEventIcon.png\")]\n    public class HasReceivedEvent : Conditional\n    {\n        [Tooltip(\"The name of the event to receive\")]\n        public SharedString eventName = \"\";\n        [Tooltip(\"Optionally store the first sent argument\")]\n        [SharedRequired]\n        public SharedVariable storedValue1;\n        [Tooltip(\"Optionally store the second sent argument\")]\n        [SharedRequired]\n        public SharedVariable storedValue2;\n        [Tooltip(\"Optionally store the third sent argument\")]\n        [SharedRequired]\n        public SharedVariable storedValue3;\n\n        private bool eventReceived = false;\n        private bool registered = false;\n\n        public override void OnStart()\n        {\n            // Let the behavior tree know that we are interested in receiving the event specified\n            if (!registered) {\n                Owner.RegisterEvent(eventName.Value, ReceivedEvent);\n                Owner.RegisterEvent<object>(eventName.Value, ReceivedEvent);\n                Owner.RegisterEvent<object, object>(eventName.Value, ReceivedEvent);\n                Owner.RegisterEvent<object, object, object>(eventName.Value, ReceivedEvent);\n                registered = true;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            return eventReceived ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnEnd()\n        {\n            if (eventReceived) {\n                Owner.UnregisterEvent(eventName.Value, ReceivedEvent);\n                Owner.UnregisterEvent<object>(eventName.Value, ReceivedEvent);\n                Owner.UnregisterEvent<object, object>(eventName.Value, ReceivedEvent);\n                Owner.UnregisterEvent<object, object, object>(eventName.Value, ReceivedEvent);\n                registered = false;\n            }\n            eventReceived = false;\n        }\n\n        private void ReceivedEvent()\n        {\n            eventReceived = true;\n        }\n\n        private void ReceivedEvent(object arg1)\n        {\n            ReceivedEvent();\n\n            if (storedValue1 != null && !storedValue1.IsNone) {\n                storedValue1.SetValue(arg1);\n            }\n        }\n\n        private void ReceivedEvent(object arg1, object arg2)\n        {\n            ReceivedEvent();\n\n            if (storedValue1 != null && !storedValue1.IsNone) {\n                storedValue1.SetValue(arg1);\n            }\n\n            if (storedValue2 != null && !storedValue2.IsNone) {\n                storedValue2.SetValue(arg2);\n            }\n        }\n\n        private void ReceivedEvent(object arg1, object arg2, object arg3)\n        {\n            ReceivedEvent();\n\n            if (storedValue1 != null && !storedValue1.IsNone) {\n                storedValue1.SetValue(arg1);\n            }\n\n            if (storedValue2 != null && !storedValue2.IsNone) {\n                storedValue2.SetValue(arg2);\n            }\n\n            if (storedValue3 != null && !storedValue3.IsNone) {\n                storedValue3.SetValue(arg3);\n            }\n        }\n\n        public override void OnBehaviorComplete()\n        {\n            // Stop receiving the event when the behavior tree is complete\n            Owner.UnregisterEvent(eventName.Value, ReceivedEvent);\n            Owner.UnregisterEvent<object>(eventName.Value, ReceivedEvent);\n            Owner.UnregisterEvent<object, object>(eventName.Value, ReceivedEvent);\n            Owner.UnregisterEvent<object, object, object>(eventName.Value, ReceivedEvent);\n\n            eventReceived = false;\n            registered = false;\n        }\n\n        public override void OnReset()\n        {\n            // Reset the properties back to their original values\n            eventName = \"\";\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/HasReceivedEvent.cs.meta",
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Physics/HasEnteredCollision.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"Returns success when a collision starts. This task will only receive the physics callback if it is being reevaluated (with a conditional abort or under a parallel task).\")]\n    [TaskCategory(\"Physics\")]\n    public class HasEnteredCollision : Conditional\n    {\n        [Tooltip(\"The tag of the GameObject to check for a collision against\")]\n        public SharedString tag = \"\";\n        [Tooltip(\"The object that started the collision\")]\n        public SharedGameObject collidedGameObject;\n\n        private bool enteredCollision = false;\n\n        public override TaskStatus OnUpdate()\n        {\n            return enteredCollision ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnEnd()\n        {\n            enteredCollision = false;\n        }\n\n        public override void OnCollisionEnter(Collision collision)\n        {\n            if (string.IsNullOrEmpty(tag.Value) || tag.Value.Equals(collision.gameObject.tag)) {\n                collidedGameObject.Value = collision.gameObject;\n                enteredCollision = true;\n            }\n        }\n\n        public override void OnReset()\n        {\n            tag = \"\";\n            collidedGameObject = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Physics/HasEnteredCollision.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c1841a802d7ceda449423f001897ecae\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Physics/HasEnteredCollision2D.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"Returns success when a 2D collision starts. This task will only receive the physics callback if it is being reevaluated (with a conditional abort or under a parallel task).\")]\n    [TaskCategory(\"Physics\")]\n    public class HasEnteredCollision2D : Conditional\n    {\n        [Tooltip(\"The tag of the GameObject to check for a collision against\")]\n        public SharedString tag = \"\";\n        [Tooltip(\"The object that started the collision\")]\n        public SharedGameObject collidedGameObject;\n\n        private bool enteredCollision = false;\n\n        public override TaskStatus OnUpdate()\n        {\n            return enteredCollision ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnEnd()\n        {\n            enteredCollision = false;\n        }\n\n        public override void OnCollisionEnter2D(Collision2D collision)\n        {\n            if (string.IsNullOrEmpty(tag.Value) || tag.Value.Equals(collision.gameObject.tag)) {\n                collidedGameObject.Value = collision.gameObject;\n                enteredCollision = true;\n            }\n        }\n\n        public override void OnReset()\n        {\n            tag = \"\";\n            collidedGameObject = null;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Physics/HasEnteredCollision2D.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0ac128198630a2d4b9fee93cc9a1f8fd\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Physics/HasEnteredTrigger.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"Returns success when an object enters the trigger. This task will only receive the physics callback if it is being reevaluated (with a conditional abort or under a parallel task).\")]\n    [TaskCategory(\"Physics\")]\n    public class HasEnteredTrigger : Conditional\n    {\n        [Tooltip(\"The tag of the GameObject to check for a trigger against\")]\n        public SharedString tag = \"\";\n        [Tooltip(\"The object that entered the trigger\")]\n        public SharedGameObject otherGameObject;\n\n        private bool enteredTrigger = false;\n\n        public override TaskStatus OnUpdate()\n        {\n            return enteredTrigger ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnEnd()\n        {\n            enteredTrigger = false;\n        }\n\n        public override void OnTriggerEnter(Collider other)\n        {\n            if (string.IsNullOrEmpty(tag.Value) || tag.Value.Equals(other.gameObject.tag)) {\n                otherGameObject.Value = other.gameObject;\n                enteredTrigger = true;\n            }\n        }\n\n        public override void OnReset()\n        {\n            tag = \"\";\n            otherGameObject = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Physics/HasEnteredTrigger.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 5987844efe0fca7499cec04a9e3962cc\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Physics/HasEnteredTrigger2D.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"Returns success when an object enters the 2D trigger. This task will only receive the physics callback if it is being reevaluated (with a conditional abort or under a parallel task).\")]\n    [TaskCategory(\"Physics\")]\n    public class HasEnteredTrigger2D : Conditional\n    {\n        [Tooltip(\"The tag of the GameObject to check for a trigger against\")]\n        public SharedString tag = \"\";\n        [Tooltip(\"The object that entered the trigger\")]\n        public SharedGameObject otherGameObject;\n\n        private bool enteredTrigger = false;\n\n        public override TaskStatus OnUpdate()\n        {\n            return enteredTrigger ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnEnd()\n        {\n            enteredTrigger = false;\n        }\n\n        public override void OnTriggerEnter2D(Collider2D other)\n        {\n            if (string.IsNullOrEmpty(tag.Value) || tag.Value.Equals(other.gameObject.tag)) {\n                otherGameObject.Value = other.gameObject;\n                enteredTrigger = true;\n            }\n        }\n\n        public override void OnReset()\n        {\n            tag = \"\";\n            otherGameObject = null;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Physics/HasEnteredTrigger2D.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 84e2afb791fe67243a15e45e4af81bb4\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Physics/HasExitedCollision.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"Returns success when a collision ends. This task will only receive the physics callback if it is being reevaluated (with a conditional abort or under a parallel task).\")]\n    [TaskCategory(\"Physics\")]\n    public class HasExitedCollision : Conditional\n    {\n        [Tooltip(\"The tag of the GameObject to check for a collision against\")]\n        public SharedString tag = \"\";\n        [Tooltip(\"The object that exited the collision\")]\n        public SharedGameObject collidedGameObject;\n\n        private bool exitedCollision = false;\n\n        public override TaskStatus OnUpdate()\n        {\n            return exitedCollision ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnEnd()\n        {\n            exitedCollision = false;\n        }\n\n        public override void OnCollisionExit(Collision collision)\n        {\n            if (string.IsNullOrEmpty(tag.Value) || tag.Value.Equals(collision.gameObject.tag)) {\n                collidedGameObject.Value = collision.gameObject;\n                exitedCollision = true;\n            }\n        }\n\n        public override void OnReset()\n        {\n            collidedGameObject = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Physics/HasExitedCollision.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 900905a3e42f74c49a6e503349ee651e\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Physics/HasExitedCollision2D.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"Returns success when a 2D collision ends. This task will only receive the physics callback if it is being reevaluated (with a conditional abort or under a parallel task).\")]\n    [TaskCategory(\"Physics\")]\n    public class HasExitedCollision2D : Conditional\n    {\n        [Tooltip(\"The tag of the GameObject to check for a collision against\")]\n        public SharedString tag = \"\";\n        [Tooltip(\"The object that exited the collision\")]\n        public SharedGameObject collidedGameObject;\n\n        private bool exitedCollision = false;\n\n        public override TaskStatus OnUpdate()\n        {\n            return exitedCollision ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnEnd()\n        {\n            exitedCollision = false;\n        }\n\n        public override void OnCollisionExit2D(Collision2D collision)\n        {\n            if (string.IsNullOrEmpty(tag.Value) || tag.Value.Equals(collision.gameObject.tag)) {\n                collidedGameObject.Value = collision.gameObject;\n                exitedCollision = true;\n            }\n        }\n\n        public override void OnReset()\n        {\n            tag = \"\";\n            collidedGameObject = null;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Physics/HasExitedCollision2D.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 31cf8edd114ac5c4db22ec65babb3dd3\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Physics/HasExitedTrigger.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"Returns success when an object exits the trigger. This task will only receive the physics callback if it is being reevaluated (with a conditional abort or under a parallel task).\")]\n    [TaskCategory(\"Physics\")]\n    public class HasExitedTrigger : Conditional\n    {\n        [Tooltip(\"The tag of the GameObject to check for a trigger against\")]\n        public SharedString tag = \"\";\n        [Tooltip(\"The object that exited the trigger\")]\n        public SharedGameObject otherGameObject;\n\n        private bool exitedTrigger = false;\n\n        public override TaskStatus OnUpdate()\n        {\n            return exitedTrigger ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnEnd()\n        {\n            exitedTrigger = false;\n        }\n\n        public override void OnTriggerExit(Collider other)\n        {\n            if (string.IsNullOrEmpty(tag.Value) || tag.Value.Equals(other.gameObject.tag)) {\n                otherGameObject.Value = other.gameObject;\n                exitedTrigger = true;\n            }\n        }\n\n        public override void OnReset()\n        {\n            tag = \"\";\n            otherGameObject = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Physics/HasExitedTrigger.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c7ccd4a2c35d4c748b65ccd086e777e1\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Physics/HasExitedTrigger2D.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"Returns success when an object exits the 2D trigger. This task will only receive the physics callback if it is being reevaluated (with a conditional abort or under a parallel task).\")]\n    [TaskCategory(\"Physics\")]\n    public class HasExitedTrigger2D : Conditional\n    {\n        [Tooltip(\"The tag of the GameObject to check for a trigger against\")]\n        public SharedString tag = \"\";\n        [Tooltip(\"The object that exited the trigger\")]\n        public SharedGameObject otherGameObject;\n\n        private bool exitedTrigger = false;\n\n        public override TaskStatus OnUpdate()\n        {\n            return exitedTrigger ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnEnd()\n        {\n            exitedTrigger = false;\n        }\n\n        public override void OnTriggerExit2D(Collider2D other)\n        {\n            if (string.IsNullOrEmpty(tag.Value) || tag.Value.Equals(other.gameObject.tag)) {\n                otherGameObject.Value = other.gameObject;\n                exitedTrigger = true;\n            }\n        }\n\n        public override void OnReset()\n        {\n            tag = \"\";\n            otherGameObject = null;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Physics/HasExitedTrigger2D.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ff0486d46da2f7844ac74c6e2ad5af89\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Physics.meta",
    "content": "fileFormatVersion: 2\nguid: 25c6f493852e87a468ab3a6f48a4f371\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/RandomProbability.cs",
    "content": "﻿using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"The random probability task will return success when the random probability is above the succeed probability. It will otherwise return failure.\")]\n    public class RandomProbability : Conditional\n    {\n        [Tooltip(\"The chance that the task will return success\")]\n        public SharedFloat successProbability = 0.5f;\n        [Tooltip(\"Seed the random number generator to make things easier to debug\")]\n        public SharedInt seed;\n        [Tooltip(\"Do we want to use the seed?\")]\n        public SharedBool useSeed;\n\n        public override void OnAwake()\n        {\n            // If specified, use the seed provided.\n            if (useSeed.Value) {\n                Random.InitState(seed.Value);\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            // Return success if random value is less than the success probability. Otherwise return failure.\n            float randomValue = Random.value;\n            if (randomValue < successProbability.Value) {\n                return TaskStatus.Success;\n            }\n            return TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            // Reset the public properties back to their original values\n            successProbability = 0.5f;\n            seed = 0;\n            useSeed = false;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/RandomProbability.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 468a21510e9558c49a47238ebe4c2270\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Reflection/CompareFieldValue.cs",
    "content": "using UnityEngine;\nusing System;\nusing System.Reflection;\n\nnamespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"Compares the field value to the value specified. Returns success if the values are the same.\")]\n    [TaskCategory(\"Reflection\")]\n    [TaskIcon(\"{SkinColor}ReflectionIcon.png\")]\n    public class CompareFieldValue : Conditional\n    {\n        [Tooltip(\"The GameObject to compare the field on\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The component to compare the field on\")]\n        public SharedString componentName;\n        [Tooltip(\"The name of the field\")]\n        public SharedString fieldName;\n        [Tooltip(\"The value to compare to\")]\n        public SharedVariable compareValue;\n\n        public override TaskStatus OnUpdate()\n        {\n            if (compareValue == null) {\n                Debug.LogWarning(\"Unable to compare field - compare value is null\");\n                return TaskStatus.Failure;\n            }\n\n            var type = TaskUtility.GetTypeWithinAssembly(componentName.Value);\n            if (type == null) {\n                Debug.LogWarning(\"Unable to compare field - type is null\");\n                return TaskStatus.Failure;\n            }\n\n            var component = GetDefaultGameObject(targetGameObject.Value).GetComponent(type);\n            if (component == null) {\n                Debug.LogWarning(\"Unable to compare the field with component \" + componentName.Value);\n                return TaskStatus.Failure;\n            }\n\n            // If you are receiving a compiler error on the Windows Store platform see this topic:\n            // https://www.opsive.com/support/documentation/behavior-designer/installation/\n            var field = component.GetType().GetField(fieldName.Value);\n            var fieldValue = field.GetValue(component);\n\n            if (fieldValue == null && compareValue.GetValue() == null) {\n                return TaskStatus.Success;\n            }\n\n            return fieldValue.Equals(compareValue.GetValue()) ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            componentName = null;\n            fieldName = null;\n            compareValue = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Reflection/CompareFieldValue.cs.meta",
    "content": "fileFormatVersion: 2\nguid: cc6496fb6757b684c8cc0c4ac8929319\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Reflection/ComparePropertyValue.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"Compares the property value to the value specified. Returns success if the values are the same.\")]\n    [TaskCategory(\"Reflection\")]\n    [TaskIcon(\"{SkinColor}ReflectionIcon.png\")]\n    public class ComparePropertyValue : Conditional\n    {\n        [Tooltip(\"The GameObject to compare the property of\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The component to compare the property of\")]\n        public SharedString componentName;\n        [Tooltip(\"The name of the property\")]\n        public SharedString propertyName;\n        [Tooltip(\"The value to compare to\")]\n        public SharedVariable compareValue;\n\n        public override TaskStatus OnUpdate()\n        {\n            if (compareValue == null) {\n                Debug.LogWarning(\"Unable to compare field - compare value is null\");\n                return TaskStatus.Failure;\n            }\n            \n            var type = TaskUtility.GetTypeWithinAssembly(componentName.Value);\n            if (type == null) {\n                Debug.LogWarning(\"Unable to compare property - type is null\");\n                return TaskStatus.Failure;\n            }\n\n            var component = GetDefaultGameObject(targetGameObject.Value).GetComponent(type);\n            if (component == null) {\n                Debug.LogWarning(\"Unable to compare the property with component \" + componentName.Value);\n                return TaskStatus.Failure;\n            }\n\n            // If you are receiving a compiler error on the Windows Store platform see this topic:\n            // https://www.opsive.com/support/documentation/behavior-designer/installation/\n            var property = component.GetType().GetProperty(propertyName.Value);\n            var propertyValue = property.GetValue(component, null);\n\n            if (propertyValue == null && compareValue.GetValue() == null) {\n                return TaskStatus.Success;\n            }\n\n            return propertyValue.Equals(compareValue.GetValue()) ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            componentName = null;\n            propertyName = null;\n            compareValue = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Reflection/ComparePropertyValue.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f8b0fa403f826a74087ece4b81fec1c7\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Reflection.meta",
    "content": "fileFormatVersion: 2\nguid: abf66964a36679f48aba953c592bb56a\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals.meta",
    "content": "fileFormatVersion: 2\nguid: 722b598931b4f54478cbfee0f76699aa\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators/ConditionalEvaluator.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"Evaluates the specified conditional task. If the conditional task returns success then the child task is run and the child status is returned. If the conditional task does not \" +\n                     \"return success then the child task is not run and a failure status is immediately returned.\")]\n    [TaskIcon(\"{SkinColor}ConditionalEvaluatorIcon.png\")]\n    public class ConditionalEvaluator : Decorator\n    {\n        [Tooltip(\"Should the conditional task be reevaluated every tick?\")]\n        public SharedBool reevaluate;\n        [InspectTask]\n        [Tooltip(\"The conditional task to evaluate\")]\n        public Conditional conditionalTask;\n\n        // The status of the child after it has finished running.\n        private TaskStatus executionStatus = TaskStatus.Inactive;\n        private bool checkConditionalTask = true;\n        private bool conditionalTaskFailed = false;\n\n        public override void OnAwake()\n        {\n            if (conditionalTask != null) {\n                conditionalTask.Owner = Owner;\n                conditionalTask.GameObject = gameObject;\n                conditionalTask.Transform = transform;\n                conditionalTask.OnAwake();\n            }\n        }\n\n        public override void OnStart()\n        {\n            if (conditionalTask != null) {\n                conditionalTask.OnStart();\n            }\n        }\n\n        public override bool CanExecute()\n        {\n            // CanExecute is called when checking the condition within a while loop so it will be called at least twice. Ensure the conditional task is checked only once\n            if (checkConditionalTask) {\n                checkConditionalTask = false;\n                OnUpdate();\n            }\n\n            if (conditionalTaskFailed) {\n                return false;\n            }\n            return executionStatus == TaskStatus.Inactive || executionStatus == TaskStatus.Running;\n        }\n\n        public override bool CanReevaluate()\n        {\n            return reevaluate.Value;\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            var childStatus = conditionalTask.OnUpdate();\n            conditionalTaskFailed = conditionalTask == null || childStatus == TaskStatus.Failure;\n            return childStatus;\n        }\n\n        public override void OnChildExecuted(TaskStatus childStatus)\n        {\n            // Update the execution status after a child has finished running.\n            executionStatus = childStatus;\n        }\n\n        public override TaskStatus OverrideStatus()\n        {\n            // This version of OverrideStatus is called when the conditional evaluator fails reevaluation and has to stop all of its children.\n            // Therefore, the return status will always be failure\n            return TaskStatus.Failure;\n        }\n\n        public override TaskStatus OverrideStatus(TaskStatus status)\n        {\n            if (conditionalTaskFailed)\n                return TaskStatus.Failure;\n            return status;\n        }\n\n        public override void OnEnd()\n        {\n            // Reset the variables back to their starting values.\n            executionStatus = TaskStatus.Inactive;\n            checkConditionalTask = true;\n            conditionalTaskFailed = false;\n            if (conditionalTask != null) {\n                conditionalTask.OnEnd();\n            }\n        }\n\n        public override void OnReset()\n        {\n            // Reset the public properties back to their original values.\n            conditionalTask = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators/ConditionalEvaluator.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 632578e05169d1d45a1ab77ae8bb45ad\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators/Interrupt.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"The interrupt task will stop all child tasks from running if it is interrupted. The interruption can be triggered by the perform interruption task. \" +\n                     \"The interrupt task will keep running its child until this interruption is called. If no interruption happens and the child task completed its \" +\n                     \"execution the interrupt task will return the value assigned by the child task.\")]\n    [TaskIcon(\"{SkinColor}InterruptIcon.png\")]\n    public class Interrupt : Decorator\n    {\n        // When an interruption occurs return with this status.\n        private TaskStatus interruptStatus = TaskStatus.Failure;\n        // The status of the child after it has finished running.\n        private TaskStatus executionStatus = TaskStatus.Inactive;\n\n        public override bool CanExecute()\n        {\n            // Continue executing until the child task returns success or failure.\n            return executionStatus == TaskStatus.Inactive || executionStatus == TaskStatus.Running;\n        }\n\n        public override void OnChildExecuted(TaskStatus childStatus)\n        {\n            // Update the execution status after a child has finished running.\n            executionStatus = childStatus;\n        }\n\n        public void DoInterrupt(TaskStatus status)\n        {\n            // An interruption has occurred. Update the interrupt status and notify the Behavior Manager. The Behavior Manager will stop all\n            // child tasks from running.\n            interruptStatus = status;\n\n            BehaviorManager.instance.Interrupt(Owner, this);\n        }\n\n        public override TaskStatus OverrideStatus()\n        {\n            // Return the interruption status as our status.\n            return interruptStatus;\n        }\n\n        public override void OnEnd()\n        {\n            // Reset the variables back to their starting values.\n            interruptStatus = TaskStatus.Failure;\n            executionStatus = TaskStatus.Inactive;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators/Interrupt.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 81c44aaaa87500145831c0e167a5bfd3\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators/Inverter.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"The inverter task will invert the return value of the child task after it has finished executing. \" + \n                     \"If the child returns success, the inverter task will return failure. If the child returns failure, the inverter task will return success.\")]\n    [TaskIcon(\"{SkinColor}InverterIcon.png\")]\n    public class Inverter : Decorator\n    {\n        // The status of the child after it has finished running.\n        private TaskStatus executionStatus = TaskStatus.Inactive;\n\n        public override bool CanExecute()\n        {\n            // Continue executing until the child task returns success or failure.\n            return executionStatus == TaskStatus.Inactive || executionStatus == TaskStatus.Running;\n        }\n\n        public override void OnChildExecuted(TaskStatus childStatus)\n        {\n            // Update the execution status after a child has finished running.\n            executionStatus = childStatus;\n        }\n\n        public override TaskStatus Decorate(TaskStatus status)\n        {\n            // Invert the task status.\n            if (status == TaskStatus.Success) {\n                return TaskStatus.Failure;\n            } else if (status == TaskStatus.Failure) {\n                return TaskStatus.Success;\n            }\n            return status;\n        }\n\n        public override void OnEnd()\n        {\n            // Reset the execution status back to its starting values.\n            executionStatus = TaskStatus.Inactive;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators/Inverter.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 577fcf144ebc85642889f2dd11147272\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators/Repeater.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(@\"The repeater task will repeat execution of its child task until the child task has been run a specified number of times. \" +\n                      \"It has the option of continuing to execute the child task even if the child task returns a failure.\")]\n    [TaskIcon(\"{SkinColor}RepeaterIcon.png\")]\n    public class Repeater : Decorator\n    {\n        [Tooltip(\"The number of times to repeat the execution of its child task\")]\n        public SharedInt count = 1;\n        [Tooltip(\"Allows the repeater to repeat forever\")]\n        public SharedBool repeatForever;\n        [Tooltip(\"Should the task return if the child task returns a failure\")]\n        public SharedBool endOnFailure;\n\n        // The number of times the child task has been run.\n        private int executionCount = 0;\n        // The status of the child after it has finished running.\n        private TaskStatus executionStatus = TaskStatus.Inactive;\n\n        public override bool CanExecute()\n        {\n            // Continue executing until we've reached the count or the child task returned failure and we should stop on a failure.\n            return (repeatForever.Value || executionCount < count.Value) && (!endOnFailure.Value || (endOnFailure.Value && executionStatus != TaskStatus.Failure));\n        }\n\n        public override void OnChildExecuted(TaskStatus childStatus)\n        {\n            // The child task has finished execution. Increase the execution count and update the execution status.\n            executionCount++;\n            executionStatus = childStatus;\n        }\n\n        public override void OnEnd()\n        {\n            // Reset the variables back to their starting values.\n            executionCount = 0;\n            executionStatus = TaskStatus.Inactive;\n        }\n\n        public override void OnReset()\n        {\n            // Reset the public properties back to their original values.\n            count = 0;\n            endOnFailure = true;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators/Repeater.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e62515fa6915f0d4f88b808e2e77d3ff\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators/ReturnFailure.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"The return failure task will always return failure except when the child task is running.\")]\n    [TaskIcon(\"{SkinColor}ReturnFailureIcon.png\")]\n    public class ReturnFailure : Decorator\n    {\n        // The status of the child after it has finished running.\n        private TaskStatus executionStatus = TaskStatus.Inactive;\n\n        public override bool CanExecute()\n        {\n            // Continue executing until the child task returns success or failure.\n            return executionStatus == TaskStatus.Inactive || executionStatus == TaskStatus.Running;\n        }\n\n        public override void OnChildExecuted(TaskStatus childStatus)\n        {\n            // Update the execution status after a child has finished running.\n            executionStatus = childStatus;\n        }\n\n        public override TaskStatus Decorate(TaskStatus status)\n        {\n            // Return failure even if the child task returned success.\n            if (status == TaskStatus.Success) {\n                return TaskStatus.Failure;\n            }\n            return status;\n        }\n\n        public override void OnEnd()\n        {\n            // Reset the execution status back to its starting values.\n            executionStatus = TaskStatus.Inactive;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators/ReturnFailure.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f34d21f1bb4e761478bdf76222fcf135\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators/ReturnSuccess.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"The return success task will always return success except when the child task is running.\")]\n    [TaskIcon(\"{SkinColor}ReturnSuccessIcon.png\")]\n    public class ReturnSuccess : Decorator\n    {\n        // The status of the child after it has finished running.\n        private TaskStatus executionStatus = TaskStatus.Inactive;\n\n        public override bool CanExecute()\n        {\n            // Continue executing until the child task returns success or failure.\n            return executionStatus == TaskStatus.Inactive || executionStatus == TaskStatus.Running;\n        }\n\n        public override void OnChildExecuted(TaskStatus childStatus)\n        {\n            // Update the execution status after a child has finished running.\n            executionStatus = childStatus;\n        }\n\n        public override TaskStatus Decorate(TaskStatus status)\n        {\n            // Return success even if the child task returned failure.\n            if (status == TaskStatus.Failure) {\n                return TaskStatus.Success;\n            }\n            return status;\n        }\n\n        public override void OnEnd()\n        {\n            // Reset the execution status back to its starting values.\n            executionStatus = TaskStatus.Inactive;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators/ReturnSuccess.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 27d103b9f961fd44da3c4d83dadd90ca\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators/TaskGuard.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"The task guard task is similar to a semaphore in multithreaded programming. The task guard task is there to ensure a limited resource is not being overused. \" +\n                     \"\\n\\nFor example, you may place a task guard above a task that plays an animation. Elsewhere within your behavior tree you may also have another task that plays a different \" +\n                     \"animation but uses the same bones for that animation. Because of this you don't want that animation to play twice at the same time. Placing a task guard will let you \" +\n                     \"specify how many times a particular task can be accessed at the same time.\\n\\nIn the previous animation task example you would specify an access count of 1. With this setup \" +\n                     \"the animation task can be only controlled by one task at a time. If the first task is playing the animation and a second task wants to control the animation as well, it will \" +\n                     \"either have to wait or skip over the task completely.\")]\n    [TaskIcon(\"{SkinColor}TaskGuardIcon.png\")]\n    public class TaskGuard : Decorator\n    {\n        [Tooltip(\"The number of times the child tasks can be accessed by parallel tasks at once\")]\n        public SharedInt maxTaskAccessCount;\n        [Tooltip(\"The linked tasks that also guard a task. If the task guard is not linked against any other tasks it doesn't have much purpose. Marked as LinkedTask to \" +\n                 \"ensure all tasks linked are linked to the same set of tasks\")]\n        [LinkedTask]\n        public TaskGuard[] linkedTaskGuards = null;\n        [Tooltip(\"If true the task will wait until the child task is available. If false then any unavailable child tasks will be skipped over\")]\n        public SharedBool waitUntilTaskAvailable;\n\n        // The number of tasks that are currently using a particular task.\n        private int executingTasks = 0;\n        // True if the current task is executing.\n        private bool executing = false;\n\n        public override bool CanExecute()\n        {\n            // The child task can execute if the number of executing tasks is less than the maximum number of tasks allowed.\n            return executingTasks < maxTaskAccessCount.Value && !executing;\n        }\n\n        public override void OnChildStarted()\n        {\n            // The child task has started to run. Increase the executing tasks counter and notify all of the other linked tasks.\n            executingTasks++;\n            executing = true;\n            for (int i = 0; i < linkedTaskGuards.Length; ++i) {\n                linkedTaskGuards[i].taskExecuting(true);\n            }\n        }\n\n        public override TaskStatus OverrideStatus(TaskStatus status)\n        {\n            // return a running status if the children are currently waiting for a task to become available\n            return (!executing && waitUntilTaskAvailable.Value) ? TaskStatus.Running : status;\n        }\n\n        public void taskExecuting(bool increase)\n        {\n            // A linked task is currently executing a task that is being guarded. If the task just started executing then increase will be true and if it is ending then\n            // true will be false.\n            executingTasks += (increase ? 1 : -1);\n        }\n\n        public override void OnEnd()\n        {\n            // The child task has been executed or skipped over. Only decrement the executing tasks count if the child task was being executed. Following that\n            // notify all of the linked tasks that we are done executing.\n            if (executing) {\n                executingTasks--;\n                for (int i = 0; i < linkedTaskGuards.Length; ++i) {\n                    linkedTaskGuards[i].taskExecuting(false);\n                }\n                executing = false;\n            }\n        }\n\n        public override void OnReset()\n        {\n            // Reset the public properties back to their original values\n            maxTaskAccessCount = null;\n            linkedTaskGuards = null;\n            waitUntilTaskAvailable = true;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators/TaskGuard.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7e2ae4ab352f20c41be106f92efc3b43\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators/UntilFailure.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"The until failure task will keep executing its child task until the child task returns failure.\")]\n    [TaskIcon(\"{SkinColor}UntilFailureIcon.png\")]\n    public class UntilFailure : Decorator\n    {\n        // The status of the child after it has finished running.\n        private TaskStatus executionStatus = TaskStatus.Inactive;\n\n        public override bool CanExecute()\n        {\n            // Keep running until the child task returns failure.\n            return executionStatus == TaskStatus.Success || executionStatus == TaskStatus.Inactive;\n        }\n\n        public override void OnChildExecuted(TaskStatus childStatus)\n        {\n            // Update the execution status after a child has finished running.\n            executionStatus = childStatus;\n        }\n\n        public override void OnEnd()\n        {\n            // Reset the execution status back to its starting values.\n            executionStatus = TaskStatus.Inactive;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators/UntilFailure.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 934b87f8f563272469cd9a9b14046ae7\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators/UntilSuccess.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"The until success task will keep executing its child task until the child task returns success.\")]\n    [TaskIcon(\"{SkinColor}UntilSuccessIcon.png\")]\n    public class UntilSuccess : Decorator\n    {\n        // The status of the child after it has finished running.\n        private TaskStatus executionStatus = TaskStatus.Inactive;\n\n        public override bool CanExecute()\n        {\n            // Keep running until the child task returns success.\n            return executionStatus == TaskStatus.Failure || executionStatus == TaskStatus.Inactive;\n        }\n\n        public override void OnChildExecuted(TaskStatus childStatus)\n        {\n            // Update the execution status after a child has finished running.\n            executionStatus = childStatus;\n        }\n\n        public override void OnEnd()\n        {\n            // Reset the execution status back to its starting values.\n            executionStatus = TaskStatus.Inactive;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators/UntilSuccess.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6d5c2cbf6c58f6b419831477bde98317\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators.meta",
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/EntryTask.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks\n{\n    // The entry task is a task that is used for display purposes within Behavior Designer to indicate the root of the tree. It is not a real task and\n    // cannot be used within the behavior tree.\n    [TaskIcon(\"{SkinColor}EntryIcon.png\")]\n    public class EntryTask : ParentTask\n    {\n        public override int MaxChildren()\n        {\n            return 1;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/EntryTask.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 143ae0c3fc255864893a532a2571f3d9\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/Blend.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimation\n{\n    [TaskCategory(\"Unity/Animation\")]\n    [TaskDescription(\"Blends the animation. Returns Success.\")]\n    public class Blend : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The name of the animation\")]\n        public SharedString animationName;\n        [Tooltip(\"The weight the animation should blend to\")]\n        public float targetWeight = 1;\n        [Tooltip(\"The amount of time it takes to blend\")]\n        public float fadeLength = 0.3f;\n\n        // cache the animation component\n        private Animation animation;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animation = currentGameObject.GetComponent<Animation>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animation == null) {\n                Debug.LogWarning(\"Animation is null\");\n                return TaskStatus.Failure;\n            }\n\n            animation.Blend(animationName.Value, targetWeight, fadeLength);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            animationName = \"\";\n            targetWeight = 1;\n            fadeLength = 0.3f;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/Blend.cs.meta",
    "content": "fileFormatVersion: 2\nguid: dc0640154eb6b674e89f4a2ec1632696\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/CrossFade.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimation\n{\n    [TaskCategory(\"Unity/Animation\")]\n    [TaskDescription(\"Fades the animation over a period of time and fades other animations out. Returns Success.\")]\n    public class CrossFade : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The name of the animation\")]\n        public SharedString animationName;\n        [Tooltip(\"The amount of time it takes to blend\")]\n        public float fadeLength = 0.3f;\n        [Tooltip(\"The play mode of the animation\")]\n        public PlayMode playMode = PlayMode.StopSameLayer;\n\n        // cache the animation component\n        private Animation animation;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animation = currentGameObject.GetComponent<Animation>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animation == null) {\n                Debug.LogWarning(\"Animation is null\");\n                return TaskStatus.Failure;\n            }\n\n            animation.CrossFade(animationName.Value, fadeLength, playMode);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            animationName.Value = \"\";\n            fadeLength = 0.3f;\n            playMode = PlayMode.StopSameLayer;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/CrossFade.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 57d9d1509d13e454caae6f3219c83cc7\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/CrossFadeQueued.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimation\n{\n    [TaskCategory(\"Unity/Animation\")]\n    [TaskDescription(\"Cross fades an animation after previous animations has finished playing. Returns Success.\")]\n    public class CrossFadeQueued : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The name of the animation\")]\n        public SharedString animationName;\n        [Tooltip(\"The amount of time it takes to blend\")]\n        public float fadeLength = 0.3f;\n        [Tooltip(\"Specifies when the animation should start playing\")]\n        public QueueMode queue = QueueMode.CompleteOthers;\n        [Tooltip(\"The play mode of the animation\")]\n        public PlayMode playMode = PlayMode.StopSameLayer;\n\n        // cache the animation component\n        private Animation animation;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animation = currentGameObject.GetComponent<Animation>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animation == null) {\n                Debug.LogWarning(\"Animation is null\");\n                return TaskStatus.Failure;\n            }\n\n            animation.CrossFadeQueued(animationName.Value, fadeLength, queue, playMode);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            animationName.Value = \"\";\n            fadeLength = 0.3f;\n            queue = QueueMode.CompleteOthers;\n            playMode = PlayMode.StopSameLayer;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/CrossFadeQueued.cs.meta",
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/GetAnimatePhysics.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimation\n{\n    [TaskCategory(\"Unity/Animation\")]\n    [TaskDescription(\"Stores the animate physics value. Returns Success.\")]\n    public class GetAnimatePhysics : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"Are the if animations are executed in the physics loop?\")]\n        [RequiredField]\n        public SharedBool storeValue;\n\n        // cache the animation component\n        private Animation animation;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animation = currentGameObject.GetComponent<Animation>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animation == null) {\n                Debug.LogWarning(\"Animation is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = animation.animatePhysics;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue.Value = false;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/GetAnimatePhysics.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b5bd2b0ed07f42142934568bd6813619\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/IsPlaying.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimation\n{\n    [TaskCategory(\"Unity/Animation\")]\n    [TaskDescription(\"Returns Success if the animation is currently playing.\")]\n    public class IsPlaying : Conditional\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The name of the animation\")]\n        public SharedString animationName;\n\n        // cache the animation component\n        private Animation animation;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animation = currentGameObject.GetComponent<Animation>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animation == null) {\n                Debug.LogWarning(\"Animation is null\");\n                return TaskStatus.Failure;\n            }\n            \n            if (string.IsNullOrEmpty(animationName.Value)) {\n                return animation.isPlaying ? TaskStatus.Success : TaskStatus.Failure;\n            } else {\n                return animation.IsPlaying(animationName.Value) ? TaskStatus.Success : TaskStatus.Failure;\n            }\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            animationName.Value = \"\";\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/IsPlaying.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ce80475167d230d4181baa69071465ff\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/Play.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimation\n{\n    [TaskCategory(\"Unity/Animation\")]\n    [TaskDescription(\"Plays animation without any blending. Returns Success.\")]\n    public class Play : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The name of the animation\")]\n        public SharedString animationName;\n        [Tooltip(\"The play mode of the animation\")]\n        public PlayMode playMode = PlayMode.StopSameLayer;\n\n        // cache the animation component\n        private Animation animation;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animation = currentGameObject.GetComponent<Animation>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animation == null) {\n                Debug.LogWarning(\"Animation is null\");\n                return TaskStatus.Failure;\n            }\n\n            if (string.IsNullOrEmpty(animationName.Value)) {\n                animation.Play();\n            } else {\n                animation.Play(animationName.Value, playMode);\n            }\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            animationName.Value = \"\";\n            playMode = PlayMode.StopSameLayer;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/Play.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0b1bf3b05e79dcc468cf71b63d54a4cd\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/PlayQueued.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimation\n{\n    [TaskCategory(\"Unity/Animation\")]\n    [TaskDescription(\"Plays an animation after previous animations has finished playing. Returns Success.\")]\n    public class PlayQueued : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The name of the animation\")]\n        public SharedString animationName;\n        [Tooltip(\"Specifies when the animation should start playing\")]\n        public QueueMode queue = QueueMode.CompleteOthers;\n        [Tooltip(\"The play mode of the animation\")]\n        public PlayMode playMode = PlayMode.StopSameLayer;\n\n        // cache the animation component\n        private Animation animation;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animation = currentGameObject.GetComponent<Animation>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animation == null) {\n                Debug.LogWarning(\"Animation is null\");\n                return TaskStatus.Failure;\n            }\n\n            animation.PlayQueued(animationName.Value, queue, playMode);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            animationName.Value = \"\";\n            queue = QueueMode.CompleteOthers;\n            playMode = PlayMode.StopSameLayer;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/PlayQueued.cs.meta",
    "content": "fileFormatVersion: 2\nguid: bb55ee97bf8cb3d479de025d77a9c4b6\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/Rewind.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimation\n{\n    [TaskCategory(\"Unity/Animation\")]\n    [TaskDescription(\"Rewinds an animation. Rewinds all animations if animationName is blank. Returns Success.\")]\n    public class Rewind : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The name of the animation\")]\n        public SharedString animationName;\n\n        // cache the animation component\n        private Animation animation;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animation = currentGameObject.GetComponent<Animation>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animation == null) {\n                Debug.LogWarning(\"Animation is null\");\n                return TaskStatus.Failure;\n            }\n\n            if (string.IsNullOrEmpty(animationName.Value)) {\n                animation.Rewind();\n            } else {\n                animation.Rewind(animationName.Value);\n            }\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            animationName.Value = \"\";\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/Rewind.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 364beb9f6996556449b9f3e03db75290\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/Sample.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimation\n{\n    [TaskCategory(\"Unity/Animation\")]\n    [TaskDescription(\"Samples animations at the current state. Returns Success.\")]\n    public class Sample : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        // cache the animation component\n        private Animation animation;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animation = currentGameObject.GetComponent<Animation>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animation == null) {\n                Debug.LogWarning(\"Animation is null\");\n                return TaskStatus.Failure;\n            }\n\n            animation.Sample();\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/Sample.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 2cc64c997b5d6e640af8cc9bd7cf1b5d\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/SetAnimatePhysics.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimation\n{\n    [TaskCategory(\"Unity/Animation\")]\n    [TaskDescription(\"Sets animate physics to the specified value. Returns Success.\")]\n    public class SetAnimatePhysics : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"Are animations executed in the physics loop?\")]\n        public SharedBool animatePhysics;\n\n        // cache the animation component\n        private Animation animation;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animation = currentGameObject.GetComponent<Animation>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animation == null) {\n                Debug.LogWarning(\"Animation is null\");\n                return TaskStatus.Failure;\n            }\n\n            animation.animatePhysics = animatePhysics.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            animatePhysics.Value = false;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/SetAnimatePhysics.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f93fd0c7638add0468744d4f7249c1a7\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/SetWrapMode.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimation\n{\n    [TaskCategory(\"Unity/Animation\")]\n    [TaskDescription(\"Sets the wrap mode to the specified value. Returns Success.\")]\n    public class SetWrapMode : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"How should time beyond the playback range of the clip be treated?\")]\n        public WrapMode wrapMode = WrapMode.Default;\n\n        // cache the animation component\n        private Animation animation;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animation = currentGameObject.GetComponent<Animation>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animation == null) {\n                Debug.LogWarning(\"Animation is null\");\n                return TaskStatus.Failure;\n            }\n\n            animation.wrapMode = wrapMode;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            wrapMode = WrapMode.Default;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/SetWrapMode.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 39af69a1e220fc2419a5d34933029ff9\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/Stop.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimation\n{\n    [TaskCategory(\"Unity/Animation\")]\n    [TaskDescription(\"Stops an animation. Stops all animations if animationName is blank. Returns Success.\")]\n    public class Stop : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The name of the animation\")]\n        public SharedString animationName;\n\n        // cache the animation component\n        private Animation animation;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animation = currentGameObject.GetComponent<Animation>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animation == null) {\n                Debug.LogWarning(\"Animation is null\");\n                return TaskStatus.Failure;\n            }\n\n            if (string.IsNullOrEmpty(animationName.Value)) {\n                animation.Stop();\n            } else {\n                animation.Stop(animationName.Value);\n            }\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            animationName = \"\";\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/Stop.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c3dca423f03e936449fdb622cac3f430\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation.meta",
    "content": "fileFormatVersion: 2\nguid: 7d8a2810c4d182f4e9a5ab1d34f3a5da\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/CrossFade.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator\n{\n    [TaskCategory(\"Unity/Animator\")]\n    [TaskDescription(\"Creates a dynamic transition between the current state and the destination state. Returns Success.\")]\n    public class CrossFade : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The name of the state\")]\n        public SharedString stateName;\n        [Tooltip(\"The duration of the transition. Value is in source state normalized time\")]\n        public SharedFloat transitionDuration;\n        [Tooltip(\"The layer where the state is\")]\n        public int layer = -1;\n        [Tooltip(\"The normalized time at which the state will play\")]\n        public float normalizedTime = float.NegativeInfinity;\n\n        private Animator animator;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animator = currentGameObject.GetComponent<Animator>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animator == null) {\n                Debug.LogWarning(\"Animator is null\");\n                return TaskStatus.Failure;\n            }\n\n            animator.CrossFade(stateName.Value, transitionDuration.Value, layer, normalizedTime);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            stateName = \"\";\n            transitionDuration = 0;\n            layer = -1;\n            normalizedTime = float.NegativeInfinity;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/CrossFade.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 09e5aba2adc719f42876293bcbea7819\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetApplyRootMotion.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator\n{\n    [TaskCategory(\"Unity/Animator\")]\n    [TaskDescription(\"Stores if root motion is applied. Returns Success.\")]\n    public class GetApplyRootMotion : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"Is root motion applied?\")]\n        [RequiredField]\n        public SharedBool storeValue;\n\n        private Animator animator;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animator = currentGameObject.GetComponent<Animator>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animator == null) {\n                Debug.LogWarning(\"Animator is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = animator.applyRootMotion;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = false;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetApplyRootMotion.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 872c96b3950799546863110b7e54d0c8\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetBoolParameter.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator\n{\n    [TaskCategory(\"Unity/Animator\")]\n    [TaskDescription(\"Stores the bool parameter on an animator. Returns Success.\")]\n    public class GetBoolParameter : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The name of the parameter\")]\n        public SharedString paramaterName;\n        [Tooltip(\"The value of the bool parameter\")]\n        [RequiredField]\n        public SharedBool storeValue;\n\n        private Animator animator;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animator = currentGameObject.GetComponent<Animator>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animator == null) {\n                Debug.LogWarning(\"Animator is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = animator.GetBool(paramaterName.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            paramaterName = \"\";\n            storeValue = false;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetBoolParameter.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 2aeb7ebc08541794aa3ed0343c49c9f9\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetDeltaPosition.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator\n{\n    [TaskCategory(\"Unity/Animator\")]\n    [TaskDescription(\"Gets the avatar delta position for the last evaluated frame. Returns Success.\")]\n    public class GetDeltaPosition : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The avatar delta position\")]\n        [RequiredField]\n        public SharedVector3 storeValue;\n\n        private Animator animator;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animator = currentGameObject.GetComponent<Animator>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animator == null) {\n                Debug.LogWarning(\"Animator is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = animator.deltaPosition;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetDeltaPosition.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9c44c26d5d6b3484397b8aa6ed658b1e\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetDeltaRotation.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator\n{\n    [TaskCategory(\"Unity/Animator\")]\n    [TaskDescription(\"Gets the avatar delta rotation for the last evaluated frame. Returns Success.\")]\n    public class GetDeltaRotation : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The avatar delta rotation\")]\n        [RequiredField]\n        public SharedQuaternion storeValue;\n\n        private Animator animator;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animator = currentGameObject.GetComponent<Animator>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animator == null) {\n                Debug.LogWarning(\"Animator is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = animator.deltaRotation;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            if (storeValue != null) {\n                storeValue.Value = Quaternion.identity;\n            }\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetDeltaRotation.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f120073dca714344495aa139eea16e2b\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetFloatParameter.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator\n{\n    [TaskCategory(\"Unity/Animator\")]\n    [TaskDescription(\"Stores the float parameter on an animator. Returns Success.\")]\n    public class GetFloatParameter : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The name of the parameter\")]\n        public SharedString paramaterName;\n        [Tooltip(\"The value of the float parameter\")]\n        [RequiredField]\n        public SharedFloat storeValue;\n\n        private Animator animator;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animator = currentGameObject.GetComponent<Animator>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animator == null) {\n                Debug.LogWarning(\"Animator is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = animator.GetFloat(paramaterName.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            paramaterName = \"\";\n            storeValue = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetFloatParameter.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d33dbb5444b5bbe44bb200e39823cfe1\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetGravityWeight.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator\n{\n    [TaskCategory(\"Unity/Animator\")]\n    [TaskDescription(\"Stores the current gravity weight based on current animations that are played. Returns Success.\")]\n    public class GetGravityWeight : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The value of the gravity weight\")]\n        [RequiredField]\n        public SharedFloat storeValue;\n\n        private Animator animator;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animator = currentGameObject.GetComponent<Animator>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animator == null) {\n                Debug.LogWarning(\"Animator is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = animator.gravityWeight;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetGravityWeight.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 945593329da80b44898e7e1ae1883d07\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetIntegerParameter.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator\n{\n    [TaskCategory(\"Unity/Animator\")]\n    [TaskDescription(\"Stores the integer parameter on an animator. Returns Success.\")]\n    public class GetIntegerParameter : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The name of the parameter\")]\n        public SharedString paramaterName;\n        [Tooltip(\"The value of the integer parameter\")]\n        [RequiredField]\n        public SharedInt storeValue;\n\n        private Animator animator;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animator = currentGameObject.GetComponent<Animator>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animator == null) {\n                Debug.LogWarning(\"Animator is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = animator.GetInteger(paramaterName.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            paramaterName = \"\";\n            storeValue = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetIntegerParameter.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c8640eaeae64c2e48ba85336474d59d8\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetLayerWeight.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator\n{\n    [TaskCategory(\"Unity/Animator\")]\n    [TaskDescription(\"Stores the layer's weight. Returns Success.\")]\n    public class GetLayerWeight : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The index of the layer\")]\n        public SharedInt index;\n        [Tooltip(\"The value of the float parameter\")]\n        [RequiredField]\n        public SharedFloat storeValue;\n\n        private Animator animator;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animator = currentGameObject.GetComponent<Animator>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animator == null) {\n                Debug.LogWarning(\"Animator is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = animator.GetLayerWeight(index.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            index = 0;\n            storeValue = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetLayerWeight.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 346c4295a827d9e4c8029cd29a8e18ca\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetSpeed.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator\n{\n    [TaskCategory(\"Unity/Animator\")]\n    [TaskDescription(\"Stores the playback speed of the animator. 1 is normal playback speed. Returns Success.\")]\n    public class GetSpeed : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The playback speed of the Animator\")]\n        [RequiredField]\n        public SharedFloat storeValue;\n\n        private Animator animator;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animator = currentGameObject.GetComponent<Animator>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animator == null) {\n                Debug.LogWarning(\"Animator is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = animator.speed;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetSpeed.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f87648f776ab12c45883b01e9bebc6a3\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetStringToHash.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator\n{\n    [TaskCategory(\"Unity/Animator\")]\n    [TaskDescription(\"Converts the state name to its corresponding hash code. Returns Success.\")]\n    public class GetStringToHash : Action\n    {\n        [Tooltip(\"The name of the state to convert to a hash code\")]\n        public SharedString stateName;\n        [Tooltip(\"The hash value\")]\n        [RequiredField]\n        public SharedInt storeValue;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeValue.Value = Animator.StringToHash(stateName.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            stateName = \"\";\n            storeValue = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetStringToHash.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 234dcf26bcb550043b3b5de33f0e6a11\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/InterruptMatchTarget.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator\n{\n    [TaskCategory(\"Unity/Animator\")]\n    [TaskDescription(\"Interrupts the automatic target matching. Returns Success.\")]\n    public class InterruptMatchTarget : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"CompleteMatch will make the gameobject match the target completely at the next frame\")]\n        public bool completeMatch = true;\n\n        private Animator animator;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animator = currentGameObject.GetComponent<Animator>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animator == null) {\n                Debug.LogWarning(\"Animator is null\");\n                return TaskStatus.Failure;\n            }\n\n            animator.InterruptMatchTarget(completeMatch);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            completeMatch = true;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/InterruptMatchTarget.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 766d802f8842a2945b11253f60d431bb\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/IsInTransition.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator\n{\n    [TaskCategory(\"Unity/Animator\")]\n    [TaskDescription(\"Returns success if the specified AnimatorController layer in a transition.\")]\n    public class IsInTransition : Conditional\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The layer's index\")]\n        public SharedInt index;\n\n        private Animator animator;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animator = currentGameObject.GetComponent<Animator>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animator == null) {\n                Debug.LogWarning(\"Animator is null\");\n                return TaskStatus.Failure;\n            }\n\n            return animator.IsInTransition(index.Value) ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            index = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/IsInTransition.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 48c086aaf693a604d8b83eabac3b568e\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/IsName.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator\n{\n    [TaskCategory(\"Unity/Animator\")]\n    [TaskDescription(\"Returns success if the specified name matches the name of the active state.\")]\n    public class IsName : Conditional\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The layer's index\")]\n        public SharedInt index;\n        [Tooltip(\"The state name to compare\")]\n        public SharedString name;\n\n        private Animator animator;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animator = currentGameObject.GetComponent<Animator>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animator == null) {\n                Debug.LogWarning(\"Animator is null\");\n                return TaskStatus.Failure;\n            }\n\n            return animator.GetCurrentAnimatorStateInfo(index.Value).IsName(name.Value) ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            index = 0;\n            name = \"\";\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/IsName.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 96051e2f6a0e7ea42a493e6245e4ccde\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/IsParameterControlledByCurve.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator\n{\n    [TaskCategory(\"Unity/Animator\")]\n    [TaskDescription(\"Returns success if the specified parameter is controlled by an additional curve on an animation.\")]\n    public class IsParameterControlledByCurve : Conditional\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The name of the parameter\")]\n        public SharedString paramaterName;\n\n        private Animator animator;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animator = currentGameObject.GetComponent<Animator>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animator == null) {\n                Debug.LogWarning(\"Animator is null\");\n                return TaskStatus.Failure;\n            }\n\n            return animator.IsParameterControlledByCurve(paramaterName.Value) ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            paramaterName = \"\";\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/IsParameterControlledByCurve.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c5eb4141402ab7c4abb1d4a5c687a757\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/MatchTarget.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator\n{\n    [TaskCategory(\"Unity/Animator\")]\n    [TaskDescription(\"Automatically adjust the gameobject position and rotation so that the AvatarTarget reaches the matchPosition when the current state is at the specified progress. Returns Success.\")]\n    public class MatchTarget : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The position we want the body part to reach\")]\n        public SharedVector3 matchPosition;\n        [Tooltip(\"The rotation in which we want the body part to be\")]\n        public SharedQuaternion matchRotation;\n        [Tooltip(\"The body part that is involved in the match\")]\n        public AvatarTarget targetBodyPart;\n        [Tooltip(\"Weights for matching position\")]\n        public Vector3 weightMaskPosition;\n        [Tooltip(\"Weights for matching rotation\")]\n        public float weightMaskRotation;\n        [Tooltip(\"Start time within the animation clip\")]\n        public float startNormalizedTime;\n        [Tooltip(\"End time within the animation clip\")]\n        public float targetNormalizedTime = 1;\n\n        private Animator animator;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animator = currentGameObject.GetComponent<Animator>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animator == null) {\n                Debug.LogWarning(\"Animator is null\");\n                return TaskStatus.Failure;\n            }\n\n            animator.MatchTarget(matchPosition.Value, matchRotation.Value, targetBodyPart, new MatchTargetWeightMask(weightMaskPosition, weightMaskRotation), startNormalizedTime, targetNormalizedTime);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            matchPosition = Vector3.zero;\n            matchRotation = Quaternion.identity;\n            targetBodyPart = AvatarTarget.Root;\n            weightMaskPosition = Vector3.zero;\n            weightMaskRotation = 0;\n            startNormalizedTime = 0;\n            targetNormalizedTime = 1;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/MatchTarget.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e0e788b711539ed4dad258780be29de6\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/Play.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator\n{\n    [TaskCategory(\"Unity/Animator\")]\n    [TaskDescription(\"Plays an animator state. Returns Success.\")]\n    public class Play : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The name of the state\")]\n        public SharedString stateName;\n        [Tooltip(\"The layer where the state is\")]\n        public int layer = -1;\n        [Tooltip(\"The normalized time at which the state will play\")]\n        public float normalizedTime = float.NegativeInfinity;\n\n        private Animator animator;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animator = currentGameObject.GetComponent<Animator>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animator == null) {\n                Debug.LogWarning(\"Animator is null\");\n                return TaskStatus.Failure;\n            }\n\n            animator.Play(stateName.Value, layer, normalizedTime);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            stateName = \"\";\n            layer = -1;\n            normalizedTime = float.NegativeInfinity;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/Play.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a62df911d37cd8349b0168f875cd58ea\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/SetApplyRootMotion.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator\n{\n    [TaskCategory(\"Unity/Animator\")]\n    [TaskDescription(\"Sets if root motion is applied. Returns Success.\")]\n    public class SetApplyRootMotion : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"Is root motion applied?\")]\n        public SharedBool rootMotion;\n\n        private Animator animator;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animator = currentGameObject.GetComponent<Animator>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animator == null) {\n                Debug.LogWarning(\"Animator is null\");\n                return TaskStatus.Failure;\n            }\n\n            animator.applyRootMotion = rootMotion.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            rootMotion = false;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/SetApplyRootMotion.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f10479b97efcbb94a8089a12bf891b5b\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/SetBoolParameter.cs",
    "content": "using UnityEngine;\nusing System.Collections;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator\n{\n    [TaskCategory(\"Unity/Animator\")]\n    [TaskDescription(\"Sets the bool parameter on an animator. Returns Success.\")]\n    public class SetBoolParameter : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The name of the parameter\")]\n        public SharedString paramaterName;\n        [Tooltip(\"The value of the bool parameter\")]\n        public SharedBool boolValue;\n        [Tooltip(\"Should the value be reverted back to its original value after it has been set?\")]\n        public bool setOnce;\n\n        private int hashID;\n        private Animator animator;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animator = currentGameObject.GetComponent<Animator>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animator == null) {\n                Debug.LogWarning(\"Animator is null\");\n                return TaskStatus.Failure;\n            }\n\n            hashID = UnityEngine.Animator.StringToHash(paramaterName.Value);\n\n            bool prevValue = animator.GetBool(hashID);\n            animator.SetBool(hashID, boolValue.Value);\n            if (setOnce) {\n                StartCoroutine(ResetValue(prevValue));\n            }\n            return TaskStatus.Success;\n        }\n\n        public IEnumerator ResetValue(bool origVale)\n        {\n            yield return null;\n            animator.SetBool(hashID, origVale);\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            paramaterName = \"\";\n            boolValue = false;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/SetBoolParameter.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 04e0905e87bf90a408551067942c08c7\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/SetFloatParameter.cs",
    "content": "using UnityEngine;\nusing System.Collections;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator\n{\n    [TaskCategory(\"Unity/Animator\")]\n    [TaskDescription(\"Sets the float parameter on an animator. Returns Success.\")]\n    public class SetFloatParameter : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The name of the parameter\")]\n        public SharedString paramaterName;\n        [Tooltip(\"The value of the float parameter\")]\n        public SharedFloat floatValue;\n        [Tooltip(\"Should the value be reverted back to its original value after it has been set?\")]\n        public bool setOnce;\n\n        private int hashID;\n        private Animator animator;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animator = currentGameObject.GetComponent<Animator>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animator == null) {\n                Debug.LogWarning(\"Animator is null\");\n                return TaskStatus.Failure;\n            }\n\n            hashID = UnityEngine.Animator.StringToHash(paramaterName.Value);\n\n            float prevValue = animator.GetFloat(hashID);\n            animator.SetFloat(hashID, floatValue.Value);\n            if (setOnce) {\n                StartCoroutine(ResetValue(prevValue));\n            }\n\n            return TaskStatus.Success;\n        }\n\n        public IEnumerator ResetValue(float origVale)\n        {\n            yield return null;\n            animator.SetFloat(hashID, origVale);\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            paramaterName = \"\";\n            floatValue = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/SetFloatParameter.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b601abdc989d2ce4f8dc0d3434705814\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/SetIntegerParameter.cs",
    "content": "using UnityEngine;\nusing System.Collections;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator\n{\n    [TaskCategory(\"Unity/Animator\")]\n    [TaskDescription(\"Sets the int parameter on an animator. Returns Success.\")]\n    public class SetIntegerParameter : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The name of the parameter\")]\n        public SharedString paramaterName;\n        [Tooltip(\"The value of the int parameter\")]\n        public SharedInt intValue;\n        [Tooltip(\"Should the value be reverted back to its original value after it has been set?\")]\n        public bool setOnce;\n\n        private int hashID;\n        private Animator animator;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animator = currentGameObject.GetComponent<Animator>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animator == null) {\n                Debug.LogWarning(\"Animator is null\");\n                return TaskStatus.Failure;\n            }\n\n            hashID = UnityEngine.Animator.StringToHash(paramaterName.Value);\n\n            int prevValue = animator.GetInteger(hashID);\n            animator.SetInteger(hashID, intValue.Value);\n            if (setOnce) {\n                StartCoroutine(ResetValue(prevValue));\n            }\n\n            return TaskStatus.Success;\n        }\n\n        public IEnumerator ResetValue(int origVale)\n        {\n            yield return null;\n            animator.SetInteger(hashID, origVale);\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            paramaterName = \"\";\n            intValue = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/SetIntegerParameter.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 07345b9144172a74892b176413bf9ac3\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/SetLayerWeight.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator\n{\n    [TaskCategory(\"Unity/Animator\")]\n    [TaskDescription(\"Sets the layer's current weight. Returns Success.\")]\n    public class SetLayerWeight : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The layer's index\")]\n        public SharedInt index;\n        [Tooltip(\"The weight of the layer\")]\n        public SharedFloat weight;\n\n        private Animator animator;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animator = currentGameObject.GetComponent<Animator>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animator == null) {\n                Debug.LogWarning(\"Animator is null\");\n                return TaskStatus.Failure;\n            }\n\n            animator.SetLayerWeight(index.Value, weight.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            index = 0;\n            weight = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/SetLayerWeight.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 979ffd79261d4bb499331ba9fa80ed7d\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/SetLookAtPosition.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator\n{\n    [TaskCategory(\"Unity/Animator\")]\n    [TaskDescription(\"Sets the look at position. Returns Success.\")]\n    public class SetLookAtPosition : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The position to lookAt\")]\n        public SharedVector3 position;\n\n        private Animator animator;\n        private GameObject prevGameObject;\n        private bool positionSet;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animator = currentGameObject.GetComponent<Animator>();\n                prevGameObject = currentGameObject;\n            }\n            positionSet = false;\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animator == null) {\n                Debug.LogWarning(\"Animator is null\");\n                return TaskStatus.Failure;\n            }\n\n            return positionSet ? TaskStatus.Success : TaskStatus.Running;\n        }\n\n        public override void OnAnimatorIK()\n        {\n            if (animator == null) {\n                return;\n            }\n            animator.SetLookAtPosition(position.Value);\n            positionSet = true;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            position = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/SetLookAtPosition.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 31c4894aafa2b7f40984915713cff50b\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/SetLookAtWeight.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator\n{\n    [TaskCategory(\"Unity/Animator\")]\n    [TaskDescription(\"Sets the look at weight. Returns success immediately after.\")]\n    public class SetLookAtWeight : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"(0-1) the global weight of the LookAt, multiplier for other parameters.\")]\n        public SharedFloat weight;\n        [Tooltip(\"(0-1) determines how much the body is involved in the LookAt.\")]\n        public float bodyWeight;\n        [Tooltip(\"(0-1) determines how much the head is involved in the LookAt.\")]\n        public float headWeight = 1;\n        [Tooltip(\"(0-1) determines how much the eyes are involved in the LookAt.\")]\n        public float eyesWeight;\n        [Tooltip(\"(0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped \" +\n                 \"(look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees).\")]\n        public float clampWeight = 0.5f;\n\n        private Animator animator;\n        private GameObject prevGameObject;\n        private bool weightSet;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animator = currentGameObject.GetComponent<Animator>();\n                prevGameObject = currentGameObject;\n            }\n            weightSet = false;\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animator == null) {\n                Debug.LogWarning(\"Animator is null\");\n                return TaskStatus.Failure;\n            }\n\n            return weightSet ? TaskStatus.Success : TaskStatus.Running;\n        }\n\n        public override void OnAnimatorIK()\n        {\n            if (animator == null) {\n                return;\n            }\n            animator.SetLookAtWeight(weight.Value, bodyWeight, headWeight, eyesWeight, clampWeight);\n            weightSet = true;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            weight = 0;\n            bodyWeight = 0;\n            headWeight = 1;\n            eyesWeight = 0;\n            clampWeight = 0.5f;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/SetLookAtWeight.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 1d700204dde35cd4c9e5a8553089127e\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/SetSpeed.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator\n{\n    [TaskCategory(\"Unity/Animator\")]\n    [TaskDescription(\"Sets the playback speed of the Animator. 1 is normal playback speed. Returns Success.\")]\n    public class SetSpeed : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The playback speed of the Animator\")]\n        public SharedFloat speed;\n\n        private Animator animator;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animator = currentGameObject.GetComponent<Animator>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animator == null) {\n                Debug.LogWarning(\"Animator is null\");\n                return TaskStatus.Failure;\n            }\n\n            animator.speed = speed.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            speed = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/SetSpeed.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b5cd3c9afb48ee541afcce2dade6bc6a\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/SetTrigger.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator\n{\n    [TaskCategory(\"Unity/Animator\")]\n    [TaskDescription(\"Sets a trigger parameter to active or inactive. Returns Success.\")]\n    public class SetTrigger : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The name of the parameter\")]\n        public SharedString paramaterName;\n\n        private Animator animator;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animator = currentGameObject.GetComponent<Animator>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animator == null) {\n                Debug.LogWarning(\"Animator is null\");\n                return TaskStatus.Failure;\n            }\n\n            animator.SetTrigger(paramaterName.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            paramaterName.Value = \"\";\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/SetTrigger.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 004807d2b68cad7459f6d84ce1274c16\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/StartPlayback.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator\n{\n    [TaskCategory(\"Unity/Animator\")]\n    [TaskDescription(\"Sets the animator in playback mode.\")]\n    public class StartPlayback : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n\n        private Animator animator;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animator = currentGameObject.GetComponent<Animator>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animator == null) {\n                Debug.LogWarning(\"Animator is null\");\n                return TaskStatus.Failure;\n            }\n\n            animator.StartPlayback();\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/StartPlayback.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 46d4b19160ba8774ea6100dda4288753\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/StartRecording.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator\n{\n    [TaskCategory(\"Unity/Animator\")]\n    [TaskDescription(\"Sets the animator in recording mode. Returns Success.\")]\n    public class StartRecording : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The number of frames (updates) that will be recorded\")]\n        public int frameCount;\n\n        private Animator animator;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animator = currentGameObject.GetComponent<Animator>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animator == null) {\n                Debug.LogWarning(\"Animator is null\");\n                return TaskStatus.Failure;\n            }\n\n            animator.StartRecording(frameCount);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            frameCount = 0;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/StartRecording.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d6f14b502ed889444a0e44e8cb06e767\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/StopPlayback.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator\n{\n    [TaskCategory(\"Unity/Animator\")]\n    [TaskDescription(\"Stops the animator playback mode. Returns Success.\")]\n    public class StopPlayback : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n\n        private Animator animator;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animator = currentGameObject.GetComponent<Animator>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animator == null) {\n                Debug.LogWarning(\"Animator is null\");\n                return TaskStatus.Failure;\n            }\n\n            animator.StopPlayback();\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/StopPlayback.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7daa3c083e51ad44a8c8b05bb4e70689\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/StopRecording.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator\n{\n    [TaskCategory(\"Unity/Animator\")]\n    [TaskDescription(\"Stops animator record mode. Returns Success.\")]\n    public class StopRecording : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n\n        private Animator animator;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animator = currentGameObject.GetComponent<Animator>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animator == null) {\n                Debug.LogWarning(\"Animator is null\");\n                return TaskStatus.Failure;\n            }\n\n            animator.StopRecording();\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/StopRecording.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c62c2817a5d72054caebff852d50ef17\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/WaitForState.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator\n{\n    [TaskCategory(\"Unity/Animator\")]\n    [TaskDescription(\"Waits for the Animator to reach the specified state.\")]\n    public class WaitForState : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The name of the state\")]\n        public SharedString stateName;\n        [Tooltip(\"The layer where the state is\")]\n        public SharedInt layer = -1;\n\n        private Animator animator;\n        private GameObject prevGameObject;\n        private int stateHash;\n\n        public override void OnAwake()\n        {\n            stateHash = Animator.StringToHash(stateName.Value);\n        }\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                animator = currentGameObject.GetComponent<Animator>();\n                prevGameObject = currentGameObject;\n\n                if (!animator.HasState(layer.Value, stateHash)) {\n                    Debug.LogError(\"Error: The Animator does not have the state \" + stateName.Value + \" on layer \" + layer.Value);\n                }\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (animator == null) {\n                Debug.LogWarning(\"Animator is null\");\n                return TaskStatus.Failure;\n            }\n\n\n            var state = animator.GetCurrentAnimatorStateInfo(layer.Value);\n            if (state.fullPathHash == stateHash) {\n                return TaskStatus.Success;\n            }\n\n            return TaskStatus.Running;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            stateName = \"\";\n            layer = -1;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/WaitForState.cs.meta",
    "content": "fileFormatVersion: 2\nguid: eff6d0a1593e4f7459f0194f9cbd79f1\ntimeCreated: 1523364189\nlicenseType: Store\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator.meta",
    "content": "fileFormatVersion: 2\nguid: c60879d61a5ed734987699654e018ee7\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetIgnoreListenerPause.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource\n{\n    [TaskCategory(\"Unity/AudioSource\")]\n    [TaskDescription(\"Stores the ignore listener pause value of the AudioSource. Returns Success.\")]\n    public class GetIgnoreListenerPause : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The ignore listener pause value of the AudioSource\")]\n        [RequiredField]\n        public SharedBool storeValue;\n\n        private AudioSource audioSource;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                audioSource = currentGameObject.GetComponent<AudioSource>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (audioSource == null) {\n                Debug.LogWarning(\"AudioSource is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = audioSource.ignoreListenerPause;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = false;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetIgnoreListenerPause.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b3bd7bb287fe91747bca60ebe3d53e87\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetIgnoreListenerVolume.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource\n{\n    [TaskCategory(\"Unity/AudioSource\")]\n    [TaskDescription(\"Stores the ignore listener volume value of the AudioSource. Returns Success.\")]\n    public class GetIgnoreListenerVolume : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The ignore listener volume value of the AudioSource\")]\n        [RequiredField]\n        public SharedBool storeValue;\n\n        private AudioSource audioSource;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                audioSource = currentGameObject.GetComponent<AudioSource>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (audioSource == null) {\n                Debug.LogWarning(\"AudioSource is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = audioSource.ignoreListenerVolume;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = false;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetIgnoreListenerVolume.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c45986918364dfc4e9eca01d2839e2e4\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetLoop.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource\n{\n    [TaskCategory(\"Unity/AudioSource\")]\n    [TaskDescription(\"Stores the loop value of the AudioSource. Returns Success.\")]\n    public class GetLoop : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The loop value of the AudioSource\")]\n        [RequiredField]\n        public SharedBool storeValue;\n\n        private AudioSource audioSource;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                audioSource = currentGameObject.GetComponent<AudioSource>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (audioSource == null) {\n                Debug.LogWarning(\"AudioSource is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = audioSource.loop;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = false;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetLoop.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 699b9d0d798a219459c6477d2c21d4ba\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetMaxDistance.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource\n{\n    [TaskCategory(\"Unity/AudioSource\")]\n    [TaskDescription(\"Stores the max distance value of the AudioSource. Returns Success.\")]\n    public class GetMaxDistance : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The max distance value of the AudioSource\")]\n        [RequiredField]\n        public SharedFloat storeValue;\n\n        private AudioSource audioSource;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                audioSource = currentGameObject.GetComponent<AudioSource>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (audioSource == null) {\n                Debug.LogWarning(\"AudioSource is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = audioSource.maxDistance;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 1;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetMaxDistance.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3e2b2500d8e2b0c45825c0650f64eae2\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetMinDistance.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource\n{\n    [TaskCategory(\"Unity/AudioSource\")]\n    [TaskDescription(\"Stores the min distance value of the AudioSource. Returns Success.\")]\n    public class GetMinDistance : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The min distance value of the AudioSource\")]\n        [RequiredField]\n        public SharedFloat storeValue;\n\n        private AudioSource audioSource;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                audioSource = currentGameObject.GetComponent<AudioSource>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (audioSource == null) {\n                Debug.LogWarning(\"AudioSource is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = audioSource.minDistance;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 1;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetMinDistance.cs.meta",
    "content": "fileFormatVersion: 2\nguid: cad762e82ef22644ca968b4a1c51eaec\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetMute.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource\n{\n    [TaskCategory(\"Unity/AudioSource\")]\n    [TaskDescription(\"Stores the mute value of the AudioSource. Returns Success.\")]\n    public class GetMute : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The mute value of the AudioSource\")]\n        [RequiredField]\n        public SharedBool storeValue;\n\n        private AudioSource audioSource;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                audioSource = currentGameObject.GetComponent<AudioSource>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (audioSource == null) {\n                Debug.LogWarning(\"AudioSource is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = audioSource.mute;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = false;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetMute.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 51df88b2df77e294cb673105b1c36961\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetPitch.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource\n{\n    [TaskCategory(\"Unity/AudioSource\")]\n    [TaskDescription(\"Stores the pitch value of the AudioSource. Returns Success.\")]\n    public class GetPitch : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The pitch value of the AudioSource\")]\n        [RequiredField]\n        public SharedFloat storeValue;\n\n        private AudioSource audioSource;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                audioSource = currentGameObject.GetComponent<AudioSource>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (audioSource == null) {\n                Debug.LogWarning(\"AudioSource is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = audioSource.pitch;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 1;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetPitch.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 930fa7881ae9236449d90546f9922656\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetPriority.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource\n{\n    [TaskCategory(\"Unity/AudioSource\")]\n    [TaskDescription(\"Stores the priority value of the AudioSource. Returns Success.\")]\n    public class GetPriority : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The priority value of the AudioSource\")]\n        [RequiredField]\n        public SharedInt storeValue;\n\n        private AudioSource audioSource;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                audioSource = currentGameObject.GetComponent<AudioSource>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (audioSource == null) {\n                Debug.LogWarning(\"AudioSource is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = audioSource.priority;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 1;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetPriority.cs.meta",
    "content": "fileFormatVersion: 2\nguid: de856d580ad945e4d846fa52d3d647cc\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetSpread.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource\n{\n    [TaskCategory(\"Unity/AudioSource\")]\n    [TaskDescription(\"Stores the spread value of the AudioSource. Returns Success.\")]\n    public class GetSpread : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The spread value of the AudioSource\")]\n        [RequiredField]\n        public SharedFloat storeValue;\n\n        private AudioSource audioSource;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                audioSource = currentGameObject.GetComponent<AudioSource>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (audioSource == null) {\n                Debug.LogWarning(\"AudioSource is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = audioSource.spread;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 1;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetSpread.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ba6a60eccf688514392e782348b84628\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetTime.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource\n{\n    [TaskCategory(\"Unity/AudioSource\")]\n    [TaskDescription(\"Stores the time value of the AudioSource. Returns Success.\")]\n    public class GetTime : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The time value of the AudioSource\")]\n        [RequiredField]\n        public SharedFloat storeValue;\n\n        private AudioSource audioSource;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                audioSource = currentGameObject.GetComponent<AudioSource>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (audioSource == null) {\n                Debug.LogWarning(\"AudioSource is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = audioSource.time;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 1;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetTime.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 600c95fc760afa140bd0a7b98bd5071f\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetTimeSamples.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource\n{\n    [TaskCategory(\"Unity/AudioSource\")]\n    [TaskDescription(\"Stores the time samples value of the AudioSource. Returns Success.\")]\n    public class GetTimeSamples : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The time samples value of the AudioSource\")]\n        [RequiredField]\n        public SharedFloat storeValue;\n\n        private AudioSource audioSource;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                audioSource = currentGameObject.GetComponent<AudioSource>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (audioSource == null) {\n                Debug.LogWarning(\"AudioSource is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = audioSource.timeSamples;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 1;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetTimeSamples.cs.meta",
    "content": "fileFormatVersion: 2\nguid: af34adc5779f33442909ff32140dcdd4\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetVolume.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource\n{\n    [TaskCategory(\"Unity/AudioSource\")]\n    [TaskDescription(\"Stores the volume value of the AudioSource. Returns Success.\")]\n    public class GetVolume : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The volume value of the AudioSource\")]\n        [RequiredField]\n        public SharedFloat storeValue;\n\n        private AudioSource audioSource;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                audioSource = currentGameObject.GetComponent<AudioSource>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (audioSource == null) {\n                Debug.LogWarning(\"AudioSource is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = audioSource.volume;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 1;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetVolume.cs.meta",
    "content": "fileFormatVersion: 2\nguid: aad3b2c644baeb646b0b33b7317413d4\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/IsPlaying.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource\n{\n    [TaskCategory(\"Unity/AudioSource\")]\n    [TaskDescription(\"Returns Success if the AudioClip is playing, otherwise Failure.\")]\n    public class IsPlaying : Conditional\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n\n        private AudioSource audioSource;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                audioSource = currentGameObject.GetComponent<AudioSource>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (audioSource == null) {\n                Debug.LogWarning(\"AudioSource is null\");\n                return TaskStatus.Failure;\n            }\n\n            return audioSource.isPlaying ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/IsPlaying.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 20fb79d98326b794fb309a291613cab4\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/Pause.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource\n{\n    [TaskCategory(\"Unity/AudioSource\")]\n    [TaskDescription(\"Pauses the audio clip. Returns Success.\")]\n    public class Pause : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n\n        private AudioSource audioSource;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                audioSource = currentGameObject.GetComponent<AudioSource>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (audioSource == null) {\n                Debug.LogWarning(\"AudioSource is null\");\n                return TaskStatus.Failure;\n            }\n\n            audioSource.Pause();\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/Pause.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 91db8dd58e79db745acc39f3f52da88e\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/Play.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource\n{\n    [TaskCategory(\"Unity/AudioSource\")]\n    [TaskDescription(\"Plays the audio clip. Returns Success.\")]\n    public class Play : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n\n        private AudioSource audioSource;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                audioSource = currentGameObject.GetComponent<AudioSource>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (audioSource == null) {\n                Debug.LogWarning(\"AudioSource is null\");\n                return TaskStatus.Failure;\n            }\n\n            audioSource.Play();\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/Play.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7ac8cfb80c6a44c42b4ac4eef6f29bd5\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/PlayDelayed.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource\n{\n    [TaskCategory(\"Unity/AudioSource\")]\n    [TaskDescription(\"Plays the audio clip with a delay specified in seconds. Returns Success.\")]\n    public class PlayDelayed : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"Delay time specified in seconds\")]\n        public SharedFloat delay = 0;\n\n        private AudioSource audioSource;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                audioSource = currentGameObject.GetComponent<AudioSource>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (audioSource == null) {\n                Debug.LogWarning(\"AudioSource is null\");\n                return TaskStatus.Failure;\n            }\n\n            audioSource.PlayDelayed(delay.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            delay = 0;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/PlayDelayed.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0125706a59bb7974eb3d425d3869779a\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/PlayOneShot.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource\n{\n    [TaskCategory(\"Unity/AudioSource\")]\n    [TaskDescription(\"Plays an AudioClip, and scales the AudioSource volume by volumeScale. Returns Success.\")]\n    public class PlayOneShot : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The clip being played\")]\n        public SharedObject clip;\n        [Tooltip(\"The scale of the volume (0-1)\")]\n        public SharedFloat volumeScale = 1;\n\n        private AudioSource audioSource;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                audioSource = currentGameObject.GetComponent<AudioSource>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (audioSource == null) {\n                Debug.LogWarning(\"AudioSource is null\");\n                return TaskStatus.Failure;\n            }\n\n            audioSource.PlayOneShot((AudioClip)clip.Value, volumeScale.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            clip = null;\n            volumeScale = 1;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/PlayOneShot.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 112c969d16008464f96ce23aa5b32486\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/PlayScheduled.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource\n{\n    [TaskCategory(\"Unity/AudioSource\")]\n    [TaskDescription(\"Plays the audio clip with a delay specified in seconds. Returns Success.\")]\n    public class PlayScheduled : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"Time in seconds on the absolute time-line that AudioSettings.dspTime refers to for when the sound should start playing\")]\n        public SharedFloat time = 0;\n\n        private AudioSource audioSource;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                audioSource = currentGameObject.GetComponent<AudioSource>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (audioSource == null) {\n                Debug.LogWarning(\"AudioSource is null\");\n                return TaskStatus.Failure;\n            }\n\n            audioSource.PlayScheduled(time.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            time = 0;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/PlayScheduled.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 08d431471ffd8954197b88b698f0d424\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetAudioClip.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource\n{\n    [TaskCategory(\"Unity/AudioSource\")]\n    [TaskDescription(\"Sets the clip value of the AudioSource. Returns Success.\")]\n    public class SetAudioClip : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The AudioSource clip\")]\n        public AudioClip audioClip;\n\n        private AudioSource audioSource;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                audioSource = currentGameObject.GetComponent<AudioSource>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (audioSource == null) {\n                Debug.LogWarning(\"AudioSource is null\");\n                return TaskStatus.Failure;\n            }\n\n            audioSource.clip = audioClip;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            audioClip = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetAudioClip.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f52d9d404f7deab448e4f5c2bb3f7892\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetIgnoreListenerPause.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource\n{\n    [TaskCategory(\"Unity/AudioSource\")]\n    [TaskDescription(\"Sets the ignore listener volume value of the AudioSource. Returns Success.\")]\n    public class SetIgnoreListenerVolume : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The ignore listener volume value of the AudioSource\")]\n        public SharedBool ignoreListenerVolume;\n\n        private AudioSource audioSource;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                audioSource = currentGameObject.GetComponent<AudioSource>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (audioSource == null) {\n                Debug.LogWarning(\"AudioSource is null\");\n                return TaskStatus.Failure;\n            }\n\n            audioSource.ignoreListenerVolume = ignoreListenerVolume.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            ignoreListenerVolume = false;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetIgnoreListenerPause.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d617db8232463c444a8a3159da109798\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetIgnoreListenerVolume.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource\n{\n    [TaskCategory(\"Unity/AudioSource\")]\n    [TaskDescription(\"Sets the ignore listener pause value of the AudioSource. Returns Success.\")]\n    public class SetIgnoreListenerPause : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The ignore listener pause value of the AudioSource\")]\n        public SharedBool ignoreListenerPause;\n\n        private AudioSource audioSource;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                audioSource = currentGameObject.GetComponent<AudioSource>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (audioSource == null) {\n                Debug.LogWarning(\"AudioSource is null\");\n                return TaskStatus.Failure;\n            }\n\n            audioSource.ignoreListenerPause = ignoreListenerPause.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            ignoreListenerPause = false;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetIgnoreListenerVolume.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6f1f5937bfa03484296c0fb5a9ce9b29\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetLoop.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource\n{\n    [TaskCategory(\"Unity/AudioSource\")]\n    [TaskDescription(\"Sets the loop value of the AudioSource. Returns Success.\")]\n    public class SetLoop : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The loop value of the AudioSource\")]\n        public SharedBool loop;\n\n        private AudioSource audioSource;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                audioSource = currentGameObject.GetComponent<AudioSource>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (audioSource == null) {\n                Debug.LogWarning(\"AudioSource is null\");\n                return TaskStatus.Failure;\n            }\n\n            audioSource.loop = loop.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            loop = false;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetLoop.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 50536bd6b5fa6924bb7217dd3b6e3f45\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetMaxDistance.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource\n{\n    [TaskCategory(\"Unity/AudioSource\")]\n    [TaskDescription(\"Sets the max distance value of the AudioSource. Returns Success.\")]\n    public class SetMaxDistance : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The max distance value of the AudioSource\")]\n        public SharedFloat maxDistance;\n\n        private AudioSource audioSource;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                audioSource = currentGameObject.GetComponent<AudioSource>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (audioSource == null) {\n                Debug.LogWarning(\"AudioSource is null\");\n                return TaskStatus.Failure;\n            }\n\n            audioSource.maxDistance = maxDistance.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            maxDistance = 1;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetMaxDistance.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b0c75cf2afc289c4a8962f71b5e17dd1\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetMinDistance.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource\n{\n    [TaskCategory(\"Unity/AudioSource\")]\n    [TaskDescription(\"Sets the min distance value of the AudioSource. Returns Success.\")]\n    public class SetMinDistance : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The min distance value of the AudioSource\")]\n        public SharedFloat minDistance;\n\n        private AudioSource audioSource;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                audioSource = currentGameObject.GetComponent<AudioSource>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (audioSource == null) {\n                Debug.LogWarning(\"AudioSource is null\");\n                return TaskStatus.Failure;\n            }\n\n            audioSource.minDistance = minDistance.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            minDistance = 1;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetMinDistance.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ccb3beba9296fc54d8427cd646af4f4e\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetMute.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource\n{\n    [TaskCategory(\"Unity/AudioSource\")]\n    [TaskDescription(\"Sets the mute value of the AudioSource. Returns Success.\")]\n    public class SetMute : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The mute value of the AudioSource\")]\n        public SharedBool mute;\n\n        private AudioSource audioSource;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                audioSource = currentGameObject.GetComponent<AudioSource>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (audioSource == null) {\n                Debug.LogWarning(\"AudioSource is null\");\n                return TaskStatus.Failure;\n            }\n\n            audioSource.mute = mute.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            mute = false;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetMute.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ec553c7ad9360a24fb7ce3bf3bc48c97\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetPan.cs",
    "content": "#if UNITY_4_6 || UNITY_4_7\nusing UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource\n{\n    [TaskCategory(\"Unity/AudioSource\")]\n    [TaskDescription(\"Sets the pan value of the AudioSource. Returns Success.\")]\n    public class SetPan : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The pan value of the AudioSource\")]\n        public SharedFloat pan;\n\n        private AudioSource audioSource;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                audioSource = currentGameObject.GetComponent<AudioSource>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (audioSource == null) {\n                Debug.LogWarning(\"AudioSource is null\");\n                return TaskStatus.Failure;\n            }\n\n            audioSource.pan = pan.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            pan = 1;\n        }\n    }\n}\n#endif"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetPan.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ed66670f171cea24c9208fff10bfc43d\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetPanLevel.cs",
    "content": "#if UNITY_4_6 || UNITY_4_7\nusing UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource\n{\n    [TaskCategory(\"Unity/AudioSource\")]\n    [TaskDescription(\"Sets the pan level value of the AudioSource. Returns Success.\")]\n    public class SetPanLevel : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The pan level value of the AudioSource\")]\n        public SharedFloat panLevel;\n\n        private AudioSource audioSource;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                audioSource = currentGameObject.GetComponent<AudioSource>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (audioSource == null) {\n                Debug.LogWarning(\"AudioSource is null\");\n                return TaskStatus.Failure;\n            }\n\n            audioSource.panLevel = panLevel.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            panLevel = 1;\n        }\n    }\n}\n#endif"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetPanLevel.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 219609a4a0818d746a7828dc968c31a9\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetPitch.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource\n{\n    [TaskCategory(\"Unity/AudioSource\")]\n    [TaskDescription(\"Sets the pitch value of the AudioSource. Returns Success.\")]\n    public class SetPitch : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The pitch value of the AudioSource\")]\n        public SharedFloat pitch;\n\n        private AudioSource audioSource;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                audioSource = currentGameObject.GetComponent<AudioSource>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (audioSource == null) {\n                Debug.LogWarning(\"AudioSource is null\");\n                return TaskStatus.Failure;\n            }\n\n            audioSource.pitch = pitch.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            pitch = 1;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetPitch.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3c7615ddc4e92fd41b72de06f039f9e1\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetPriority.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource\n{\n    [TaskCategory(\"Unity/AudioSource\")]\n    [TaskDescription(\"Sets the priority value of the AudioSource. Returns Success.\")]\n    public class SetPriority : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The priority value of the AudioSource\")]\n        public SharedInt priority;\n\n        private AudioSource audioSource;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                audioSource = currentGameObject.GetComponent<AudioSource>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (audioSource == null) {\n                Debug.LogWarning(\"AudioSource is null\");\n                return TaskStatus.Failure;\n            }\n\n            audioSource.priority = priority.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            priority = 1;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetPriority.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4fc15622e17101f4b95be39910433c8a\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetRolloffMode.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource\n{\n    [TaskCategory(\"Unity/AudioSource\")]\n    [TaskDescription(\"Sets the rolloff mode of the AudioSource. Returns Success.\")]\n    public class SetRolloffMode : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The rolloff mode of the AudioSource\")]\n        public AudioRolloffMode rolloffMode;\n\n        private AudioSource audioSource;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                audioSource = currentGameObject.GetComponent<AudioSource>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (audioSource == null) {\n                Debug.LogWarning(\"AudioSource is null\");\n                return TaskStatus.Failure;\n            }\n\n            audioSource.rolloffMode = rolloffMode;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            rolloffMode = AudioRolloffMode.Logarithmic;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetRolloffMode.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ef88d71b5b7e0a84d98bde6405eb294d\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetScheduledEndTime.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource\n{\n    [TaskCategory(\"Unity/AudioSource\")]\n    [TaskDescription(\"Changes the time at which a sound that has already been scheduled to play will end. Notice that depending on the \" +\n                     \"timing not all rescheduling requests can be fulfilled. Returns Success.\")]\n    public class SetScheduledEndTime : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"Time in seconds\")]\n        public SharedFloat time = 0;\n\n        private AudioSource audioSource;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                audioSource = currentGameObject.GetComponent<AudioSource>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (audioSource == null) {\n                Debug.LogWarning(\"AudioSource is null\");\n                return TaskStatus.Failure;\n            }\n\n            audioSource.SetScheduledEndTime(time.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            time = 0;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetScheduledEndTime.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 8867d64aa9a2add4f913b8b5faa9d1ce\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetScheduledStartTime.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource\n{\n    [TaskCategory(\"Unity/AudioSource\")]\n    [TaskDescription(\"Changes the time at which a sound that has already been scheduled to play will start. Returns Success.\")]\n    public class SetScheduledStartTime : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"Time in seconds\")]\n        public SharedFloat time = 0;\n\n        private AudioSource audioSource;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                audioSource = currentGameObject.GetComponent<AudioSource>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (audioSource == null) {\n                Debug.LogWarning(\"AudioSource is null\");\n                return TaskStatus.Failure;\n            }\n\n            audioSource.SetScheduledStartTime(time.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            time = 0;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetScheduledStartTime.cs.meta",
    "content": "fileFormatVersion: 2\nguid: cf64b74120564064a8d9c622ccc7115a\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetSpread.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource\n{\n    [TaskCategory(\"Unity/AudioSource\")]\n    [TaskDescription(\"Sets the spread value of the AudioSource. Returns Success.\")]\n    public class SetSpread : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The spread value of the AudioSource\")]\n        public SharedFloat spread;\n\n        private AudioSource audioSource;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                audioSource = currentGameObject.GetComponent<AudioSource>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (audioSource == null) {\n                Debug.LogWarning(\"AudioSource is null\");\n                return TaskStatus.Failure;\n            }\n\n            audioSource.spread = spread.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            spread = 1;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetSpread.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f6d964d5fdf24bf449d3f59de1864dd8\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetTime.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource\n{\n    [TaskCategory(\"Unity/AudioSource\")]\n    [TaskDescription(\"Sets the time value of the AudioSource. Returns Success.\")]\n    public class SetTime : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The time value of the AudioSource\")]\n        public SharedFloat time;\n\n        private AudioSource audioSource;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                audioSource = currentGameObject.GetComponent<AudioSource>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (audioSource == null) {\n                Debug.LogWarning(\"AudioSource is null\");\n                return TaskStatus.Failure;\n            }\n\n            audioSource.time = time.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            time = 1;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetTime.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3173ce3fda9d60f48b159759f8981f89\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetVelocityUpdateMode.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource\n{\n    [TaskCategory(\"Unity/AudioSource\")]\n    [TaskDescription(\"Sets the rolloff mode of the AudioSource. Returns Success.\")]\n    public class SetVelocityUpdateMode : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The velocity update mode of the AudioSource\")]\n        public AudioVelocityUpdateMode velocityUpdateMode;\n\n        private AudioSource audioSource;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                audioSource = currentGameObject.GetComponent<AudioSource>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (audioSource == null) {\n                Debug.LogWarning(\"AudioSource is null\");\n                return TaskStatus.Failure;\n            }\n\n            audioSource.velocityUpdateMode = velocityUpdateMode;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            velocityUpdateMode = AudioVelocityUpdateMode.Auto;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetVelocityUpdateMode.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c26ea6b22d3fa7843a73e5088376996c\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetVolume.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource\n{\n    [TaskCategory(\"Unity/AudioSource\")]\n    [TaskDescription(\"Sets the volume value of the AudioSource. Returns Success.\")]\n    public class SetVolume : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The volume value of the AudioSource\")]\n        public SharedFloat volume;\n\n        private AudioSource audioSource;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                audioSource = currentGameObject.GetComponent<AudioSource>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (audioSource == null) {\n                Debug.LogWarning(\"AudioSource is null\");\n                return TaskStatus.Failure;\n            }\n\n            audioSource.volume = volume.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            volume = 1;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetVolume.cs.meta",
    "content": "fileFormatVersion: 2\nguid: edfc39045c7af164fb340d21762e4d79\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/Stop.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource\n{\n    [TaskCategory(\"Unity/AudioSource\")]\n    [TaskDescription(\"Stops playing the audio clip. Returns Success.\")]\n    public class Stop : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n\n        private AudioSource audioSource;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                audioSource = currentGameObject.GetComponent<AudioSource>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (audioSource == null) {\n                Debug.LogWarning(\"AudioSource is null\");\n                return TaskStatus.Failure;\n            }\n\n            audioSource.Stop();\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/Stop.cs.meta",
    "content": "fileFormatVersion: 2\nguid: bd4cec1e9e81e664d8e7782bd02bcade\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource.meta",
    "content": "fileFormatVersion: 2\nguid: deac614dd30365044b4bceb25cce7bd7\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Behaviour/GetIsEnabled.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityBehaviour\n{\n    [TaskCategory(\"Unity/Behaviour\")]\n    [TaskDescription(\"Stores the enabled state of the object. Returns Success.\")]\n    public class GetIsEnabled : Action\n    {\n        [Tooltip(\"The Object to use\")]\n        public SharedObject specifiedObject;\n        [Tooltip(\"The enabled/disabled state\")]\n        [RequiredField]\n        public SharedBool storeValue;\n\n        public override TaskStatus OnUpdate()\n        {\n            if (specifiedObject == null && !(specifiedObject.Value is UnityEngine.Behaviour)) {\n                Debug.LogWarning(\"SpecifiedObject is null or not a subclass of UnityEngine.Behaviour\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = (specifiedObject.Value as Behaviour).enabled;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            if (specifiedObject != null) {\n                specifiedObject.Value = null;\n            }\n            storeValue = false;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Behaviour/GetIsEnabled.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ad6519dede06d7b46b95e54bb60be281\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Behaviour/IsEnabled.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityBehaviour\n{\n    [TaskCategory(\"Unity/Behaviour\")]\n    [TaskDescription(\"Returns Success if the object is enabled, otherwise Failure.\")]\n    public class IsEnabled : Conditional\n    {\n        [Tooltip(\"The Object to use\")]\n        public SharedObject specifiedObject;\n\n        public override TaskStatus OnUpdate()\n        {\n            if (specifiedObject == null && !(specifiedObject.Value is UnityEngine.Behaviour)) {\n                Debug.LogWarning(\"SpecifiedObject is null or not a subclass of UnityEngine.Behaviour\");\n                return TaskStatus.Failure;\n            }\n\n            return (specifiedObject.Value as Behaviour).enabled ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            if (specifiedObject != null) {\n                specifiedObject.Value = null;\n            }\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Behaviour/IsEnabled.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 32f61cbdb8bdf1e44bf418ca21681bc3\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Behaviour/SetIsEnabled.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityBehaviour\n{\n    [TaskCategory(\"Unity/Behaviour\")]\n    [TaskDescription(\"Enables/Disables the object. Returns Success.\")]\n    public class SetIsEnabled : Action\n    {\n        [Tooltip(\"The Object to use\")]\n        public SharedObject specifiedObject;\n        [Tooltip(\"The enabled/disabled state\")]\n        public SharedBool enabled;\n\n        public override TaskStatus OnUpdate()\n        {\n            if (specifiedObject == null && !(specifiedObject.Value is UnityEngine.Behaviour)) {\n                Debug.LogWarning(\"SpecifiedObject is null or not a subclass of UnityEngine.Behaviour\");\n                return TaskStatus.Failure;\n            }\n\n            (specifiedObject.Value as Behaviour).enabled = enabled.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            if (specifiedObject != null) {\n                specifiedObject.Value = null;\n            }\n            enabled = false;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Behaviour/SetIsEnabled.cs.meta",
    "content": "fileFormatVersion: 2\nguid: cf7703ff7e9055e4f811a5b95bf18930\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Behaviour.meta",
    "content": "fileFormatVersion: 2\nguid: b297cef5679351c42b23387e6cec018b\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/BoxCollider/GetCenter.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityBoxCollider\n{\n    [TaskCategory(\"Unity/BoxCollider\")]\n    [TaskDescription(\"Stores the center of the BoxCollider. Returns Success.\")]\n    public class GetCenter : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The center of the BoxCollider\")]\n        [RequiredField]\n        public SharedVector3 storeValue;\n\n        private BoxCollider boxCollider;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                boxCollider = currentGameObject.GetComponent<BoxCollider>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (boxCollider == null) {\n                Debug.LogWarning(\"BoxCollider is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = boxCollider.center;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/BoxCollider/GetCenter.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9c3ae13d2bd0e5f4186835c672d9461f\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/BoxCollider/GetSize.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityBoxCollider\n{\n    [TaskCategory(\"Unity/BoxCollider\")]\n    [TaskDescription(\"Stores the size of the BoxCollider. Returns Success.\")]\n    public class GetSize : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The size of the BoxCollider\")]\n        [RequiredField]\n        public SharedVector3 storeValue;\n\n        private BoxCollider boxCollider;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                boxCollider = currentGameObject.GetComponent<BoxCollider>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (boxCollider == null) {\n                Debug.LogWarning(\"BoxCollider is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = boxCollider.size;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/BoxCollider/GetSize.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0afec21454700d3479c4f9767f9382f9\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/BoxCollider/SetCenter.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityBoxCollider\n{\n    [TaskCategory(\"Unity/BoxCollider\")]\n    [TaskDescription(\"Sets the center of the BoxCollider. Returns Success.\")]\n    public class SetCenter : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The center of the BoxCollider\")]\n        public SharedVector3 center;\n\n        private BoxCollider boxCollider;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                boxCollider = currentGameObject.GetComponent<BoxCollider>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (boxCollider == null) {\n                Debug.LogWarning(\"BoxCollider is null\");\n                return TaskStatus.Failure;\n            }\n\n            boxCollider.center = center.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            center = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/BoxCollider/SetCenter.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 45b3b4dc79247bd46a9c2b11fa9b125c\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/BoxCollider/SetSize.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityBoxCollider\n{\n    [TaskCategory(\"Unity/BoxCollider\")]\n    [TaskDescription(\"Sets the size of the BoxCollider. Returns Success.\")]\n    public class SetSize : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The size of the BoxCollider\")]\n        public SharedVector3 size;\n\n        private BoxCollider boxCollider;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                boxCollider = currentGameObject.GetComponent<BoxCollider>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (boxCollider == null) {\n                Debug.LogWarning(\"BoxCollider is null\");\n                return TaskStatus.Failure;\n            }\n\n            boxCollider.size = size.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            size = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/BoxCollider/SetSize.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d899b6ed83f6e264f8e5867cf68c0cda\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/BoxCollider.meta",
    "content": "fileFormatVersion: 2\nguid: b404beec4e56a024f9c1be00915d9e73\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/BoxCollider2D/GetSize.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityBoxCollider2D\n{\n    [TaskCategory(\"Unity/BoxCollider2D\")]\n    [TaskDescription(\"Stores the size of the BoxCollider2D. Returns Success.\")]\n    public class GetSize : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The size of the BoxCollider2D\")]\n        [RequiredField]\n        public SharedVector2 storeValue;\n\n        private BoxCollider2D boxCollider2D;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                boxCollider2D = currentGameObject.GetComponent<BoxCollider2D>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (boxCollider2D == null) {\n                Debug.LogWarning(\"BoxCollider2D is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = boxCollider2D.size;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = Vector2.zero;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/BoxCollider2D/GetSize.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c69113b787759f340aacbb9d99a6d654\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/BoxCollider2D/SetSize.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityBoxCollider2D\n{\n    [TaskCategory(\"Unity/BoxCollider2D\")]\n    [TaskDescription(\"Sets the size of the BoxCollider2D. Returns Success.\")]\n    public class SetSize : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The size of the BoxCollider2D\")]\n        public SharedVector2 size;\n\n        private BoxCollider2D boxCollider2D;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                boxCollider2D = currentGameObject.GetComponent<BoxCollider2D>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (boxCollider2D == null) {\n                Debug.LogWarning(\"BoxCollider2D is null\");\n                return TaskStatus.Failure;\n            }\n\n            boxCollider2D.size = size.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            size = Vector2.zero;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/BoxCollider2D/SetSize.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 1875fd00045d98848b028015a17aeeaf\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/BoxCollider2D.meta",
    "content": "fileFormatVersion: 2\nguid: 7203bc03fd7ad964fa641cde28fb56a8\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CapsuleCollider/GetCenter.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCapsuleCollider\n{\n    [TaskCategory(\"Unity/CapsuleCollider\")]\n    [TaskDescription(\"Stores the center of the CapsuleCollider. Returns Success.\")]\n    public class GetCenter : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The center of the CapsuleCollider\")]\n        [RequiredField]\n        public SharedVector3 storeValue;\n\n        private CapsuleCollider capsuleCollider;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                capsuleCollider = currentGameObject.GetComponent<CapsuleCollider>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (capsuleCollider == null) {\n                Debug.LogWarning(\"CapsuleCollider is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = capsuleCollider.center;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CapsuleCollider/GetCenter.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3a032cb4c0b97b844ad53ad7bb2617c3\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CapsuleCollider/GetDirection.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCapsuleCollider\n{\n    [TaskCategory(\"Unity/CapsuleCollider\")]\n    [TaskDescription(\"Stores the direction of the CapsuleCollider. Returns Success.\")]\n    public class GetDirection : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The direction of the CapsuleCollider\")]\n        [RequiredField]\n        public SharedInt storeValue;\n\n        private CapsuleCollider capsuleCollider;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                capsuleCollider = currentGameObject.GetComponent<CapsuleCollider>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (capsuleCollider == null) {\n                Debug.LogWarning(\"CapsuleCollider is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = capsuleCollider.direction;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CapsuleCollider/GetDirection.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7e9f2ebb599281345a458fab17aab5fd\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CapsuleCollider/GetHeight.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCapsuleCollider\n{\n    [TaskCategory(\"Unity/CapsuleCollider\")]\n    [TaskDescription(\"Gets the height of the CapsuleCollider. Returns Success.\")]\n    public class GetHeight : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The height of the CapsuleCollider\")]\n        [RequiredField]\n        public SharedFloat storeValue;\n\n        private CapsuleCollider capsuleCollider;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                capsuleCollider = currentGameObject.GetComponent<CapsuleCollider>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (capsuleCollider == null) {\n                Debug.LogWarning(\"CapsuleCollider is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = capsuleCollider.height;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CapsuleCollider/GetHeight.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 29e860749600e174aa61dd42be0a3126\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CapsuleCollider/GetRadius.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCapsuleCollider\n{\n    [TaskCategory(\"Unity/CapsuleCollider\")]\n    [TaskDescription(\"Stores the radius of the CapsuleCollider. Returns Success.\")]\n    public class GetRadius : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The radius of the CapsuleCollider\")]\n        [RequiredField]\n        public SharedFloat storeValue;\n\n        private CapsuleCollider capsuleCollider;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                capsuleCollider = currentGameObject.GetComponent<CapsuleCollider>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (capsuleCollider == null) {\n                Debug.LogWarning(\"CapsuleCollider is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = capsuleCollider.radius;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CapsuleCollider/GetRadius.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d03b50a6f076c75408ef6e843bd75539\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CapsuleCollider/SetCenter.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCapsuleCollider\n{\n    [TaskCategory(\"Unity/CapsuleCollider\")]\n    [TaskDescription(\"Sets the center of the CapsuleCollider. Returns Success.\")]\n    public class SetCenter : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The center of the CapsuleCollider\")]\n        public SharedVector3 center;\n\n        private CapsuleCollider capsuleCollider;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                capsuleCollider = currentGameObject.GetComponent<CapsuleCollider>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (capsuleCollider == null) {\n                Debug.LogWarning(\"CapsuleCollider is null\");\n                return TaskStatus.Failure;\n            }\n\n            capsuleCollider.center = center.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            center = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CapsuleCollider/SetCenter.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f8292285661aa7e4086c0b59926632c3\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CapsuleCollider/SetDirection.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCapsuleCollider\n{\n    [TaskCategory(\"Unity/CapsuleCollider\")]\n    [TaskDescription(\"Sets the direction of the CapsuleCollider. Returns Success.\")]\n    public class SetDirection : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The direction of the CapsuleCollider\")]\n        public SharedInt direction;\n\n        private CapsuleCollider capsuleCollider;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                capsuleCollider = currentGameObject.GetComponent<CapsuleCollider>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (capsuleCollider == null) {\n                Debug.LogWarning(\"CapsuleCollider is null\");\n                return TaskStatus.Failure;\n            }\n\n            capsuleCollider.direction = direction.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            direction = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CapsuleCollider/SetDirection.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4146b45b3a598294f86dbbac03e6e8cb\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CapsuleCollider/SetHeight.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCapsuleCollider\n{\n    [TaskCategory(\"Unity/CapsuleCollider\")]\n    [TaskDescription(\"Sets the height of the CapsuleCollider. Returns Success.\")]\n    public class SetHeight : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The height of the CapsuleCollider\")]\n        public SharedFloat direction;\n\n        private CapsuleCollider capsuleCollider;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                capsuleCollider = currentGameObject.GetComponent<CapsuleCollider>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (capsuleCollider == null) {\n                Debug.LogWarning(\"CapsuleCollider is null\");\n                return TaskStatus.Failure;\n            }\n\n            capsuleCollider.height = direction.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            direction = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CapsuleCollider/SetHeight.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 34f947c079c1159488c80854ee53ecd8\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CapsuleCollider/SetRadius.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCapsuleCollider\n{\n    [TaskCategory(\"Unity/CapsuleCollider\")]\n    [TaskDescription(\"Sets the radius of the CapsuleCollider. Returns Success.\")]\n    public class SetRadius : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The radius of the CapsuleCollider\")]\n        public SharedFloat radius;\n\n        private CapsuleCollider capsuleCollider;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                capsuleCollider = currentGameObject.GetComponent<CapsuleCollider>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (capsuleCollider == null) {\n                Debug.LogWarning(\"CapsuleCollider is null\");\n                return TaskStatus.Failure;\n            }\n\n            capsuleCollider.radius = radius.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            radius = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CapsuleCollider/SetRadius.cs.meta",
    "content": "fileFormatVersion: 2\nguid: fed5a0f5604af324cb2e4a3ed9315793\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CapsuleCollider.meta",
    "content": "fileFormatVersion: 2\nguid: 9ab5cbdb4f215ab49a68fc679419057c\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/GetCenter.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCharacterController\n{\n    [TaskCategory(\"Unity/CharacterController\")]\n    [TaskDescription(\"Stores the center of the CharacterController. Returns Success.\")]\n    public class GetCenter : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The center of the CharacterController\")]\n        [RequiredField]\n        public SharedVector3 storeValue;\n\n        private CharacterController characterController;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                characterController = currentGameObject.GetComponent<CharacterController>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (characterController == null) {\n                Debug.LogWarning(\"CharacterController is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = characterController.center;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/GetCenter.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e4033e3d9c7ef994ba600b3afec28a0d\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/GetHeight.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCharacterController\n{\n    [TaskCategory(\"Unity/CharacterController\")]\n    [TaskDescription(\"Stores the height of the CharacterController. Returns Success.\")]\n    public class GetHeight : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The height of the CharacterController\")]\n        [RequiredField]\n        public SharedFloat storeValue;\n\n        private CharacterController characterController;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                characterController = currentGameObject.GetComponent<CharacterController>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (characterController == null) {\n                Debug.LogWarning(\"CharacterController is null\");\n                return TaskStatus.Failure;\n            }\n            storeValue.Value = characterController.height;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/GetHeight.cs.meta",
    "content": "fileFormatVersion: 2\nguid: eec31e6d5685c674fa2952757b4adf9a\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/GetRadius.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCharacterController\n{\n    [TaskCategory(\"Unity/CharacterController\")]\n    [TaskDescription(\"Stores the radius of the CharacterController. Returns Success.\")]\n    public class GetRadius : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The radius of the CharacterController\")]\n        [RequiredField]\n        public SharedFloat storeValue;\n\n        private CharacterController characterController;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                characterController = currentGameObject.GetComponent<CharacterController>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (characterController == null) {\n                Debug.LogWarning(\"CharacterController is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = characterController.radius;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/GetRadius.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3bf330244cdea3b43ad95e8731fdb78b\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/GetSlopeLimit.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCharacterController\n{\n    [TaskCategory(\"Unity/CharacterController\")]\n    [TaskDescription(\"Stores the slope limit of the CharacterController. Returns Success.\")]\n    public class GetSlopeLimit : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The slope limit of the CharacterController\")]\n        [RequiredField]\n        public SharedFloat storeValue;\n\n        private CharacterController characterController;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                characterController = currentGameObject.GetComponent<CharacterController>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (characterController == null) {\n                Debug.LogWarning(\"CharacterController is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = characterController.slopeLimit;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/GetSlopeLimit.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3cb445c34dce1a14aa5134278025ec59\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/GetStepOffset.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCharacterController\n{\n    [TaskCategory(\"Unity/CharacterController\")]\n    [TaskDescription(\"Stores the step offset of the CharacterController. Returns Success.\")]\n    public class GetStepOffset : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The step offset of the CharacterController\")]\n        [RequiredField]\n        public SharedFloat storeValue;\n\n        private CharacterController characterController;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                characterController = currentGameObject.GetComponent<CharacterController>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (characterController == null) {\n                Debug.LogWarning(\"CharacterController is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = characterController.stepOffset;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/GetStepOffset.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d9bb8d4be247f4d4cb9b2b05a6efd48f\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/GetVelocity.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCharacterController\n{\n    [TaskCategory(\"Unity/CharacterController\")]\n    [TaskDescription(\"Stores the velocity of the CharacterController. Returns Success.\")]\n    public class GetVelocity : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The velocity of the CharacterController\")]\n        [RequiredField]\n        public SharedVector3 storeValue;\n\n        private CharacterController characterController;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                characterController = currentGameObject.GetComponent<CharacterController>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (characterController == null) {\n                Debug.LogWarning(\"CharacterController is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = characterController.velocity;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/GetVelocity.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 783c920567425bd4c9385eeaf8099ea4\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/HasColliderHit.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCharacterController\n{\n    [TaskCategory(\"Unity/CharacterController\")]\n    [TaskDescription(\"Returns Success if the collider hit another object, otherwise Failure.\")]\n    public class HasColliderHit : Conditional\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The tag of the GameObject to check for a collision against\")]\n        public SharedString tag = \"\";\n        [Tooltip(\"The object that started the collision\")]\n        public SharedGameObject collidedGameObject;\n\n        private bool enteredCollision = false;\n\n        public override TaskStatus OnUpdate()\n        {\n            return enteredCollision ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnEnd()\n        {\n            enteredCollision = false;\n        }\n\n        public override void OnControllerColliderHit(ControllerColliderHit hit)\n        {\n            if (string.IsNullOrEmpty(tag.Value) || tag.Value.Equals(hit.gameObject.tag)) {\n                collidedGameObject.Value = hit.gameObject;\n                enteredCollision = true;\n            }\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            tag = \"\";\n            collidedGameObject = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/HasColliderHit.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9ff7c43d9df5279489455a4ce2eb3b20\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/IsGrounded.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCharacterController\n{\n    [TaskCategory(\"Unity/CharacterController\")]\n    [TaskDescription(\"Returns Success if the character is grounded, otherwise Failure.\")]\n    public class IsGrounded : Conditional\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n\n        private CharacterController characterController;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                characterController = currentGameObject.GetComponent<CharacterController>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (characterController == null) {\n                Debug.LogWarning(\"CharacterController is null\");\n                return TaskStatus.Failure;\n            }\n\n            return characterController.isGrounded ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/IsGrounded.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e8541a996b0a37b4f8bce82dd23ddb84\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/Move.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCharacterController\n{\n    [TaskCategory(\"Unity/CharacterController\")]\n    [TaskDescription(\"A more complex move function taking absolute movement deltas. Returns Success.\")]\n    public class Move : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The amount to move\")]\n        public SharedVector3 motion;\n\n        private CharacterController characterController;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                characterController = currentGameObject.GetComponent<CharacterController>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (characterController == null) {\n                Debug.LogWarning(\"CharacterController is null\");\n                return TaskStatus.Failure;\n            }\n\n            characterController.Move(motion.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            motion = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/Move.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 546770f14f8265d4c83b94210630b644\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/SetCenter.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCharacterController\n{\n    [TaskCategory(\"Unity/CharacterController\")]\n    [TaskDescription(\"Sets the center of the CharacterController. Returns Success.\")]\n    public class SetCenter : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The center of the CharacterController\")]\n        public SharedVector3 center;\n\n        private CharacterController characterController;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                characterController = currentGameObject.GetComponent<CharacterController>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (characterController == null) {\n                Debug.LogWarning(\"CharacterController is null\");\n                return TaskStatus.Failure;\n            }\n\n            characterController.center = center.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            center = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/SetCenter.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 1072c5d1f7d15b24d811ee2e52f5806f\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/SetHeight.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCharacterController\n{\n    [TaskCategory(\"Unity/CharacterController\")]\n    [TaskDescription(\"Sets the height of the CharacterController. Returns Success.\")]\n    public class SetHeight : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The height of the CharacterController\")]\n        public SharedFloat height;\n\n        private CharacterController characterController;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                characterController = currentGameObject.GetComponent<CharacterController>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (characterController == null) {\n                Debug.LogWarning(\"CharacterController is null\");\n                return TaskStatus.Failure;\n            }\n\n            characterController.height = height.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            height = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/SetHeight.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f3646fc892390f443ab43e4313cd0c6a\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/SetRadius.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCharacterController\n{\n    [TaskCategory(\"Unity/CharacterController\")]\n    [TaskDescription(\"Sets the radius of the CharacterController. Returns Success.\")]\n    public class SetRadius : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The radius of the CharacterController\")]\n        public SharedFloat radius;\n\n        private CharacterController characterController;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                characterController = currentGameObject.GetComponent<CharacterController>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (characterController == null) {\n                Debug.LogWarning(\"CharacterController is null\");\n                return TaskStatus.Failure;\n            }\n\n            characterController.radius = radius.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            radius = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/SetRadius.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d3d7c584aef3bd5468165685a1975862\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/SetSlopeLimit.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCharacterController\n{\n    [TaskCategory(\"Unity/CharacterController\")]\n    [TaskDescription(\"Sets the slope limit of the CharacterController. Returns Success.\")]\n    public class SetSlopeLimit : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The slope limit of the CharacterController\")]\n        public SharedFloat slopeLimit;\n\n        private CharacterController characterController;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                characterController = currentGameObject.GetComponent<CharacterController>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (characterController == null) {\n                Debug.LogWarning(\"CharacterController is null\");\n                return TaskStatus.Failure;\n            }\n\n            characterController.slopeLimit = slopeLimit.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            slopeLimit = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/SetSlopeLimit.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 65d4ccec4c868584a89d9037a6eec3e6\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/SetStepOffset.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCharacterController\n{\n    [TaskCategory(\"Unity/CharacterController\")]\n    [TaskDescription(\"Sets the step offset of the CharacterController. Returns Success.\")]\n    public class SetStepOffset : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The step offset of the CharacterController\")]\n        public SharedFloat stepOffset;\n\n        private CharacterController characterController;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                characterController = currentGameObject.GetComponent<CharacterController>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (characterController == null) {\n                Debug.LogWarning(\"CharacterController is null\");\n                return TaskStatus.Failure;\n            }\n\n            characterController.stepOffset = stepOffset.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            stepOffset = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/SetStepOffset.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b062e83de9feb8a41a9e4989f2d65b97\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/SimpleMove.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCharacterController\n{\n    [TaskCategory(\"Unity/CharacterController\")]\n    [TaskDescription(\"Moves the character with speed. Returns Success.\")]\n    public class SimpleMove : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The speed of the movement\")]\n        public SharedVector3 speed;\n\n        private CharacterController characterController;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                characterController = currentGameObject.GetComponent<CharacterController>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (characterController == null) {\n                Debug.LogWarning(\"CharacterController is null\");\n                return TaskStatus.Failure;\n            }\n\n            characterController.SimpleMove(speed.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            speed = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/SimpleMove.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c760a29b8a35c044d87b7a80a58f046c\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController.meta",
    "content": "fileFormatVersion: 2\nguid: e09a2524ba5876b46957efa2ad73ebe3\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CircleCollider2D/GetCenter.cs",
    "content": "#if UNITY_4_6 || UNITY_4_7\nusing UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCircleCollider2D\n{\n    [TaskCategory(\"Unity/CircleCollider2D\")]\n    [TaskDescription(\"Stores the center of the CircleCollider2D. Returns Success.\")]\n    public class GetCenter : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The center of the CircleCollider2D\")]\n        [RequiredField]\n        public SharedVector2 storeValue;\n\n        private CircleCollider2D circleCollider2D;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                circleCollider2D = currentGameObject.GetComponent<CircleCollider2D>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (circleCollider2D == null) {\n                Debug.LogWarning(\"CircleCollider2D is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = circleCollider2D.center;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = Vector2.zero;\n        }\n    }\n}\n#endif"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CircleCollider2D/GetCenter.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f0b09bbd9fd4fbc44ba06b19dbb4cdd7\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CircleCollider2D/GetRadius.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCircleCollider2D\n{\n    [TaskCategory(\"Unity/CircleCollider2D\")]\n    [TaskDescription(\"Stores the radius of the CircleCollider2D. Returns Success.\")]\n    public class GetRadius : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The radius of the CircleCollider2D\")]\n        [RequiredField]\n        public SharedFloat storeValue;\n\n        private CircleCollider2D circleCollider2D;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                circleCollider2D = currentGameObject.GetComponent<CircleCollider2D>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (circleCollider2D == null) {\n                Debug.LogWarning(\"CircleCollider2D is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = circleCollider2D.radius;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 0;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CircleCollider2D/GetRadius.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 5301adcc69414e44681c1d4dc7ecde58\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CircleCollider2D/SetCenter.cs",
    "content": "#if UNITY_4_6 || UNITY_4_7\nusing UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCircleCollider2D\n{\n    [TaskCategory(\"Unity/CircleCollider2D\")]\n    [TaskDescription(\"Sets the center of the CircleCollider2D. Returns Success.\")]\n    public class SetCenter : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The center of the CircleCollider2D\")]\n        public SharedVector2 center;\n\n        private CircleCollider2D circleCollider2D;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                circleCollider2D = currentGameObject.GetComponent<CircleCollider2D>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (circleCollider2D == null) {\n                Debug.LogWarning(\"CircleCollider2D is null\");\n                return TaskStatus.Failure;\n            }\n\n            circleCollider2D.center = center.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            center = Vector2.zero;\n        }\n    }\n}\n#endif"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CircleCollider2D/SetCenter.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 476937be0338dbf4c80b2a74a5d3ed8c\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CircleCollider2D/SetRadius.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCircleCollider2D\n{\n    [TaskCategory(\"Unity/CircleCollider2D\")]\n    [TaskDescription(\"Sets the radius of the CircleCollider2D. Returns Success.\")]\n    public class SetRadius : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The radius of the CircleCollider2D\")]\n        public SharedFloat radius;\n\n        private CircleCollider2D circleCollider2D;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                circleCollider2D = currentGameObject.GetComponent<CircleCollider2D>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (circleCollider2D == null) {\n                Debug.LogWarning(\"CircleCollider2D is null\");\n                return TaskStatus.Failure;\n            }\n\n            circleCollider2D.radius = radius.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            radius = 0;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CircleCollider2D/SetRadius.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a9f837093c996864d95d92cae654a8ba\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CircleCollider2D.meta",
    "content": "fileFormatVersion: 2\nguid: bc044f91da42f4642bb4180ec117bf3a\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Debug/DrawLine.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityDebug\n{\n    [TaskCategory(\"Unity/Debug\")]\n    [TaskDescription(\"Draws a debug line\")]\n    public class DrawLine : Action\n    {\n        [Tooltip(\"The start position\")]\n        public SharedVector3 start;\n        [Tooltip(\"The end position\")]\n        public SharedVector3 end;\n        [Tooltip(\"The color\")]\n        public SharedColor color = Color.white;\n        [Tooltip(\"Duration the line will be visible for in seconds.\\nDefault: 0 means 1 frame.\")]\n        public SharedFloat duration;\n        [Tooltip(\"Whether the line should show through world geometry.\")]\n        public SharedBool depthTest = true;\n\n        public override TaskStatus OnUpdate()\n        {\n            Debug.DrawLine(start.Value, end.Value, color.Value, duration.Value, depthTest.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            start = Vector3.zero;\n            end = Vector3.zero;\n            color = Color.white;\n            duration = 0f;\n            depthTest = true;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Debug/DrawLine.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 66a533f4f027ab44bb35e498d761ce50\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Debug/DrawRay.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityDebug\n{\n    [TaskCategory(\"Unity/Debug\")]\n    [TaskDescription(\"Draws a debug ray\")]\n    public class DrawRay : Action\n    {\n        [Tooltip(\"The position\")]\n        public SharedVector3 start;\n        [Tooltip(\"The direction\")]\n        public SharedVector3 direction;\n        [Tooltip(\"The color\")]\n        public SharedColor color = Color.white;\n\n        public override TaskStatus OnUpdate()\n        {\n            Debug.DrawRay(start.Value, direction.Value, color.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            start = Vector3.zero;\n            direction = Vector3.zero;\n            color = Color.white;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Debug/DrawRay.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 786ac0c09ce982e43b444670fdfe4c74\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Debug/LogFormat.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityDebug\n{\n    [TaskDescription(\"LogFormat is analgous to Debug.LogFormat().\\n\" +\n        \"It takes format string, substitutes arguments supplied a '{0-4}' and returns success.\\n\" +\n        \"Any fields or arguments not supplied are ignored.\" +\n        \"It can be used for debugging.\")]\n    [TaskIcon(\"{SkinColor}LogIcon.png\")]\n    public class LogFormat : Action\n    {\n        [Tooltip(\"Text format with {0}, {1}, etc\")]\n        public SharedString textFormat;\n\n        [Tooltip(\"Is this text an error?\")]\n        public SharedBool logError;\n\n        public SharedVariable arg0;\n        public SharedVariable arg1;\n        public SharedVariable arg2;\n        public SharedVariable arg3;\n\n        public override TaskStatus OnUpdate()\n        {\n            var paramsArray = buildParamsArray();\n            // Log the text and return success\n            if (logError.Value) {\n                Debug.LogErrorFormat(textFormat.Value, paramsArray);\n            } else {\n                Debug.LogFormat(textFormat.Value, paramsArray);\n            }\n            return TaskStatus.Success;\n        }\n\n        private object[] buildParamsArray() {\n            object[] paramsArray;\n            if (isValid(arg3)) {\n                paramsArray = new object[4];\n                paramsArray[3] = arg3.GetValue();\n                paramsArray[2] = arg2.GetValue();\n                paramsArray[1] = arg1.GetValue();\n                paramsArray[0] = arg0.GetValue();\n            } else if (isValid(arg2)) {\n                paramsArray = new object[3];\n                paramsArray[2] = arg2.GetValue();\n                paramsArray[1] = arg1.GetValue();\n                paramsArray[0] = arg0.GetValue();\n            } else if (isValid(arg1)) {\n                paramsArray = new object[2];\n                paramsArray[1] = arg1.GetValue();\n                paramsArray[0] = arg0.GetValue();\n            } else if (isValid(arg0)) {\n                paramsArray = new object[1];\n                paramsArray[0] = arg0.GetValue();\n            } else {\n                return null;\n            }\n            return paramsArray;\n        }\n\n        private bool isValid(SharedVariable sv) {\n            return null != sv && !sv.IsNone;\n        }\n\n        public override void OnReset()\n        {\n            // Reset the properties back to their original values\n            textFormat = string.Empty;\n            logError = false;\n            arg0 = null;\n            arg1 = null;\n            arg2 = null;\n            arg3 = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Debug/LogFormat.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 70765819b419e8a45b326e92edf17ef5\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Debug/LogValue.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityDebug\n{\n    [TaskCategory(\"Unity/Debug\")]\n    [TaskDescription(\"Log a variable value.\")]\n    public class LogValue : Action\n    {\n        [Tooltip(\"The variable to output\")]\n        public SharedGenericVariable variable;\n\n        public override TaskStatus OnUpdate()\n        {\n            Debug.Log(variable.Value.value.GetValue());\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            variable = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Debug/LogValue.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c50983a88995f4f4197f7b39ca796667\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Debug.meta",
    "content": "fileFormatVersion: 2\nguid: 3393b2f183b35614c846f1de54050809\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/ActiveInHierarchy.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject\n{\n    [TaskCategory(\"Unity/GameObject\")]\n    [TaskDescription(\"Returns Success if the GameObject is active in the hierarchy, otherwise Failure.\")]\n    public class ActiveInHierarchy : Conditional\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n\n        public override TaskStatus OnUpdate()\n        {\n            return GetDefaultGameObject(targetGameObject.Value).activeInHierarchy ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/ActiveInHierarchy.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0bbe57db7a21ee94f86aef75bbcd6d18\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/ActiveSelf.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject\n{\n    [TaskCategory(\"Unity/GameObject\")]\n    [TaskDescription(\"Returns Success if the GameObject is active in the hierarchy, otherwise Failure.\")]\n    public class ActiveSelf : Conditional\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n\n        public override TaskStatus OnUpdate()\n        {\n            return GetDefaultGameObject(targetGameObject.Value).activeSelf ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/ActiveSelf.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 26a4530d0ecaa774aaf060511089ddc3\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/CompareLayer.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject\n{\n    [TaskCategory(\"Unity/GameObject\")]\n    [TaskDescription(\"Returns Success if the layermasks match, otherwise Failure.\")]\n    public class CompareLayerMask : Conditional\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The layermask to compare against\")]\n        public LayerMask layermask;\n\n        public override TaskStatus OnUpdate()\n        {\n            return ((1 << GetDefaultGameObject(targetGameObject.Value).layer) & layermask.value) != 0 ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/CompareLayer.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 1458e688aa4cc8449bd37ebdcf7903d6\ntimeCreated: 1503157605\nlicenseType: Store\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/CompareTag.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject\n{\n    [TaskCategory(\"Unity/GameObject\")]\n    [TaskDescription(\"Returns Success if tags match, otherwise Failure.\")]\n    public class CompareTag : Conditional\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The tag to compare against\")]\n        public SharedString tag;\n\n        public override TaskStatus OnUpdate()\n        {\n            return GetDefaultGameObject(targetGameObject.Value).CompareTag(tag.Value) ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            tag = \"\";\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/CompareTag.cs.meta",
    "content": "fileFormatVersion: 2\nguid: fa50c2eedc866794890ff361bdd1d593\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/Destroy.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject\n{\n    [TaskCategory(\"Unity/GameObject\")]\n    [TaskDescription(\"Destorys the specified GameObject. Returns Success.\")]\n    public class Destroy : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"Time to destroy the GameObject in\")]\n        public float time;\n\n        public override TaskStatus OnUpdate()\n        {\n            var destroyGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (time == 0) {\n                GameObject.Destroy(destroyGameObject);\n            } else {\n                GameObject.Destroy(destroyGameObject, time);\n            }\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            time = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/Destroy.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 42a90ad4cba90604b8be494aa74df349\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/DestroyImmediate.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject\n{\n    [TaskCategory(\"Unity/GameObject\")]\n    [TaskDescription(\"Destorys the specified GameObject immediately. Returns Success.\")]\n    public class DestroyImmediate : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n\n        public override TaskStatus OnUpdate()\n        {\n            var destroyGameObject = GetDefaultGameObject(targetGameObject.Value);\n            GameObject.DestroyImmediate(destroyGameObject);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/DestroyImmediate.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 81f8712bcbdbdbf4aad17ba5e1e20d8c\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/Find.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject\n{\n    [TaskCategory(\"Unity/GameObject\")]\n    [TaskDescription(\"Finds a GameObject by name. Returns Success.\")]\n    public class Find : Action\n    {\n        [Tooltip(\"The GameObject name to find\")]\n        public SharedString gameObjectName;\n        [Tooltip(\"The object found by name\")]\n        [RequiredField]\n        public SharedGameObject storeValue;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeValue.Value = GameObject.Find(gameObjectName.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            gameObjectName = null;\n            storeValue = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/Find.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 5388c9a6fc7770f44885176c24f68aaa\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/FindGameObjectsWithTag.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject\n{\n    [TaskCategory(\"Unity/GameObject\")]\n    [TaskDescription(\"Finds a GameObject by tag. Returns Success.\")]\n    public class FindGameObjectsWithTag : Action\n    {\n        [Tooltip(\"The tag of the GameObject to find\")]\n        public SharedString tag;\n        [Tooltip(\"The objects found by name\")]\n        [RequiredField]\n        public SharedGameObjectList storeValue;\n\n        public override TaskStatus OnUpdate()\n        {\n            var gameObjects = GameObject.FindGameObjectsWithTag(tag.Value);\n            for (int i = 0; i < gameObjects.Length; ++i) {\n                storeValue.Value.Add(gameObjects[i]);\n            }\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            tag.Value = null;\n            storeValue.Value = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/FindGameObjectsWithTag.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ccc3e1d2bf7cfc74089c17d593472f98\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/FindWithTag.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject\n{\n    [TaskCategory(\"Unity/GameObject\")]\n    [TaskDescription(\"Finds a GameObject by tag. Returns Success.\")]\n    public class FindWithTag : Action\n    {\n        [Tooltip(\"The tag of the GameObject to find\")]\n        public SharedString tag;\n        [Tooltip(\"Should a random GameObject be found?\")]\n        public SharedBool random;\n        [Tooltip(\"The object found by name\")]\n        [RequiredField]\n        public SharedGameObject storeValue;\n\n        public override TaskStatus OnUpdate()\n        {\n            if (random.Value) {\n                var gameObjects = GameObject.FindGameObjectsWithTag(tag.Value);\n                storeValue.Value = gameObjects[Random.Range(0, gameObjects.Length - 1)];\n            } else {\n                storeValue.Value = GameObject.FindWithTag(tag.Value);\n            }\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            tag.Value = null;\n            storeValue.Value = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/FindWithTag.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d8768bdf841982f4aae662ee5dac3f2d\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/GetComponent.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject\n{\n    [TaskCategory(\"Unity/GameObject\")]\n    [TaskDescription(\"Returns the component of Type type if the game object has one attached, null if it doesn't. Returns Success.\")]\n    public class GetComponent : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The type of component\")]\n        public SharedString type;\n        [Tooltip(\"The component\")]\n        [RequiredField]\n        public SharedObject storeValue;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeValue.Value = GetDefaultGameObject(targetGameObject.Value).GetComponent(type.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            type.Value = \"\";\n            storeValue.Value = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/GetComponent.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 46e3dd9b1b260584b893abde5f733359\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/GetTag.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject\n{\n    [TaskCategory(\"Unity/GameObject\")]\n    [TaskDescription(\"Stores the GameObject tag. Returns Success.\")]\n    public class GetTag : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"Active state of the GameObject\")]\n        [RequiredField]\n        public SharedString storeValue;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeValue.Value = GetDefaultGameObject(targetGameObject.Value).tag;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = \"\";\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/GetTag.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 44bf3273a8802dc408352f165f18c541\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/Instantiate.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject\n{\n    [TaskCategory(\"Unity/GameObject\")]\n    [TaskDescription(\"Instantiates a new GameObject. Returns Success.\")]\n    public class Instantiate : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The position of the new GameObject\")]\n        public SharedVector3 position;\n        [Tooltip(\"The rotation of the new GameObject\")]\n        public SharedQuaternion rotation = Quaternion.identity;\n        [SharedRequired]\n        [Tooltip(\"The instantiated GameObject\")]\n        public SharedGameObject storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = GameObject.Instantiate(targetGameObject.Value, position.Value, rotation.Value) as GameObject;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            position = Vector3.zero;\n            rotation = Quaternion.identity;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/Instantiate.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 804a64515d87a0546ad7c6c4408ed53f\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/SendMessage.cs",
    "content": "﻿using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject\n{\n    [TaskCategory(\"Unity/GameObject\")]\n    [TaskDescription(\"Sends a message to the target GameObject. Returns Success.\")]\n    public class SendMessage : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The message to send\")]\n        public SharedString message;\n        [Tooltip(\"The value to send\")]\n        public SharedGenericVariable value;\n\n        public override TaskStatus OnUpdate()\n        {\n            if (value.Value != null) {\n                GetDefaultGameObject(targetGameObject.Value).SendMessage(message.Value, value.Value.value.GetValue());\n            } else {\n                GetDefaultGameObject(targetGameObject.Value).SendMessage(message.Value);\n            }\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            message = \"\";\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/SendMessage.cs.meta",
    "content": "fileFormatVersion: 2\nguid: dd0f144b1db34024eaea548f6539d2ae\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/SetActive.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject\n{\n    [TaskCategory(\"Unity/GameObject\")]\n    [TaskDescription(\"Activates/Deactivates the GameObject. Returns Success.\")]\n    public class SetActive : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"Active state of the GameObject\")]\n        public SharedBool active;\n\n        public override TaskStatus OnUpdate()\n        {\n            GetDefaultGameObject(targetGameObject.Value).SetActive(active.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            active = false;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/SetActive.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 5237a810dcce11e499c1915171ec670b\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/SetTag.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject\n{\n    [TaskCategory(\"Unity/GameObject\")]\n    [TaskDescription(\"Sets the GameObject tag. Returns Success.\")]\n    public class SetTag : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The GameObject tag\")]\n        public SharedString tag;\n\n        public override TaskStatus OnUpdate()\n        {\n            GetDefaultGameObject(targetGameObject.Value).tag = tag.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            tag = \"\";\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/SetTag.cs.meta",
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject.meta",
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/GetAcceleration.cs",
    "content": "﻿using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityInput\n{\n    [TaskCategory(\"Unity/Input\")]\n    [TaskDescription(\"Stores the acceleration value.\")]\n    public class GetAcceleration : Action\n    {\n        [RequiredField]\n        [Tooltip(\"The stored result\")]\n        public SharedVector3 storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Input.acceleration;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            storeResult = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/GetAcceleration.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 06e82895d2abea24599ddfd6f0d7386a\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/GetAxis.cs",
    "content": "﻿using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityInput\n{\n    [TaskCategory(\"Unity/Input\")]\n    [TaskDescription(\"Stores the value of the specified axis and stores it in a float.\")]\n    public class GetAxis : Action\n    {\n        [Tooltip(\"The name of the axis\")]\n        public SharedString axisName;\n        [Tooltip(\"Axis values are in the range -1 to 1. Use the multiplier to set a larger range\")]\n        public SharedFloat multiplier;\n        [RequiredField]\n        [Tooltip(\"The stored result\")]\n        public SharedFloat storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            var axisValue = Input.GetAxis(axisName.Value);\n\n            // if variable set to none, assume multiplier of 1\n            if (!multiplier.IsNone) {\n                axisValue *= multiplier.Value;\n            }\n\n            storeResult.Value = axisValue;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            axisName = \"\";\n            multiplier = 1.0f;\n            storeResult = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/GetAxis.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 84fa68d3aa9286f488ee60bb7f420079\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/GetAxisRaw.cs",
    "content": "﻿using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityInput\n{\n    [TaskCategory(\"Unity/Input\")]\n    [TaskDescription(\"Stores the raw value of the specified axis and stores it in a float.\")]\n    public class GetAxisRaw : Action\n    {\n        [Tooltip(\"The name of the axis\")]\n        public SharedString axisName;\n        [Tooltip(\"Axis values are in the range -1 to 1. Use the multiplier to set a larger range\")]\n        public SharedFloat multiplier;\n        [RequiredField]\n        [Tooltip(\"The stored result\")]\n        public SharedFloat storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            var axisValue = Input.GetAxis(axisName.Value);\n\n            // if variable set to none, assume multiplier of 1\n            if (!multiplier.IsNone) {\n                axisValue *= multiplier.Value;\n            }\n\n            storeResult.Value = axisValue;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            axisName = \"\";\n            multiplier = 1.0f;\n            storeResult = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/GetAxisRaw.cs.meta",
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/GetButton.cs",
    "content": "﻿using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityInput\n{\n    [TaskCategory(\"Unity/Input\")]\n    [TaskDescription(\"Stores the state of the specified button.\")]\n    public class GetButton : Action\n    {\n        [Tooltip(\"The name of the button\")]\n        public SharedString buttonName;\n        [RequiredField]\n        [Tooltip(\"The stored result\")]\n        public SharedBool storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Input.GetButton(buttonName.Value);\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            buttonName = \"Fire1\";\n            storeResult = false;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/GetButton.cs.meta",
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/GetKey.cs",
    "content": "﻿using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityInput\n{\n    [TaskCategory(\"Unity/Input\")]\n    [TaskDescription(\"Stores the pressed state of the specified key.\")]\n    public class GetKey : Action\n    {\n        [Tooltip(\"The key to test.\")]\n        public KeyCode key;\n        [RequiredField]\n        [Tooltip(\"The stored result\")]\n        public SharedBool storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Input.GetKey(key);\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            key = KeyCode.None;\n            storeResult = false;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/GetKey.cs.meta",
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/GetMouseButton.cs",
    "content": "﻿using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityInput\n{\n    [TaskCategory(\"Unity/Input\")]\n    [TaskDescription(\"Stores the state of the specified mouse button.\")]\n    public class GetMouseButton : Action\n    {\n        [Tooltip(\"The index of the button\")]\n        public SharedInt buttonIndex;\n        [RequiredField]\n        [Tooltip(\"The stored result\")]\n        public SharedBool storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Input.GetMouseButton(buttonIndex.Value);\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            buttonIndex = 0;\n            storeResult = false;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/GetMouseButton.cs.meta",
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/GetMousePosition.cs",
    "content": "﻿using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityInput\n{\n    [TaskCategory(\"Unity/Input\")]\n    [TaskDescription(\"Stores the mouse position.\")]\n    public class GetMousePosition : Action\n    {\n        [RequiredField]\n        [Tooltip(\"The stored result\")]\n        public SharedVector3 storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Input.mousePosition;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            storeResult = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/GetMousePosition.cs.meta",
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/IsButtonDown.cs",
    "content": "﻿using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityInput\n{\n    [TaskCategory(\"Unity/Input\")]\n    [TaskDescription(\"Returns success when the specified button is pressed.\")]\n    public class IsButtonDown : Conditional\n    {\n        [Tooltip(\"The name of the button\")]\n        public SharedString buttonName;\n\n        public override TaskStatus OnUpdate()\n        {\n            return Input.GetButtonDown(buttonName.Value) ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            buttonName = \"Fire1\";\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/IsButtonDown.cs.meta",
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/IsButtonUp.cs",
    "content": "﻿using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityInput\n{\n    [TaskCategory(\"Unity/Input\")]\n    [TaskDescription(\"Returns success when the specified button is released.\")]\n    public class IsButtonUp : Conditional\n    {\n        [Tooltip(\"The name of the button\")]\n        public SharedString buttonName;\n\n        public override TaskStatus OnUpdate()\n        {\n            return Input.GetButtonUp(buttonName.Value) ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            buttonName = \"Fire1\";\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/IsButtonUp.cs.meta",
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/IsKeyDown.cs",
    "content": "﻿using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityInput\n{\n    [TaskCategory(\"Unity/Input\")]\n    [TaskDescription(\"Returns success when the specified key is pressed.\")]\n    public class IsKeyDown : Conditional\n    {\n        [Tooltip(\"The key to test\")]\n        public KeyCode key;\n\n        public override TaskStatus OnUpdate()\n        {\n            return Input.GetKeyDown(key) ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            key = KeyCode.None;\n        }\n    }\n}"
  },
  {
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  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/IsKeyUp.cs",
    "content": "﻿using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityInput\n{\n    [TaskCategory(\"Unity/Input\")]\n    [TaskDescription(\"Returns success when the specified key is released.\")]\n    public class IsKeyUp : Conditional\n    {\n        [Tooltip(\"The key to test\")]\n        public KeyCode key;\n\n        public override TaskStatus OnUpdate()\n        {\n            return Input.GetKeyUp(key) ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            key = KeyCode.None;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/IsKeyUp.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7d8622d5540c851448ad036016f0f426\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/IsMouseDown.cs",
    "content": "﻿using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityInput\n{\n    [TaskCategory(\"Unity/Input\")]\n    [TaskDescription(\"Returns success when the specified mouse button is pressed.\")]\n    public class IsMouseDown : Conditional\n    {\n        [Tooltip(\"The button index\")]\n        public SharedInt buttonIndex;\n\n        public override TaskStatus OnUpdate()\n        {\n            return Input.GetMouseButtonDown(buttonIndex.Value) ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            buttonIndex = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/IsMouseDown.cs.meta",
    "content": "fileFormatVersion: 2\nguid: fd85264410cd9ac45b0c9c2e550f7c46\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/IsMouseUp.cs",
    "content": "﻿using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityInput\n{\n    [TaskCategory(\"Unity/Input\")]\n    [TaskDescription(\"Returns success when the specified mouse button is pressed.\")]\n    public class IsMouseUp : Conditional\n    {\n        [Tooltip(\"The button index\")]\n        public SharedInt buttonIndex;\n\n        public override TaskStatus OnUpdate()\n        {\n            return Input.GetMouseButtonUp(buttonIndex.Value) ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            buttonIndex = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/IsMouseUp.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b2ecc8718d19d9b46832c51de0390245\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input.meta",
    "content": "fileFormatVersion: 2\nguid: 8e46c5edb75139c4e94b33899b402c55\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/LayerMask/GetLayer.cs",
    "content": "﻿using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLayerMask\n{\n    [TaskCategory(\"Unity/LayerMask\")]\n    [TaskDescription(\"Gets the layer of a GameObject.\")]\n    public class GetLayer : Action\n    {\n        [Tooltip(\"The GameObject to set the layer of\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The name of the layer to get\")]\n        [RequiredField]\n        public SharedString storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            storeResult.Value = LayerMask.LayerToName(currentGameObject.layer);\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeResult = \"\";\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/LayerMask/GetLayer.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4a7e0974f9cfb9945bb2d0f41ed55f10\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/LayerMask/SetLayer.cs",
    "content": "﻿using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLayerMask\n{\n    [TaskCategory(\"Unity/LayerMask\")]\n    [TaskDescription(\"Sets the layer of a GameObject.\")]\n    public class SetLayer : Action\n    {\n        [Tooltip(\"The GameObject to set the layer of\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The name of the layer to set\")]\n        public SharedString layerName = \"Default\";\n\n        public override TaskStatus OnUpdate()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            currentGameObject.layer = LayerMask.NameToLayer(layerName.Value);\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            layerName = \"Default\";\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/LayerMask/SetLayer.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 483904cd6081c8440a146b11481d6623\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/LayerMask.meta",
    "content": "fileFormatVersion: 2\nguid: 31fe13110e9c3bb43ad042d42b27fd7c\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/GetColor.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight\n{\n    [TaskCategory(\"Unity/Light\")]\n    [TaskDescription(\"Stores the color of the light.\")]\n    public class GetColor : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [RequiredField]\n        [Tooltip(\"The color to store\")]\n        public SharedColor storeValue;\n\n        // cache the light component\n        private Light light;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                light = currentGameObject.GetComponent<Light>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (light == null) {\n                Debug.LogWarning(\"Light is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue = light.color;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = Color.white;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/GetColor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 935c3e08c991a524fa451ba010bb7077\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/GetCookieSize.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight\n{\n    [TaskCategory(\"Unity/Light\")]\n    [TaskDescription(\"Stores the light's cookie size.\")]\n    public class GetCookieSize : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [RequiredField]\n        [Tooltip(\"The size to store\")]\n        public SharedFloat storeValue;\n\n        // cache the light component\n        private Light light;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                light = currentGameObject.GetComponent<Light>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (light == null) {\n                Debug.LogWarning(\"Light is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue = light.cookieSize;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 0;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/GetCookieSize.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4c382d40893d45d46842714355d4cab4\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/GetIntensity.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight\n{\n    [TaskCategory(\"Unity/Light\")]\n    [TaskDescription(\"Stores the intensity of the light.\")]\n    public class GetIntensity : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [RequiredField]\n        [Tooltip(\"The intensity to store\")]\n        public SharedFloat storeValue;\n\n        // cache the light component\n        private Light light;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                light = currentGameObject.GetComponent<Light>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (light == null) {\n                Debug.LogWarning(\"Light is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue = light.intensity;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/GetIntensity.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 8af031ee741aec645bcf65ae806e78a7\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/GetRange.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight\n{\n    [TaskCategory(\"Unity/Light\")]\n    [TaskDescription(\"Stores the range of the light.\")]\n    public class GetRange : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [RequiredField]\n        [Tooltip(\"The range to store\")]\n        public SharedFloat storeValue;\n\n        // cache the light component\n        private Light light;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                light = currentGameObject.GetComponent<Light>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (light == null) {\n                Debug.LogWarning(\"Light is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue = light.range;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/GetRange.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 5ebab1924e0212c4ca589526a033fda6\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/GetShadowBias.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight\n{\n    [TaskCategory(\"Unity/Light\")]\n    [TaskDescription(\"Stores the shadow bias of the light.\")]\n    public class GetShadowBias : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [RequiredField]\n        [Tooltip(\"The shadow bias to store\")]\n        public SharedFloat storeValue;\n\n        // cache the light component\n        private Light light;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                light = currentGameObject.GetComponent<Light>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (light == null) {\n                Debug.LogWarning(\"Light is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue = light.shadowBias;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/GetShadowBias.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9d0cbb27de892b44193aaa9f12842ed2\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/GetShadowStrength.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight\n{\n    [TaskCategory(\"Unity/Light\")]\n    [TaskDescription(\"Stores the color of the light.\")]\n    public class GetShadowStrength : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [RequiredField]\n        [Tooltip(\"The color to store\")]\n        public SharedFloat storeValue;\n\n        // cache the light component\n        private Light light;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                light = currentGameObject.GetComponent<Light>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (light == null) {\n                Debug.LogWarning(\"Light is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue = light.shadowStrength;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/GetShadowStrength.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7a7fe83e412ff344888939e6a974a064\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/GetSpotAngle.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight\n{\n    [TaskCategory(\"Unity/Light\")]\n    [TaskDescription(\"Stores the spot angle of the light.\")]\n    public class GetSpotAngle : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [RequiredField]\n        [Tooltip(\"The spot angle to store\")]\n        public SharedFloat storeValue;\n\n        // cache the light component\n        private Light light;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                light = currentGameObject.GetComponent<Light>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (light == null) {\n                Debug.LogWarning(\"Light is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue = light.spotAngle;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/GetSpotAngle.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4dfc8df823e06cd45a09d929a060f99d\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetColor.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight\n{\n    [TaskCategory(\"Unity/Light\")]\n    [TaskDescription(\"Sets the color of the light.\")]\n    public class SetColor : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The color to set\")]\n        public SharedColor color;\n\n        // cache the light component\n        private Light light;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                light = currentGameObject.GetComponent<Light>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (light == null) {\n                Debug.LogWarning(\"Light is null\");\n                return TaskStatus.Failure;\n            }\n\n            light.color = color.Value;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            color = Color.white;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetColor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0ba683b0b18385042b3351c660f29d33\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetCookie.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight\n{\n    [TaskCategory(\"Unity/Light\")]\n    [TaskDescription(\"Sets the cookie of the light.\")]\n    public class SetCookie : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The cookie to set\")]\n        public Texture2D cookie;\n\n        // cache the light component\n        private Light light;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                light = currentGameObject.GetComponent<Light>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (light == null) {\n                Debug.LogWarning(\"Light is null\");\n                return TaskStatus.Failure;\n            }\n\n            light.cookie = cookie;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            cookie = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetCookie.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 374f9a87dc387a04585b87f187d019c5\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetCookieSize.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight\n{\n    [TaskCategory(\"Unity/Light\")]\n    [TaskDescription(\"Sets the light's cookie size.\")]\n    public class SetCookieSize : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The size to set\")]\n        public SharedFloat cookieSize;\n\n        // cache the light component\n        private Light light;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                light = currentGameObject.GetComponent<Light>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (light == null) {\n                Debug.LogWarning(\"Light is null\");\n                return TaskStatus.Failure;\n            }\n\n            light.cookieSize = cookieSize.Value;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            cookieSize = 0;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetCookieSize.cs.meta",
    "content": "fileFormatVersion: 2\nguid: fbc2d3865f928144ea551b1d927ddc96\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetCullingMask.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight\n{\n    [TaskCategory(\"Unity/Light\")]\n    [TaskDescription(\"Sets the culling mask of the light.\")]\n    public class SetCullingMask : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The culling mask to set\")]\n        public LayerMask cullingMask;\n\n        // cache the light component\n        private Light light;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                light = currentGameObject.GetComponent<Light>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (light == null) {\n                Debug.LogWarning(\"Light is null\");\n                return TaskStatus.Failure;\n            }\n\n            light.cullingMask = cullingMask.value;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            cullingMask = -1;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetCullingMask.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3f67673818b7e914ebf088b3752d716b\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetIntensity.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight\n{\n    [TaskCategory(\"Unity/Light\")]\n    [TaskDescription(\"Sets the intensity of the light.\")]\n    public class SetIntensity : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The intensity to set\")]\n        public SharedFloat intensity;\n\n        // cache the light component\n        private Light light;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                light = currentGameObject.GetComponent<Light>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (light == null) {\n                Debug.LogWarning(\"Light is null\");\n                return TaskStatus.Failure;\n            }\n\n            light.intensity = intensity.Value;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            intensity = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetIntensity.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 1f32aa9b9681f0a4285bd60ac0607d00\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetRange.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight\n{\n    [TaskCategory(\"Unity/Light\")]\n    [TaskDescription(\"Sets the range of the light.\")]\n    public class SetRange : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The range to set\")]\n        public SharedFloat range;\n\n        // cache the light component\n        private Light light;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                light = currentGameObject.GetComponent<Light>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (light == null) {\n                Debug.LogWarning(\"Light is null\");\n                return TaskStatus.Failure;\n            }\n\n            light.range = range.Value;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            range = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetRange.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f0b5d0c0a07806244a3c5b15e29cf90c\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetShadowBias.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight\n{\n    [TaskCategory(\"Unity/Light\")]\n    [TaskDescription(\"Sets the shadow bias of the light.\")]\n    public class SetShadowBias : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The shadow bias to set\")]\n        public SharedFloat shadowBias;\n\n        // cache the light component\n        private Light light;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                light = currentGameObject.GetComponent<Light>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (light == null) {\n                Debug.LogWarning(\"Light is null\");\n                return TaskStatus.Failure;\n            }\n\n            light.shadowBias = shadowBias.Value;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            shadowBias = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetShadowBias.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f2b374e3c2e26e94ba76dd68290ff538\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetShadowSoftness.cs",
    "content": "#if UNITY_4_6 || UNITY_4_7\nusing UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight\n{\n    [TaskCategory(\"Unity/Light\")]\n    [TaskDescription(\"Sets the shadow softness of the light.\")]\n    public class SetShadowSoftness : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The shadow softness to set\")]\n        public SharedFloat shadowSoftness;\n\n        // cache the light component\n        private Light light;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                light = currentGameObject.GetComponent<Light>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (light == null) {\n                Debug.LogWarning(\"Light is null\");\n                return TaskStatus.Failure;\n            }\n\n            light.shadowSoftness = shadowSoftness.Value;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            shadowSoftness = 0;\n        }\n    }\n}\n#endif"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetShadowSoftness.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ca82eb780880d17499dc6de132631073\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetShadowSoftnessFade.cs",
    "content": "#if UNITY_4_6 || UNITY_4_7\nusing UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight\n{\n    [TaskCategory(\"Unity/Light\")]\n    [TaskDescription(\"Sets the shadow softness fade value of the light.\")]\n    public class SetShadowSoftnessFade : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The shadow softness fade to set\")]\n        public SharedFloat shadowSoftnessFade;\n\n        // cache the light component\n        private Light light;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                light = currentGameObject.GetComponent<Light>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (light == null) {\n                Debug.LogWarning(\"Light is null\");\n                return TaskStatus.Failure;\n            }\n\n            light.shadowSoftnessFade = shadowSoftnessFade.Value;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            shadowSoftnessFade = 0;\n        }\n    }\n}\n#endif"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetShadowSoftnessFade.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 5e7db120bd152164eb6d586a39e53175\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetShadowStrength.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight\n{\n    [TaskCategory(\"Unity/Light\")]\n    [TaskDescription(\"Sets the shadow strength of the light.\")]\n    public class SetShadowSoftnessStrength : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The shadow strength to set\")]\n        public SharedFloat shadowStrength;\n\n        // cache the light component\n        private Light light;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                light = currentGameObject.GetComponent<Light>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (light == null) {\n                Debug.LogWarning(\"Light is null\");\n                return TaskStatus.Failure;\n            }\n\n            light.shadowStrength = shadowStrength.Value;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            shadowStrength = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetShadowStrength.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 611e5846c0413be46bbc44fbd256b4e9\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetShadows.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight\n{\n    [TaskCategory(\"Unity/Light\")]\n    [TaskDescription(\"Sets the shadow type of the light.\")]\n    public class SetShadows : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The shadow type to set\")]\n        public LightShadows shadows;\n\n        // cache the light component\n        private Light light;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                light = currentGameObject.GetComponent<Light>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (light == null) {\n                Debug.LogWarning(\"Light is null\");\n                return TaskStatus.Failure;\n            }\n\n            light.shadows = shadows;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetShadows.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b6226eb03ad729445bc7ccfb1f0cd89d\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetSpotAngle.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight\n{\n    [TaskCategory(\"Unity/Light\")]\n    [TaskDescription(\"Sets the spot angle of the light.\")]\n    public class SetSpotAngle : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The spot angle to set\")]\n        public SharedFloat spotAngle;\n\n        // cache the light component\n        private Light light;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                light = currentGameObject.GetComponent<Light>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (light == null) {\n                Debug.LogWarning(\"Light is null\");\n                return TaskStatus.Failure;\n            }\n\n            light.spotAngle = spotAngle.Value;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            spotAngle = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetSpotAngle.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9a8b9b0654618fe48953e059d4aa5ee3\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetType.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight\n{\n    [TaskCategory(\"Unity/Light\")]\n    [TaskDescription(\"Sets the type of the light.\")]\n    public class SetType : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The type to set\")]\n        public LightType type;\n\n        // cache the light component\n        private Light light;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                light = currentGameObject.GetComponent<Light>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (light == null) {\n                Debug.LogWarning(\"Light is null\");\n                return TaskStatus.Failure;\n            }\n\n            light.type = type;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetType.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 85cae5f82bfcbfb41ac7c66464eef85f\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light.meta",
    "content": "fileFormatVersion: 2\nguid: e3bc3ae90caf3694f9e1bf4630b8c9bb\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/BoolComparison.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks.Unity.Math\n{\n    [TaskCategory(\"Unity/Math\")]\n    [TaskDescription(\"Performs a comparison between two bools.\")]\n    public class BoolComparison : Conditional\n    {\n        [Tooltip(\"The first bool\")]\n        public SharedBool bool1;\n        [Tooltip(\"The second bool\")]\n        public SharedBool bool2;\n\n        public override TaskStatus OnUpdate()\n        {\n            return bool1.Value == bool2.Value ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            bool1.Value = false;\n            bool2.Value = false;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/BoolComparison.cs.meta",
    "content": "fileFormatVersion: 2\nguid: abaa3d78e68f249428f3be7acae86b0d\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/BoolFlip.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks.Unity.Math\n{\n    [TaskCategory(\"Unity/Math\")]\n    [TaskDescription(\"Flips the value of the bool.\")]\n    public class BoolFlip : Action\n    {\n        [Tooltip(\"The bool to flip the value of\")]\n        public SharedBool boolVariable;\n\n        public override TaskStatus OnUpdate()\n        {\n            boolVariable.Value = !boolVariable.Value;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            boolVariable.Value = false;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/BoolFlip.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 54aae1e47fe3be6458751bf1f9defe8f\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/BoolOperator.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks.Unity.Math\n{\n    [TaskCategory(\"Unity/Math\")]\n    [TaskDescription(\"Performs a math operation on two bools: AND, OR, NAND, or XOR.\")]\n    public class BoolOperator : Action\n    {\n        public enum Operation\n        {\n            AND,\n            OR,\n            NAND,\n            XOR\n        }\n\n        [Tooltip(\"The operation to perform\")]\n        public Operation operation;\n        [Tooltip(\"The first bool\")]\n        public SharedBool bool1;\n        [Tooltip(\"The second bool\")]\n        public SharedBool bool2;\n        [Tooltip(\"The variable to store the result\")]\n        public SharedBool storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            switch (operation) {\n                case Operation.AND:\n                    storeResult.Value = bool1.Value && bool2.Value;\n                    break;\n                case Operation.OR:\n                    storeResult.Value = bool1.Value || bool2.Value;\n                    break;\n                case Operation.NAND:\n                    storeResult.Value = !(bool1.Value && bool2.Value);\n                    break;\n                case Operation.XOR:\n                    storeResult.Value = bool1.Value ^ bool2.Value;\n                    break;\n            }\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            operation = Operation.AND;\n            bool1.Value = false;\n            bool2.Value = false;\n            storeResult.Value = false;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/BoolOperator.cs.meta",
    "content": "fileFormatVersion: 2\nguid: bd7b9dfddd114be4a8c8a8521262970d\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/FloatAbs.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.Math\n{\n    [TaskCategory(\"Unity/Math\")]\n    [TaskDescription(\"Stores the absolute value of the float.\")]\n    public class FloatAbs : Action\n    {\n        [Tooltip(\"The float to return the absolute value of\")]\n        public SharedFloat floatVariable;\n\n        public override TaskStatus OnUpdate()\n        {\n            floatVariable.Value = Mathf.Abs(floatVariable.Value);\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            floatVariable = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/FloatAbs.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ab5531c4ed335b643a6f310c048a6b00\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/FloatClamp.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.Math\n{\n    [TaskCategory(\"Unity/Math\")]\n    [TaskDescription(\"Clamps the float between two values.\")]\n    public class FloatClamp : Action\n    {\n        [Tooltip(\"The float to clamp\")]\n        public SharedFloat floatVariable;\n        [Tooltip(\"The maximum value of the float\")]\n        public SharedFloat minValue;\n        [Tooltip(\"The maximum value of the float\")]\n        public SharedFloat maxValue;\n\n        public override TaskStatus OnUpdate()\n        {\n            floatVariable.Value = Mathf.Clamp(floatVariable.Value, minValue.Value, maxValue.Value);\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            floatVariable = minValue = maxValue = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/FloatClamp.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 75c3634f2c8f1dd49b826a7ac0c7bdbe\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/FloatComparison.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks.Unity.Math\n{\n    [TaskCategory(\"Unity/Math\")]\n    [TaskDescription(\"Performs comparison between two floats: less than, less than or equal to, equal to, not equal to, greater than or equal to, or greater than.\")]\n    public class FloatComparison : Conditional\n    {\n        public enum Operation\n        {\n            LessThan,\n            LessThanOrEqualTo,\n            EqualTo,\n            NotEqualTo,\n            GreaterThanOrEqualTo,\n            GreaterThan\n        }\n\n        [Tooltip(\"The operation to perform\")]\n        public Operation operation;\n        [Tooltip(\"The first float\")]\n        public SharedFloat float1;\n        [Tooltip(\"The second float\")]\n        public SharedFloat float2;\n\n        public override TaskStatus OnUpdate()\n        {\n            switch (operation) {\n                case Operation.LessThan:\n                    return float1.Value < float2.Value ? TaskStatus.Success : TaskStatus.Failure;\n                case Operation.LessThanOrEqualTo:\n                    return float1.Value <= float2.Value ? TaskStatus.Success : TaskStatus.Failure;\n                case Operation.EqualTo:\n                    return UnityEngine.Mathf.Approximately(float1.Value, float2.Value) ? TaskStatus.Success : TaskStatus.Failure;\n                case Operation.NotEqualTo:\n                    return !UnityEngine.Mathf.Approximately(float1.Value, float2.Value) ? TaskStatus.Success : TaskStatus.Failure;\n                case Operation.GreaterThanOrEqualTo:\n                    return float1.Value >= float2.Value ? TaskStatus.Success : TaskStatus.Failure;\n                case Operation.GreaterThan:\n                    return float1.Value > float2.Value ? TaskStatus.Success : TaskStatus.Failure;\n            }\n            return TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            operation = Operation.LessThan;\n            float1.Value = 0;\n            float2.Value = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/FloatComparison.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 79c81f4e67dbdc44880734e78153117c\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/FloatOperator.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.Math\n{\n    [TaskCategory(\"Unity/Math\")]\n    [TaskDescription(\"Performs a math operation on two floats: Add, Subtract, Multiply, Divide, Min, or Max.\")]\n    public class FloatOperator : Action\n    {\n        public enum Operation\n        {\n            Add,\n            Subtract,\n            Multiply,\n            Divide,\n            Min,\n            Max,\n            Modulo\n        }\n\n        [Tooltip(\"The operation to perform\")]\n        public Operation operation;\n        [Tooltip(\"The first float\")]\n        public SharedFloat float1;\n        [Tooltip(\"The second float\")]\n        public SharedFloat float2;\n        [Tooltip(\"The variable to store the result\")]\n        public SharedFloat storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            switch (operation) {\n                case Operation.Add:\n                    storeResult.Value = float1.Value + float2.Value;\n                    break;\n                case Operation.Subtract:\n                    storeResult.Value = float1.Value - float2.Value;\n                    break;\n                case Operation.Multiply:\n                    storeResult.Value = float1.Value * float2.Value;\n                    break;\n                case Operation.Divide:\n                    storeResult.Value = float1.Value / float2.Value;\n                    break;\n                case Operation.Min:\n                    storeResult.Value = Mathf.Min(float1.Value, float2.Value);\n                    break;\n                case Operation.Max:\n                    storeResult.Value = Mathf.Max(float1.Value, float2.Value);\n                    break;\n                case Operation.Modulo:\n                    storeResult.Value = float1.Value % float2.Value;\n                    break;\n            }\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            operation = Operation.Add;\n            float1.Value = 0;\n            float2.Value = 0;\n            storeResult.Value = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/FloatOperator.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9144ac2a8b796c941aeb3d6a4bc2cf7c\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/IntAbs.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.Math\n{\n    [TaskCategory(\"Unity/Math\")]\n    [TaskDescription(\"Stores the absolute value of the int.\")]\n    public class IntAbs : Action\n    {\n        [Tooltip(\"The int to return the absolute value of\")]\n        public SharedInt intVariable;\n\n        public override TaskStatus OnUpdate()\n        {\n            intVariable.Value = Mathf.Abs(intVariable.Value);\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            intVariable = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/IntAbs.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 8edcbab77068fe044842381cfe0acc19\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/IntClamp.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.Math\n{\n    [TaskCategory(\"Unity/Math\")]\n    [TaskDescription(\"Clamps the int between two values.\")]\n    public class IntClamp : Action\n    {\n        [Tooltip(\"The int to clamp\")]\n        public SharedInt intVariable;\n        [Tooltip(\"The maximum value of the int\")]\n        public SharedInt minValue;\n        [Tooltip(\"The maximum value of the int\")]\n        public SharedInt maxValue;\n\n        public override TaskStatus OnUpdate()\n        {\n            intVariable.Value = Mathf.Clamp(intVariable.Value, minValue.Value, maxValue.Value);\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            intVariable = minValue = maxValue = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/IntClamp.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 67cbe30015f2b4940a069cbbee22d888\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/IntComparison.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks.Unity.Math\n{\n    [TaskCategory(\"Unity/Math\")]\n    [TaskDescription(\"Performs comparison between two integers: less than, less than or equal to, equal to, not equal to, greater than or equal to, or greater than.\")]\n    public class IntComparison : Conditional\n    {\n        public enum Operation\n        {\n            LessThan,\n            LessThanOrEqualTo,\n            EqualTo,\n            NotEqualTo,\n            GreaterThanOrEqualTo,\n            GreaterThan\n        }\n\n        [Tooltip(\"The operation to perform\")]\n        public Operation operation;\n        [Tooltip(\"The first integer\")]\n        public SharedInt integer1;\n        [Tooltip(\"The second integer\")]\n        public SharedInt integer2;\n\n        public override TaskStatus OnUpdate()\n        {\n            switch (operation) {\n                case Operation.LessThan:\n                    return integer1.Value < integer2.Value ? TaskStatus.Success : TaskStatus.Failure;\n                case Operation.LessThanOrEqualTo:\n                    return integer1.Value <= integer2.Value ? TaskStatus.Success : TaskStatus.Failure;\n                case Operation.EqualTo:\n                    return integer1.Value == integer2.Value ? TaskStatus.Success : TaskStatus.Failure;\n                case Operation.NotEqualTo:\n                    return integer1.Value != integer2.Value ? TaskStatus.Success : TaskStatus.Failure;\n                case Operation.GreaterThanOrEqualTo:\n                    return integer1.Value >= integer2.Value ? TaskStatus.Success : TaskStatus.Failure;\n                case Operation.GreaterThan:\n                    return integer1.Value > integer2.Value ? TaskStatus.Success : TaskStatus.Failure;\n            }\n            return TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            operation = Operation.LessThan;\n            integer1.Value = 0;\n            integer2.Value = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/IntComparison.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 99108c35b6d8e9942b8cf441a63f97b5\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/IntOperator.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.Math\n{\n    [TaskCategory(\"Unity/Math\")]\n    [TaskDescription(\"Performs a math operation on two integers: Add, Subtract, Multiply, Divide, Min, or Max.\")]\n    public class IntOperator : Action\n    {\n        public enum Operation\n        {\n            Add,\n            Subtract,\n            Multiply,\n            Divide,\n            Min,\n            Max,\n            Modulo\n        }\n\n        [Tooltip(\"The operation to perform\")]\n        public Operation operation;\n        [Tooltip(\"The first integer\")]\n        public SharedInt integer1;\n        [Tooltip(\"The second integer\")]\n        public SharedInt integer2;\n        [RequiredField]\n        [Tooltip(\"The variable to store the result\")]\n        public SharedInt storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            switch (operation) {\n                case Operation.Add:\n                    storeResult.Value = integer1.Value + integer2.Value;\n                    break;\n                case Operation.Subtract:\n                    storeResult.Value = integer1.Value - integer2.Value;\n                    break;\n                case Operation.Multiply:\n                    storeResult.Value = integer1.Value * integer2.Value;\n                    break;\n                case Operation.Divide:\n                    storeResult.Value = integer1.Value / integer2.Value;\n                    break;\n                case Operation.Min:\n                    storeResult.Value = Mathf.Min(integer1.Value, integer2.Value);\n                    break;\n                case Operation.Max:\n                    storeResult.Value = Mathf.Max(integer1.Value, integer2.Value);\n                    break;\n                case Operation.Modulo:\n                    storeResult.Value = integer1.Value % integer2.Value;\n                    break;\n            }\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            operation = Operation.Add;\n            integer1.Value = 0;\n            integer2.Value = 0;\n            storeResult.Value = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/IntOperator.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 84208004fb80c0945acc5685aa0a2681\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/IsFloatPositive.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks.Unity.Math\n{\n    [TaskCategory(\"Unity/Math\")]\n    [TaskDescription(\"Is the float a positive value?\")]\n    public class IsFloatPositive : Conditional\n    {\n        [Tooltip(\"The float to check if positive\")]\n        public SharedFloat floatVariable;\n\n        public override TaskStatus OnUpdate()\n        {\n            return floatVariable.Value > 0 ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            floatVariable = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/IsFloatPositive.cs.meta",
    "content": "fileFormatVersion: 2\nguid: db01d0da1f282134ca0ff7332eb19208\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/IsIntPositive.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks.Unity.Math\n{\n    [TaskCategory(\"Unity/Math\")]\n    [TaskDescription(\"Is the int a positive value?\")]\n    public class IsIntPositive : Conditional\n    {\n        [Tooltip(\"The int to check if positive\")]\n        public SharedInt intVariable;\n\n        public override TaskStatus OnUpdate()\n        {\n            return intVariable.Value > 0 ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            intVariable = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/IsIntPositive.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0caff63c23ae17343a455fcbe6eab40a\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/Lerp.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.Math\n{\n    [TaskCategory(\"Unity/Math\")]\n    [TaskDescription(\"Lerp the float by an amount.\")]\n    public class Lerp : Action\n    {\n        [Tooltip(\"The from value\")]\n        public SharedFloat fromValue;\n        [Tooltip(\"The to value\")]\n        public SharedFloat toValue;\n        [Tooltip(\"The amount to lerp\")]\n        public SharedFloat lerpAmount;\n        [Tooltip(\"The lerp resut\")]\n        [RequiredField]\n        public SharedFloat storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Mathf.Lerp(fromValue.Value, toValue.Value, lerpAmount.Value);\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            fromValue = toValue = lerpAmount = storeResult = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/Lerp.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 355f3f83182cc434cb3a1bfb66862e29\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/LerpAngle.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.Math\n{\n    [TaskCategory(\"Unity/Math\")]\n    [TaskDescription(\"Lerp the angle by an amount.\")]\n    public class LerpAngle : Action\n    {\n        [Tooltip(\"The from value\")]\n        public SharedFloat fromValue;\n        [Tooltip(\"The to value\")]\n        public SharedFloat toValue;\n        [Tooltip(\"The amount to lerp\")]\n        public SharedFloat lerpAmount;\n        [Tooltip(\"The lerp resut\")]\n        [RequiredField]\n        public SharedFloat storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Mathf.LerpAngle(fromValue.Value, toValue.Value, lerpAmount.Value);\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            fromValue = toValue = lerpAmount = storeResult = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/LerpAngle.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c3b148edcb926b744a2bb789f7967e24\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/RandomBool.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.Math\n{\n    [TaskCategory(\"Unity/Math\")]\n    [TaskDescription(\"Sets a random bool value\")]\n    public class RandomBool : Action\n    {\n        [Tooltip(\"The variable to store the result\")]\n        public SharedBool storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Random.value < 0.5f;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            storeResult.Value = false;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/RandomBool.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 76d2565ca99ca26459dbefb44dcac109\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/RandomFloat.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.Math\n{\n    [TaskCategory(\"Unity/Math\")]\n    [TaskDescription(\"Sets a random float value\")]\n    public class RandomFloat : Action\n    {\n        [Tooltip(\"The minimum amount\")]\n        public SharedFloat min;\n        [Tooltip(\"The maximum amount\")]\n        public SharedFloat max;\n        [Tooltip(\"Is the maximum value inclusive?\")]\n        public bool inclusive;\n        [Tooltip(\"The variable to store the result\")]\n        public SharedFloat storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            if (inclusive) {\n                storeResult.Value = Random.Range(min.Value, max.Value);\n            } else {\n                storeResult.Value = Random.Range(min.Value, max.Value - 0.00001f);\n            }\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            min.Value = 0;\n            max.Value = 0;\n            inclusive = false;\n            storeResult.Value = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/RandomFloat.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9f81e111c77731b418178f1226975c3f\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/RandomInt.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.Math\n{\n    [TaskCategory(\"Unity/Math\")]\n    [TaskDescription(\"Sets a random int value\")]\n    public class RandomInt : Action\n    {\n        [Tooltip(\"The minimum amount\")]\n        public SharedInt min;\n        [Tooltip(\"The maximum amount\")]\n        public SharedInt max;\n        [Tooltip(\"Is the maximum value inclusive?\")]\n        public bool inclusive;\n        [Tooltip(\"The variable to store the result\")]\n        public SharedInt storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            if (inclusive) {\n                storeResult.Value = Random.Range(min.Value, max.Value + 1);\n            } else {\n                storeResult.Value = Random.Range(min.Value, max.Value);\n            }\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            min.Value = 0;\n            max.Value = 0;\n            inclusive = false;\n            storeResult.Value = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/RandomInt.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 067384c41f33cff49bcdf6adec9da049\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/SetBool.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks.Unity.Math\n{\n    [TaskCategory(\"Unity/Math\")]\n    [TaskDescription(\"Sets a bool value\")]\n    public class SetBool : Action\n    {\n        [Tooltip(\"The bool value to set\")]\n        public SharedBool boolValue;\n        [Tooltip(\"The variable to store the result\")]\n        public SharedBool storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = boolValue.Value;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            boolValue.Value = false;\n            storeResult.Value = false;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/SetBool.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 55f244424a532d24bba59542e2f0fc59\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/SetFloat.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks.Unity.Math\n{\n    [TaskCategory(\"Unity/Math\")]\n    [TaskDescription(\"Sets a float value\")]\n    public class SetFloat : Action\n    {\n        [Tooltip(\"The float value to set\")]\n        public SharedFloat floatValue;\n        [Tooltip(\"The variable to store the result\")]\n        public SharedFloat storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = floatValue.Value;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            floatValue.Value = 0;\n            storeResult.Value = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/SetFloat.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4d915065ba447c64ba05f8e2841c6efd\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/SetInt.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks.Unity.Math\n{\n    [TaskCategory(\"Unity/Math\")]\n    [TaskDescription(\"Sets an int value\")]\n    public class SetInt : Action\n    {\n        [Tooltip(\"The int value to set\")]\n        public SharedInt intValue;\n        [Tooltip(\"The variable to store the result\")]\n        public SharedInt storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = intValue.Value;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            intValue.Value = 0;\n            storeResult.Value = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/SetInt.cs.meta",
    "content": "fileFormatVersion: 2\nguid: da57a0a43f227e445b9311bae043401f\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math.meta",
    "content": "fileFormatVersion: 2\nguid: 221e29500e0961146bb5a515041e5f08\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/GetAcceleration.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.AI;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent\n{\n    [TaskCategory(\"Unity/NavMeshAgent\")]\n    [TaskDescription(\"Gets the maximum acceleration of an agent as it follows a path, given in units / sec^2.. Returns Success.\")]\n    public class GetAcceleration : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [SharedRequired]\n        [Tooltip(\"The NavMeshAgent acceleration\")]\n        public SharedFloat storeValue;\n\n        // cache the navmeshagent component\n        private NavMeshAgent navMeshAgent;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                navMeshAgent = currentGameObject.GetComponent<NavMeshAgent>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (navMeshAgent == null) {\n                Debug.LogWarning(\"NavMeshAgent is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = navMeshAgent.acceleration;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/GetAcceleration.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7e00211632663cc43bc88ab068ab5d44\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/GetAngularSpeed.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.AI;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent\n{\n    [TaskCategory(\"Unity/NavMeshAgent\")]\n    [TaskDescription(\"Gets the maximum turning speed in (deg/s) while following a path.. Returns Success.\")]\n    public class GetAngularSpeed : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [SharedRequired]\n        [Tooltip(\"The NavMeshAgent angular speed\")]\n        public SharedFloat storeValue;\n\n        // cache the navmeshagent component\n        private NavMeshAgent navMeshAgent;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                navMeshAgent = currentGameObject.GetComponent<NavMeshAgent>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (navMeshAgent == null) {\n                Debug.LogWarning(\"NavMeshAgent is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = navMeshAgent.angularSpeed;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/GetAngularSpeed.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 110bcd7b4d1baae4096b5da6737c1e16\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/GetDestination.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.AI;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent\n{\n    [TaskCategory(\"Unity/NavMeshAgent\")]\n    [TaskDescription(\"Gets the destination of the agent in world-space units. Returns Success.\")]\n    public class GetDestination : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [SharedRequired]\n        [Tooltip(\"The NavMeshAgent destination\")]\n        public SharedVector3 storeValue;\n\n        // cache the navmeshagent component\n        private NavMeshAgent navMeshAgent;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                navMeshAgent = currentGameObject.GetComponent<NavMeshAgent>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (navMeshAgent == null) {\n                Debug.LogWarning(\"NavMeshAgent is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = navMeshAgent.destination;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/GetDestination.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4368ae3e22d36604697d420dff004cbe\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/GetIsStopped.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.AI;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent\n{\n    [TaskCategory(\"Unity/NavMeshAgent\")]\n    [TaskDescription(\"Gets the stop status. Returns Success.\")]\n    public class GetIsStopped : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [SharedRequired]\n        [Tooltip(\"The stop status\")]\n        public SharedBool storeValue;\n\n        // cache the navmeshagent component\n        private NavMeshAgent navMeshAgent;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                navMeshAgent = currentGameObject.GetComponent<NavMeshAgent>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (navMeshAgent == null) {\n                Debug.LogWarning(\"NavMeshAgent is null\");\n                return TaskStatus.Failure;\n            }\n            \n            storeValue.Value = navMeshAgent.isStopped;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = null;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/GetIsStopped.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 16a58d9763ce6c34690e0946a64c4176\ntimeCreated: 1507381813\nlicenseType: Store\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/GetRemainingDistance.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.AI;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent\n{\n    [TaskCategory(\"Unity/NavMeshAgent\")]\n    [TaskDescription(\"Gets the distance between the agent's position and the destination on the current path. Returns Success.\")]\n    public class GetRemainingDistance : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [SharedRequired]\n        [Tooltip(\"The remaining distance\")]\n        public SharedFloat storeValue;\n\n        // cache the navmeshagent component\n        private NavMeshAgent navMeshAgent;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                navMeshAgent = currentGameObject.GetComponent<NavMeshAgent>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (navMeshAgent == null) {\n                Debug.LogWarning(\"NavMeshAgent is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = navMeshAgent.remainingDistance;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/GetRemainingDistance.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ab046b37543b6744aa440cd708a93b81\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/GetSpeed.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.AI;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent\n{\n    [TaskCategory(\"Unity/NavMeshAgent\")]\n    [TaskDescription(\"Gets the maximum movement speed when following a path. Returns Success.\")]\n    public class GetSpeed : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [SharedRequired]\n        [Tooltip(\"The NavMeshAgent speed\")]\n        public SharedFloat storeValue;\n\n        // cache the navmeshagent component\n        private NavMeshAgent navMeshAgent;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                navMeshAgent = currentGameObject.GetComponent<NavMeshAgent>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (navMeshAgent == null) {\n                Debug.LogWarning(\"NavMeshAgent is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = navMeshAgent.speed;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/GetSpeed.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b6397854a3aea4b44a5ab4ccf98d082d\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/IsStopped.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.AI;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent\n{\n    [TaskCategory(\"Unity/NavMeshAgent\")]\n    [TaskDescription(\"Is the agent stopped?\")]\n    public class IsStopped : Conditional\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n\n        // cache the navmeshagent component\n        private NavMeshAgent navMeshAgent;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                navMeshAgent = currentGameObject.GetComponent<NavMeshAgent>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (navMeshAgent == null) {\n                Debug.LogWarning(\"NavMeshAgent is null\");\n                return TaskStatus.Failure;\n            }\n\n            return navMeshAgent.isStopped ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/IsStopped.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 1b7f86ab194623f4997c385d2cce0caf\ntimeCreated: 1507329647\nlicenseType: Store\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/Move.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.AI;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent\n{\n    [TaskCategory(\"Unity/NavMeshAgent\")]\n    [TaskDescription(\"Apply relative movement to the current position. Returns Success.\")]\n    public class Move : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The relative movement vector\")]\n        public SharedVector3 offset;\n\n        // cache the navmeshagent component\n        private NavMeshAgent navMeshAgent;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                navMeshAgent = currentGameObject.GetComponent<NavMeshAgent>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (navMeshAgent == null) {\n                Debug.LogWarning(\"NavMeshAgent is null\");\n                return TaskStatus.Failure;\n            }\n\n            navMeshAgent.Move(offset.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            offset = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/Move.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 55ea16e678f6fae47a46affd3d22b883\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/ResetPath.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.AI;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent\n{\n    [TaskCategory(\"Unity/NavMeshAgent\")]\n    [TaskDescription(\"Clears the current path. Returns Success.\")]\n    public class ResetPath : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n\n        // cache the navmeshagent component\n        private NavMeshAgent navMeshAgent;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                navMeshAgent = currentGameObject.GetComponent<NavMeshAgent>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (navMeshAgent == null) {\n                Debug.LogWarning(\"NavMeshAgent is null\");\n                return TaskStatus.Failure;\n            }\n\n            navMeshAgent.ResetPath();\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/ResetPath.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e90973887b9e7d04aafc5d13ecdfc8b9\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/Resume.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.AI;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent\n{\n    [TaskCategory(\"Unity/NavMeshAgent\")]\n    [TaskDescription(\"Resumes the movement along the current path after a pause. Returns Success.\")]\n    public class Resume : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n\n        // cache the navmeshagent component\n        private NavMeshAgent navMeshAgent;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                navMeshAgent = currentGameObject.GetComponent<NavMeshAgent>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (navMeshAgent == null) {\n                Debug.LogWarning(\"NavMeshAgent is null\");\n                return TaskStatus.Failure;\n            }\n\n            navMeshAgent.isStopped = false;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/Resume.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 2c87e343e0ec23041b0cf7d8090d4814\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/SetAcceleration.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.AI;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent\n{\n    [TaskCategory(\"Unity/NavMeshAgent\")]\n    [TaskDescription(\"Sets the maximum acceleration of an agent as it follows a path, given in units / sec^2. Returns Success.\")]\n    public class SetAcceleration : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The NavMeshAgent acceleration\")]\n        public SharedFloat acceleration;\n\n        // cache the navmeshagent component\n        private NavMeshAgent navMeshAgent;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                navMeshAgent = currentGameObject.GetComponent<NavMeshAgent>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (navMeshAgent == null) {\n                Debug.LogWarning(\"NavMeshAgent is null\");\n                return TaskStatus.Failure;\n            }\n\n            navMeshAgent.acceleration = acceleration.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            acceleration = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/SetAcceleration.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a8357209bccc16442b549c580872bb05\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/SetAngularSpeed.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.AI;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent\n{\n    [TaskCategory(\"Unity/NavMeshAgent\")]\n    [TaskDescription(\"Sets the maximum turning speed in (deg/s) while following a path. Returns Success.\")]\n    public class SetAngularSpeed : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The NavMeshAgent angular speed\")]\n        public SharedFloat angularSpeed;\n\n        // cache the navmeshagent component\n        private NavMeshAgent navMeshAgent;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                navMeshAgent = currentGameObject.GetComponent<NavMeshAgent>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (navMeshAgent == null) {\n                Debug.LogWarning(\"NavMeshAgent is null\");\n                return TaskStatus.Failure;\n            }\n\n            navMeshAgent.angularSpeed = angularSpeed.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            angularSpeed = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/SetAngularSpeed.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0d8e213aa17540848b83b17ba1609c74\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/SetDestination.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.AI;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent\n{\n    [TaskCategory(\"Unity/NavMeshAgent\")]\n    [TaskDescription(\"Sets the destination of the agent in world-space units. Returns Success if the destination is valid.\")]\n    public class SetDestination: Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [SharedRequired]\n        [Tooltip(\"The NavMeshAgent destination\")]\n        public SharedVector3 destination;\n\n        // cache the navmeshagent component\n        private NavMeshAgent navMeshAgent;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                navMeshAgent = currentGameObject.GetComponent<NavMeshAgent>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (navMeshAgent == null) {\n                Debug.LogWarning(\"NavMeshAgent is null\");\n                return TaskStatus.Failure;\n            }\n\n            return navMeshAgent.SetDestination(destination.Value) ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            destination = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/SetDestination.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 55d9c2d20e895104181ae1b484868ead\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/SetIsStopped.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.AI;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent\n{\n    [TaskCategory(\"Unity/NavMeshAgent\")]\n    [TaskDescription(\"Sets the stop status. Returns Success.\")]\n    public class SetIsStopped : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The stop status\")]\n        public SharedBool isStopped;\n\n        // cache the navmeshagent component\n        private NavMeshAgent navMeshAgent;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                navMeshAgent = currentGameObject.GetComponent<NavMeshAgent>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (navMeshAgent == null) {\n                Debug.LogWarning(\"NavMeshAgent is null\");\n                return TaskStatus.Failure;\n            }\n\n            navMeshAgent.isStopped = isStopped.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/SetIsStopped.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 8b7446e67db5ff34a88b8fbc7899e5e9\ntimeCreated: 1507381999\nlicenseType: Store\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/SetSpeed.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.AI;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent\n{\n    [TaskCategory(\"Unity/NavMeshAgent\")]\n    [TaskDescription(\"Sets the maximum movement speed when following a path. Returns Success.\")]\n    public class SetSpeed : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The NavMeshAgent speed\")]\n        public SharedFloat speed;\n\n        // cache the navmeshagent component\n        private NavMeshAgent navMeshAgent;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                navMeshAgent = currentGameObject.GetComponent<NavMeshAgent>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (navMeshAgent == null) {\n                Debug.LogWarning(\"NavMeshAgent is null\");\n                return TaskStatus.Failure;\n            }\n\n            navMeshAgent.speed = speed.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            speed = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/SetSpeed.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 34372b45870504b419f34165fb1fa4fb\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/Stop.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.AI;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent\n{\n    [TaskCategory(\"Unity/NavMeshAgent\")]\n    [TaskDescription(\"Stop movement of this agent along its current path. Returns Success.\")]\n    public class Stop : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n\n        // cache the navmeshagent component\n        private NavMeshAgent navMeshAgent;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                navMeshAgent = currentGameObject.GetComponent<NavMeshAgent>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (navMeshAgent == null) {\n                Debug.LogWarning(\"NavMeshAgent is null\");\n                return TaskStatus.Failure;\n            }\n\n            navMeshAgent.isStopped = true;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/Stop.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b20958b8b92e47f40ba3178c99576182\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/Warp.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.AI;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent\n{\n    [TaskCategory(\"Unity/NavMeshAgent\")]\n    [TaskDescription(\"Warps agent to the provided position. Returns Success.\")]\n    public class Warp : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The position to warp to\")]\n        public SharedVector3 newPosition;\n\n        // cache the navmeshagent component\n        private NavMeshAgent navMeshAgent;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                navMeshAgent = currentGameObject.GetComponent<NavMeshAgent>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (navMeshAgent == null) {\n                Debug.LogWarning(\"NavMeshAgent is null\");\n                return TaskStatus.Failure;\n            }\n\n            navMeshAgent.Warp(newPosition.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            newPosition = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/Warp.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9d2356bfaf0a64b4d9d65d32708630db\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent.meta",
    "content": "fileFormatVersion: 2\nguid: 6c22272f055a4244381a15a2f0d89c8d\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Network/IsClient.cs",
    "content": "#if UNITY_2017_1 || UNITY_2017_2 || UNITY_2017_3 || UNITY_2017_4 || UNITY_2018_1 || UNITY_2018_2\nusing UnityEngine.Networking;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNetwork\n{\n    public class IsClient : Conditional\n    {\n        public override TaskStatus OnUpdate()\n        {\n            return NetworkClient.active ? TaskStatus.Success : TaskStatus.Failure;\n        }\n    }\n}\n#endif"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Network/IsClient.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0762b2157086f9f43a3345a2afec412f\ntimeCreated: 1433120444\nlicenseType: Store\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Network/IsServer.cs",
    "content": "#if UNITY_2017_1 || UNITY_2017_2 || UNITY_2017_3 || UNITY_2017_4 || UNITY_2018_1 || UNITY_2018_2\nusing UnityEngine.Networking;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNetwork\n{\n    public class IsServer : Conditional\n    {\n        public override TaskStatus OnUpdate()\n        {\n            return NetworkServer.active ? TaskStatus.Success : TaskStatus.Failure;\n        }\n    }\n}\n#endif"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Network/IsServer.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b7cf87bcdeb87b54698789a35a4b8ff0\ntimeCreated: 1433120429\nlicenseType: Store\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Network.meta",
    "content": "fileFormatVersion: 2\nguid: 4dbd12cae8e0c8241baf4d5a47d46470\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/Clear.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem\n{\n    [TaskCategory(\"Unity/ParticleSystem\")]\n    [TaskDescription(\"Clear the Particle System.\")]\n    public class Clear : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n\n        private ParticleSystem particleSystem;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                particleSystem = currentGameObject.GetComponent<ParticleSystem>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (particleSystem == null) {\n                Debug.LogWarning(\"ParticleSystem is null\");\n                return TaskStatus.Failure;\n            }\n\n            particleSystem.Clear();\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/Clear.cs.meta",
    "content": "fileFormatVersion: 2\nguid: de273e542591d5946a8728190438ae27\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/GetDuration.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem\n{\n    [TaskCategory(\"Unity/ParticleSystem\")]\n    [TaskDescription(\"Stores the duration of the Particle System.\")]\n    public class GetDuration : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The duration of the ParticleSystem\")]\n        [RequiredField]\n        public SharedFloat storeResult;\n\n        private ParticleSystem particleSystem;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                particleSystem = currentGameObject.GetComponent<ParticleSystem>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (particleSystem == null) {\n                Debug.LogWarning(\"ParticleSystem is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeResult.Value = particleSystem.main.duration;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeResult = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/GetDuration.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 02a4d610e82f1854c87701c4d51957fb\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/GetEmissionRate.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem\n{\n    [TaskCategory(\"Unity/ParticleSystem\")]\n    [TaskDescription(\"Stores the emission rate of the Particle System.\")]\n    public class GetEmissionRate : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The emission rate of the ParticleSystem\")]\n        [RequiredField]\n        public SharedFloat storeResult;\n\n        private ParticleSystem particleSystem;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                particleSystem = currentGameObject.GetComponent<ParticleSystem>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (particleSystem == null) {\n                Debug.LogWarning(\"ParticleSystem is null\");\n                return TaskStatus.Failure;\n            }\n\n#if !(UNITY_5_1 || UNITY_5_2)\n            Debug.Log(\"Warning: GetEmissionRate is not used in Unity 5.3 or later.\");\n#else\n            storeResult.Value = particleSystem.emissionRate;\n#endif\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeResult = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/GetEmissionRate.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3adb98115d27ec64da9b5f56391570be\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/GetEnableEmission.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem\n{\n    [TaskCategory(\"Unity/ParticleSystem\")]\n    [TaskDescription(\"Stores if the Particle System is emitting particles.\")]\n    public class GetEnableEmission : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"Is the Particle System emitting particles?\")]\n        [RequiredField]\n        public SharedBool storeResult;\n\n        private ParticleSystem particleSystem;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                particleSystem = currentGameObject.GetComponent<ParticleSystem>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (particleSystem == null) {\n                Debug.LogWarning(\"ParticleSystem is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeResult.Value = particleSystem.emission.enabled;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeResult = false;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/GetEnableEmission.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 81dc1a241a2c872409a7919742df7581\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/GetLoop.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem\n{\n    [TaskCategory(\"Unity/ParticleSystem\")]\n    [TaskDescription(\"Stores if the Particle System should loop.\")]\n    public class GetLoop : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"Should the ParticleSystem loop?\")]\n        [RequiredField]\n        public SharedBool storeResult;\n\n        private ParticleSystem particleSystem;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                particleSystem = currentGameObject.GetComponent<ParticleSystem>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (particleSystem == null) {\n                Debug.LogWarning(\"ParticleSystem is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeResult.Value = particleSystem.main.loop;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeResult = false;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/GetLoop.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 82f4ee8cf50887a4488fe6d0da18afc0\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/GetMaxParticles.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem\n{\n    [TaskCategory(\"Unity/ParticleSystem\")]\n    [TaskDescription(\"Stores the max particles of the Particle System.\")]\n    public class GetMaxParticles : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The max particles of the ParticleSystem\")]\n        [RequiredField]\n        public SharedFloat storeResult;\n\n        private ParticleSystem particleSystem;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                particleSystem = currentGameObject.GetComponent<ParticleSystem>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (particleSystem == null) {\n                Debug.LogWarning(\"ParticleSystem is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeResult.Value = particleSystem.main.maxParticles;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeResult = 0;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/GetMaxParticles.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 429771af65df81c49aaf4b34630473fe\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/GetParticleCount.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem\n{\n    [TaskCategory(\"Unity/ParticleSystem\")]\n    [TaskDescription(\"Stores the particle count of the Particle System.\")]\n    public class GetParticleCount : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The particle count of the ParticleSystem\")]\n        [RequiredField]\n        public SharedFloat storeResult;\n\n        private ParticleSystem particleSystem;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                particleSystem = currentGameObject.GetComponent<ParticleSystem>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (particleSystem == null) {\n                Debug.LogWarning(\"ParticleSystem is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeResult.Value = particleSystem.particleCount;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeResult = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/GetParticleCount.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f32e2ff9de4ff7b47a256ac3b51123c6\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/GetPlaybackSpeed.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem\n{\n    [TaskCategory(\"Unity/ParticleSystem\")]\n    [TaskDescription(\"Stores the playback speed of the Particle System.\")]\n    public class GetPlaybackSpeed : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The playback speed of the ParticleSystem\")]\n        [RequiredField]\n        public SharedFloat storeResult;\n\n        private ParticleSystem particleSystem;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                particleSystem = currentGameObject.GetComponent<ParticleSystem>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (particleSystem == null) {\n                Debug.LogWarning(\"ParticleSystem is null\");\n                return TaskStatus.Failure;\n            }\n\n            ParticleSystem.MainModule mainParticleSystem = particleSystem.main;\n            storeResult.Value = mainParticleSystem.simulationSpeed;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeResult = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/GetPlaybackSpeed.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f8f29f170ac706b498e7c933136d8036\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/GetTime.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem\n{\n    [TaskCategory(\"Unity/ParticleSystem\")]\n    [TaskDescription(\"Stores the time of the Particle System.\")]\n    public class GetTime : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The time of the ParticleSystem\")]\n        [RequiredField]\n        public SharedFloat storeResult;\n\n        private ParticleSystem particleSystem;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                particleSystem = currentGameObject.GetComponent<ParticleSystem>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (particleSystem == null) {\n                Debug.LogWarning(\"ParticleSystem is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeResult.Value = particleSystem.time;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeResult = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/GetTime.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9b15c7efbf98f7649adf8dd4474b0579\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/IsAlive.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem\n{\n    [TaskCategory(\"Unity/ParticleSystem\")]\n    [TaskDescription(\"Is the Particle System alive?\")]\n    public class IsAlive : Conditional\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n\n        private ParticleSystem particleSystem;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                particleSystem = currentGameObject.GetComponent<ParticleSystem>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (particleSystem == null) {\n                Debug.LogWarning(\"ParticleSystem is null\");\n                return TaskStatus.Failure;\n            }\n\n            return particleSystem.IsAlive() ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/IsAlive.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3d554784e9a9fa040a2446402ba3f10e\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/IsPaused.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem\n{\n    [TaskCategory(\"Unity/ParticleSystem\")]\n    [TaskDescription(\"Is the Particle System paused?\")]\n    public class IsPaused : Conditional\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n\n        private ParticleSystem particleSystem;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                particleSystem = currentGameObject.GetComponent<ParticleSystem>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (particleSystem == null) {\n                Debug.LogWarning(\"ParticleSystem is null\");\n                return TaskStatus.Failure;\n            }\n\n            return particleSystem.isPaused ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/IsPaused.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e4e9ab132f20dfa4095b3c90303ebf74\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/IsPlaying.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem\n{\n    [TaskCategory(\"Unity/ParticleSystem\")]\n    [TaskDescription(\"Is the Particle System playing?\")]\n    public class IsPlaying : Conditional\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n\n        private ParticleSystem particleSystem;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                particleSystem = currentGameObject.GetComponent<ParticleSystem>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (particleSystem == null) {\n                Debug.LogWarning(\"ParticleSystem is null\");\n                return TaskStatus.Failure;\n            }\n\n            return particleSystem.isPlaying ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/IsPlaying.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 654b51e99f64bfb489e12866a569f00e\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/IsStopped.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem\n{\n    [TaskCategory(\"Unity/ParticleSystem\")]\n    [TaskDescription(\"Is the Particle System stopped?\")]\n    public class IsStopped : Conditional\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n\n        private ParticleSystem particleSystem;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                particleSystem = currentGameObject.GetComponent<ParticleSystem>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (particleSystem == null) {\n                Debug.LogWarning(\"ParticleSystem is null\");\n                return TaskStatus.Failure;\n            }\n\n            return particleSystem.isStopped ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/IsStopped.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c719a7379c22b184380b4e63ccdfd064\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/Pause.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem\n{\n    [TaskCategory(\"Unity/ParticleSystem\")]\n    [TaskDescription(\"Pause the Particle System.\")]\n    public class Pause : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n\n        private ParticleSystem particleSystem;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                particleSystem = currentGameObject.GetComponent<ParticleSystem>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (particleSystem == null) {\n                Debug.LogWarning(\"ParticleSystem is null\");\n                return TaskStatus.Failure;\n            }\n\n            particleSystem.Pause();\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/Pause.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c9c9cc56691817b49af4fd1cfbc3e363\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/Play.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem\n{\n    [TaskCategory(\"Unity/ParticleSystem\")]\n    [TaskDescription(\"Play the Particle System.\")]\n    public class Play : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n\n        private ParticleSystem particleSystem;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                particleSystem = currentGameObject.GetComponent<ParticleSystem>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (particleSystem == null) {\n                Debug.LogWarning(\"ParticleSystem is null\");\n                return TaskStatus.Failure;\n            }\n\n            particleSystem.Play();\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/Play.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a8ffb889d35074d4fb08d8502155c0b2\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetEmissionRate.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem\n{\n    [TaskCategory(\"Unity/ParticleSystem\")]\n    [TaskDescription(\"Sets the emission rate of the Particle System.\")]\n    public class SetEmissionRate : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The emission rate of the ParticleSystem\")]\n        public SharedFloat emissionRate;\n\n        private ParticleSystem particleSystem;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                particleSystem = currentGameObject.GetComponent<ParticleSystem>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (particleSystem == null) {\n                Debug.LogWarning(\"ParticleSystem is null\");\n                return TaskStatus.Failure;\n            }\n\n#if !(UNITY_5_1 || UNITY_5_2)\n            Debug.Log(\"Warning: SetEmissionRate is not used in Unity 5.3 or later.\");\n#else\n            particleSystem.emissionRate = emissionRate.Value;\n#endif\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            emissionRate = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetEmissionRate.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a8300eee629ad77419f2eb91477a0b62\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetEnableEmission.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem\n{\n    [TaskCategory(\"Unity/ParticleSystem\")]\n    [TaskDescription(\"Enables or disables the Particle System emission.\")]\n    public class SetEnableEmission : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"Enable the ParticleSystem emissions?\")]\n        public SharedBool enable;\n\n        private ParticleSystem particleSystem;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                particleSystem = currentGameObject.GetComponent<ParticleSystem>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (particleSystem == null) {\n                Debug.LogWarning(\"ParticleSystem is null\");\n                return TaskStatus.Failure;\n            }\n\n            var emission = particleSystem.emission;\n            emission.enabled = enable.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            enable = false;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetEnableEmission.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f7c295b4d24628146a885d21bf699993\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetLoop.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem\n{\n    [TaskCategory(\"Unity/ParticleSystem\")]\n    [TaskDescription(\"Sets if the Particle System should loop.\")]\n    public class SetLoop : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"Should the ParticleSystem loop?\")]\n        public SharedBool loop;\n\n        private ParticleSystem particleSystem;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                particleSystem = currentGameObject.GetComponent<ParticleSystem>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (particleSystem == null) {\n                Debug.LogWarning(\"ParticleSystem is null\");\n                return TaskStatus.Failure;\n            }\n\n            ParticleSystem.MainModule mainParticleSystem = particleSystem.main;\n            mainParticleSystem.loop = loop.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            loop = false;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetLoop.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b9fa90adc0377cc4592de00e410a4060\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetMaxParticles.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem\n{\n    [TaskCategory(\"Unity/ParticleSystem\")]\n    [TaskDescription(\"Sets the max particles of the Particle System.\")]\n    public class SetMaxParticles : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The max particles of the ParticleSystem\")]\n        public SharedInt maxParticles;\n\n        private ParticleSystem particleSystem;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                particleSystem = currentGameObject.GetComponent<ParticleSystem>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (particleSystem == null) {\n                Debug.LogWarning(\"ParticleSystem is null\");\n                return TaskStatus.Failure;\n            }\n            ParticleSystem.MainModule mainParticleSystem = particleSystem.main;\n            mainParticleSystem.maxParticles = maxParticles.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            maxParticles = 0;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetMaxParticles.cs.meta",
    "content": "fileFormatVersion: 2\nguid: eadca930ad32a404886060ee43e4d802\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetPlaybackSpeed.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem\n{\n    [TaskCategory(\"Unity/ParticleSystem\")]\n    [TaskDescription(\"Sets the playback speed of the Particle System.\")]\n    public class SetPlaybackSpeed : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The playback speed of the ParticleSystem\")]\n        public SharedFloat playbackSpeed = 1;\n\n        private ParticleSystem particleSystem;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                particleSystem = currentGameObject.GetComponent<ParticleSystem>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (particleSystem == null) {\n                Debug.LogWarning(\"ParticleSystem is null\");\n                return TaskStatus.Failure;\n            }\n\n            ParticleSystem.MainModule mainParticleSystem = particleSystem.main;\n            mainParticleSystem.simulationSpeed = playbackSpeed.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            playbackSpeed = 1;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetPlaybackSpeed.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 8f4d79e34ac8820458a2813895d3962d\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetStartColor.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem\n{\n    [TaskCategory(\"Unity/ParticleSystem\")]\n    [TaskDescription(\"Sets the start color of the Particle System.\")]\n    public class SetStartColor : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The start color of the ParticleSystem\")]\n        public SharedColor startColor;\n\n        private ParticleSystem particleSystem;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                particleSystem = currentGameObject.GetComponent<ParticleSystem>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (particleSystem == null) {\n                Debug.LogWarning(\"ParticleSystem is null\");\n                return TaskStatus.Failure;\n            }\n\n            ParticleSystem.MainModule mainParticleSystem = particleSystem.main;\n            mainParticleSystem.startColor = startColor.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            startColor = Color.white;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetStartColor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f91be163d0c01ec42bf120c267dcceea\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetStartDelay.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem\n{\n    [TaskCategory(\"Unity/ParticleSystem\")]\n    [TaskDescription(\"Sets the start delay of the Particle System.\")]\n    public class SetStartDelay : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The start delay of the ParticleSystem\")]\n        public SharedFloat startDelay;\n\n        private ParticleSystem particleSystem;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                particleSystem = currentGameObject.GetComponent<ParticleSystem>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (particleSystem == null) {\n                Debug.LogWarning(\"ParticleSystem is null\");\n                return TaskStatus.Failure;\n            }\n\n            ParticleSystem.MainModule mainParticleSystem = particleSystem.main;\n            mainParticleSystem.startDelay = startDelay.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            startDelay = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetStartDelay.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 532026cf3b430c840897e66bdde5006e\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetStartLifetime.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem\n{\n    [TaskCategory(\"Unity/ParticleSystem\")]\n    [TaskDescription(\"Sets the start lifetime of the Particle System.\")]\n    public class SetStartLifetime : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The start lifetime of the ParticleSystem\")]\n        public SharedFloat startLifetime;\n\n        private ParticleSystem particleSystem;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                particleSystem = currentGameObject.GetComponent<ParticleSystem>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (particleSystem == null) {\n                Debug.LogWarning(\"ParticleSystem is null\");\n                return TaskStatus.Failure;\n            }\n\n            ParticleSystem.MainModule mainParticleSystem = particleSystem.main;\n            mainParticleSystem.startLifetime = startLifetime.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            startLifetime = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetStartLifetime.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 311b9ed850b4e2243ae44487b9ece819\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetStartRotation.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem\n{\n    [TaskCategory(\"Unity/ParticleSystem\")]\n    [TaskDescription(\"Sets the start rotation of the Particle System.\")]\n    public class SetStartRotation : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The start rotation of the ParticleSystem\")]\n        public SharedFloat startRotation;\n\n        private ParticleSystem particleSystem;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                particleSystem = currentGameObject.GetComponent<ParticleSystem>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (particleSystem == null) {\n                Debug.LogWarning(\"ParticleSystem is null\");\n                return TaskStatus.Failure;\n            }\n\n            ParticleSystem.MainModule mainParticleSystem = particleSystem.main;\n            mainParticleSystem.startRotation = startRotation.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            startRotation = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetStartRotation.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ae611ab09913de6438aeb81d7a621c51\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetStartSize.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem\n{\n    [TaskCategory(\"Unity/ParticleSystem\")]\n    [TaskDescription(\"Sets the start size of the Particle System.\")]\n    public class SetStartSize : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The start size of the ParticleSystem\")]\n        public SharedFloat startSize;\n\n        private ParticleSystem particleSystem;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                particleSystem = currentGameObject.GetComponent<ParticleSystem>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (particleSystem == null) {\n                Debug.LogWarning(\"ParticleSystem is null\");\n                return TaskStatus.Failure;\n            }\n\n            ParticleSystem.MainModule mainParticleSystem = particleSystem.main;\n            mainParticleSystem.startSize = startSize.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            startSize = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetStartSize.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d7be6a1da3f4f7a418e5739a6cc6e78e\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetStartSpeed.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem\n{\n    [TaskCategory(\"Unity/ParticleSystem\")]\n    [TaskDescription(\"Sets the start speed of the Particle System.\")]\n    public class SetStartSpeed : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The start speed of the ParticleSystem\")]\n        public SharedFloat startSpeed;\n\n        private ParticleSystem particleSystem;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                particleSystem = currentGameObject.GetComponent<ParticleSystem>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (particleSystem == null) {\n                Debug.LogWarning(\"ParticleSystem is null\");\n                return TaskStatus.Failure;\n            }\n\n            ParticleSystem.MainModule mainParticleSystem = particleSystem.main;\n            mainParticleSystem.startSpeed = startSpeed.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            startSpeed = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetStartSpeed.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b7716318475d3854a96729d1a7540d4a\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetTime.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem\n{\n    [TaskCategory(\"Unity/ParticleSystem\")]\n    [TaskDescription(\"Sets the time of the Particle System.\")]\n    public class SetTime : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The time of the ParticleSystem\")]\n        public SharedFloat time;\n\n        private ParticleSystem particleSystem;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                particleSystem = currentGameObject.GetComponent<ParticleSystem>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (particleSystem == null) {\n                Debug.LogWarning(\"ParticleSystem is null\");\n                return TaskStatus.Failure;\n            }\n\n            particleSystem.time = time.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            time = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetTime.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 103e78e9c755fe3469e63115eb1c0d80\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/Simulate.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem\n{\n    [TaskCategory(\"Unity/ParticleSystem\")]\n    [TaskDescription(\"Simulate the Particle System.\")]\n    public class Simulate : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"Time to fastfoward the Particle System to\")]\n        public SharedFloat time;\n\n        private ParticleSystem particleSystem;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                particleSystem = currentGameObject.GetComponent<ParticleSystem>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (particleSystem == null) {\n                Debug.LogWarning(\"ParticleSystem is null\");\n                return TaskStatus.Failure;\n            }\n\n            particleSystem.Simulate(time.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            time = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/Simulate.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 24d79d661acf61e44918320624b49dd5\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/Stop.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem\n{\n    [TaskCategory(\"Unity/ParticleSystem\")]\n    [TaskDescription(\"Stop the Particle System.\")]\n    public class Stop : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n\n        private ParticleSystem particleSystem;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                particleSystem = currentGameObject.GetComponent<ParticleSystem>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (particleSystem == null) {\n                Debug.LogWarning(\"ParticleSystem is null\");\n                return TaskStatus.Failure;\n            }\n\n            particleSystem.Stop();\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/Stop.cs.meta",
    "content": "fileFormatVersion: 2\nguid: fd83617024d6bff44824a83b472db8e6\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem.meta",
    "content": "fileFormatVersion: 2\nguid: 35d3ffd6bd35b4e4496820a00f09b0e3\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Physics/Linecast.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityPhysics\n{\n    [TaskCategory(\"Unity/Physics\")]\n    [TaskDescription(\"Returns success if there is any collider intersecting the line between start and end\")]\n    public class Linecast : Action\n    {\n        [Tooltip(\"The starting position of the linecast\")]\n        public SharedVector3 startPosition;\n        [Tooltip(\"The ending position of the linecast\")]\n        public SharedVector3 endPosition;\n        [Tooltip(\"Selectively ignore colliders.\")]\n        public LayerMask layerMask = -1;\n\n        public override TaskStatus OnUpdate()\n        {\n            return Physics.Linecast(startPosition.Value, endPosition.Value, layerMask) ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            startPosition = Vector3.zero;\n            endPosition = Vector3.zero;\n            layerMask = -1;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Physics/Linecast.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 163f5567b8906cd45adf138c3c022152\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Physics/Raycast.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityPhysics\n{\n    [TaskCategory(\"Unity/Physics\")]\n    [TaskDescription(\"Casts a ray against all colliders in the scene. Returns success if a collider was hit.\")]\n    public class Raycast : Action\n    {\n        [Tooltip(\"Starts the ray at the GameObject's position. If null the originPosition will be used\")]\n        public SharedGameObject originGameObject;\n        [Tooltip(\"Starts the ray at the position. Only used if originGameObject is null\")]\n        public SharedVector3 originPosition;\n        [Tooltip(\"The direction of the ray\")]\n        public SharedVector3 direction;\n        [Tooltip(\"The length of the ray. Set to -1 for infinity\")]\n        public SharedFloat distance = -1;\n        [Tooltip(\"Selectively ignore colliders\")]\n        public LayerMask layerMask = -1;\n        [Tooltip(\"Cast the ray in world or local space. The direction is in world space if no GameObject is specified\")]\n        public Space space = Space.Self;\n\n        [SharedRequired]\n        [Tooltip(\"Stores the hit object of the raycast\")]\n        public SharedGameObject storeHitObject;\n        [SharedRequired]\n        [Tooltip(\"Stores the hit point of the raycast\")]\n        public SharedVector3 storeHitPoint;\n        [SharedRequired]\n        [Tooltip(\"Stores the hit normal of the raycast\")]\n        public SharedVector3 storeHitNormal;\n        [SharedRequired]\n        [Tooltip(\"Stores the hit distance of the raycast\")]\n        public SharedFloat storeHitDistance;\n\n        public override TaskStatus OnUpdate()\n        {\n            Vector3 position;\n            Vector3 dir = direction.Value;\n            if (originGameObject.Value != null) {\n                position = originGameObject.Value.transform.position;\n                if (space == Space.Self) {\n                    dir = originGameObject.Value.transform.TransformDirection(direction.Value);\n                }\n            } else {\n                position = originPosition.Value;\n            }\n\n            RaycastHit hit;\n            if (Physics.Raycast(position, dir, out hit, distance.Value == -1 ? Mathf.Infinity : distance.Value, layerMask)) {\n                storeHitObject.Value = hit.collider.gameObject;\n                storeHitPoint.Value = hit.point;\n                storeHitNormal.Value = hit.normal;\n                storeHitDistance.Value = hit.distance;\n                return TaskStatus.Success;\n            }\n\n            return TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            originGameObject = null;\n            originPosition = Vector3.zero;\n            direction = Vector3.zero;\n            distance = -1;\n            layerMask = -1;\n            space = Space.Self;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Physics/Raycast.cs.meta",
    "content": "fileFormatVersion: 2\nguid: afcf9d39edef45146ad7a043b8bfa76e\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Physics/Spherecast.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityPhysics\n{\n    [TaskCategory(\"Unity/Physics\")]\n    [TaskDescription(\"Casts a sphere against all colliders in the scene. Returns success if a collider was hit.\")]\n    public class SphereCast : Action\n    {\n        [Tooltip(\"Starts the spherecast at the GameObject's position. If null the originPosition will be used\")]\n        public SharedGameObject originGameObject;\n        [Tooltip(\"Starts the sherecast at the position. Only used if originGameObject is null\")]\n        public SharedVector3 originPosition;\n        [Tooltip(\"The radius of the spherecast\")]\n        public SharedFloat radius;\n        [Tooltip(\"The direction of the spherecast\")]\n        public SharedVector3 direction;\n        [Tooltip(\"The length of the spherecast. Set to -1 for infinity\")]\n        public SharedFloat distance = -1;\n        [Tooltip(\"Selectively ignore colliders\")]\n        public LayerMask layerMask = -1;\n        [Tooltip(\"Use world or local space. The direction is in world space if no GameObject is specified\")]\n        public Space space = Space.Self;\n\n        [SharedRequired]\n        [Tooltip(\"Stores the hit object of the spherecast\")]\n        public SharedGameObject storeHitObject;\n        [SharedRequired]\n        [Tooltip(\"Stores the hit point of the spherecast\")]\n        public SharedVector3 storeHitPoint;\n        [SharedRequired]\n        [Tooltip(\"Stores the hit normal of the spherecast\")]\n        public SharedVector3 storeHitNormal;\n        [SharedRequired]\n        [Tooltip(\"Stores the hit distance of the spherecast\")]\n        public SharedFloat storeHitDistance;\n\n        public override TaskStatus OnUpdate()\n        {\n            Vector3 position;\n            Vector3 dir = direction.Value;\n            if (originGameObject.Value != null) {\n                position = originGameObject.Value.transform.position;\n                if (space == Space.Self) {\n                    dir = originGameObject.Value.transform.TransformDirection(direction.Value);\n                }\n            } else {\n                position = originPosition.Value;\n            }\n\n            RaycastHit hit;\n            if (Physics.SphereCast(position, radius.Value, dir, out hit, distance.Value == -1 ? Mathf.Infinity : distance.Value, layerMask)) {\n                storeHitObject.Value = hit.collider.gameObject;\n                storeHitPoint.Value = hit.point;\n                storeHitNormal.Value = hit.normal;\n                storeHitDistance.Value = hit.distance;\n                return TaskStatus.Success;\n            }\n\n            return TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            originGameObject = null;\n            originPosition = Vector3.zero;\n            radius = 0;\n            direction = Vector3.zero;\n            distance = -1;\n            layerMask = -1;\n            space = Space.Self;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Physics/Spherecast.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 2058f3f94c5bdf5409f9ff80ea61d44a\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
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    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Physics.meta",
    "content": "fileFormatVersion: 2\nguid: a4155315d2d2eb0428d51a43f1cbfe6b\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Physics2D/Circlecast.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityPhysics2D\n{\n    [TaskCategory(\"Unity/Physics2D\")]\n    [TaskDescription(\"Casts a circle against all colliders in the scene. Returns success if a collider was hit.\")]\n    public class Circlecast : Action\n    {\n        [Tooltip(\"Starts the circlecast at the GameObject's position. If null the originPosition will be used.\")]\n        public SharedGameObject originGameObject;\n        [Tooltip(\"Starts the circlecast at the position. Only used if originGameObject is null.\")]\n        public SharedVector2 originPosition;\n        [Tooltip(\"The radius of the circlecast\")]\n        public SharedFloat radius;\n        [Tooltip(\"The direction of the circlecast\")]\n        public SharedVector2 direction;\n        [Tooltip(\"The length of the ray. Set to -1 for infinity.\")]\n        public SharedFloat distance = -1;\n        [Tooltip(\"Selectively ignore colliders.\")]\n        public LayerMask layerMask = -1;\n        [Tooltip(\"Use world or local space. The direction is in world space if no GameObject is specified.\")]\n        public Space space = Space.Self;\n\n        [SharedRequired]\n        [Tooltip(\"Stores the hit object of the circlecast.\")]\n        public SharedGameObject storeHitObject;\n        [SharedRequired]\n        [Tooltip(\"Stores the hit point of the circlecast.\")]\n        public SharedVector2 storeHitPoint;\n        [SharedRequired]\n        [Tooltip(\"Stores the hit normal of the circlecast.\")]\n        public SharedVector2 storeHitNormal;\n        [SharedRequired]\n        [Tooltip(\"Stores the hit distance of the circlecast.\")]\n        public SharedFloat storeHitDistance;\n\n        public override TaskStatus OnUpdate()\n        {\n            Vector2 position;\n            Vector2 dir = direction.Value;\n            if (originGameObject.Value != null) {\n                position = originGameObject.Value.transform.position;\n                if (space == Space.Self) {\n                    dir = originGameObject.Value.transform.TransformDirection(direction.Value);\n                }\n            } else {\n                position = originPosition.Value;\n            }\n\n            var hit = Physics2D.CircleCast(position, radius.Value, dir, distance.Value == -1 ? Mathf.Infinity : distance.Value, layerMask);\n            if (hit.collider != null) {\n                storeHitObject.Value = hit.collider.gameObject;\n                storeHitPoint.Value = hit.point;\n                storeHitNormal.Value = hit.normal;\n                storeHitDistance.Value = hit.distance;\n                return TaskStatus.Success;\n            }\n            return TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            originGameObject = null;\n            originPosition = Vector2.zero;\n            direction = Vector2.zero;\n            radius = 0;\n            distance = -1;\n            layerMask = -1;\n            space = Space.Self;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Physics2D/Circlecast.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6989aa8730764ee459a07f88d84302e0\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Physics2D/Linecast.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityPhysics2D\n{\n    [TaskCategory(\"Unity/Physics2D\")]\n    [TaskDescription(\"Returns success if there is any collider intersecting the line between start and end\")]\n    public class Linecast : Action\n    {\n        [Tooltip(\"The starting position of the linecast.\")]\n        public SharedVector2 startPosition;\n        [Tooltip(\"The ending position of the linecast.\")]\n        public SharedVector2 endPosition;\n        [Tooltip(\"Selectively ignore colliders.\")]\n        public LayerMask layerMask = -1;\n\n        public override TaskStatus OnUpdate()\n        {\n            return Physics2D.Linecast(startPosition.Value, endPosition.Value, layerMask) ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            startPosition = Vector2.zero;\n            endPosition = Vector2.zero;\n            layerMask = -1;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Physics2D/Linecast.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a402dbfe872764f49b3a03d7048e866e\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Physics2D/Raycast.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityPhysics2D\n{\n    [TaskCategory(\"Unity/Physics2D\")]\n    [TaskDescription(\"Casts a ray against all colliders in the scene. Returns success if a collider was hit.\")]\n    public class Raycast : Action\n    {\n        [Tooltip(\"Starts the ray at the GameObject's position. If null the originPosition will be used.\")]\n        public SharedGameObject originGameObject;\n        [Tooltip(\"Starts the ray at the position. Only used if originGameObject is null.\")]\n        public SharedVector2 originPosition;\n        [Tooltip(\"The direction of the ray\")]\n        public SharedVector2 direction;\n        [Tooltip(\"The length of the ray. Set to -1 for infinity.\")]\n        public SharedFloat distance = -1;\n        [Tooltip(\"Selectively ignore colliders.\")]\n        public LayerMask layerMask = -1;\n        [Tooltip(\"Cast the ray in world or local space. The direction is in world space if no GameObject is specified.\")]\n        public Space space = Space.Self;\n\n        [SharedRequired]\n        [Tooltip(\"Stores the hit object of the raycast.\")]\n        public SharedGameObject storeHitObject;\n        [SharedRequired]\n        [Tooltip(\"Stores the hit point of the raycast.\")]\n        public SharedVector2 storeHitPoint;\n        [SharedRequired]\n        [Tooltip(\"Stores the hit normal of the raycast.\")]\n        public SharedVector2 storeHitNormal;\n        [SharedRequired]\n        [Tooltip(\"Stores the hit distance of the raycast.\")]\n        public SharedFloat storeHitDistance;\n\n        public override TaskStatus OnUpdate()\n        {\n            Vector2 position;\n            Vector2 dir = direction.Value;\n            if (originGameObject.Value != null) {\n                position = originGameObject.Value.transform.position;\n                if (space == Space.Self) {\n                    dir = originGameObject.Value.transform.TransformDirection(direction.Value);\n                }\n            } else {\n                position = originPosition.Value;\n            }\n\n            var hit = Physics2D.Raycast(position, dir, distance.Value == -1 ? Mathf.Infinity : distance.Value, layerMask);\n            if (hit.collider != null) {\n                storeHitObject.Value = hit.collider.gameObject;\n                storeHitPoint.Value = hit.point;\n                storeHitNormal.Value = hit.normal;\n#if !UNITY_4_3\n                storeHitDistance.Value = hit.distance;\n#endif\n                return TaskStatus.Success;\n            }\n            return TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            originGameObject = null;\n            originPosition = Vector2.zero;\n            direction = Vector2.zero;\n            distance = -1;\n            layerMask = -1;\n            space = Space.Self;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Physics2D/Raycast.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 513dc641bb68bcc4d9c3bdfb1ccc57b6\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Physics2D.meta",
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/DeleteAll.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityPlayerPrefs\n{\n    [TaskCategory(\"Unity/PlayerPrefs\")]\n    [TaskDescription(\"Deletes all entries from the PlayerPrefs.\")]\n    public class DeleteAll : Action\n    {\n        public override TaskStatus OnUpdate()\n        {\n            PlayerPrefs.DeleteAll();\n\n            return TaskStatus.Success;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/DeleteAll.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0c6d6b2dabc08ac42875cdbe1f86642b\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/DeleteKey.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityPlayerPrefs\n{\n    [TaskCategory(\"Unity/PlayerPrefs\")]\n    [TaskDescription(\"Deletes the specified key from the PlayerPrefs.\")]\n    public class DeleteKey : Action\n    {\n        [Tooltip(\"The key to delete\")]\n        public SharedString key;\n\n        public override TaskStatus OnUpdate()\n        {\n            PlayerPrefs.DeleteKey(key.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            key = \"\";\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/DeleteKey.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ed24098bd046f724e90474d47e1677d3\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/GetFloat.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityPlayerPrefs\n{\n    [TaskCategory(\"Unity/PlayerPrefs\")]\n    [TaskDescription(\"Stores the value with the specified key from the PlayerPrefs.\")]\n    public class GetFloat : Action\n    {\n        [Tooltip(\"The key to store\")]\n        public SharedString key;\n        [Tooltip(\"The default value\")]\n        public SharedFloat defaultValue;\n        [Tooltip(\"The value retrieved from the PlayerPrefs\")]\n        [RequiredField]\n        public SharedFloat storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = PlayerPrefs.GetFloat(key.Value, defaultValue.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            key = \"\";\n            defaultValue = 0;\n            storeResult = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/GetFloat.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 14752e1987d17d546838a32459045c67\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/GetInt.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityPlayerPrefs\n{\n    [TaskCategory(\"Unity/PlayerPrefs\")]\n    [TaskDescription(\"Stores the value with the specified key from the PlayerPrefs.\")]\n    public class GetInt : Action\n    {\n        [Tooltip(\"The key to store\")]\n        public SharedString key;\n        [Tooltip(\"The default value\")]\n        public SharedInt defaultValue;\n        [Tooltip(\"The value retrieved from the PlayerPrefs\")]\n        [RequiredField]\n        public SharedInt storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = PlayerPrefs.GetInt(key.Value, defaultValue.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            key = \"\";\n            defaultValue = 0;\n            storeResult = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/GetInt.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 66c5c9cfd0fb52344875db0cefc5d6f8\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/GetString.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityPlayerPrefs\n{\n    [TaskCategory(\"Unity/PlayerPrefs\")]\n    [TaskDescription(\"Stores the value with the specified key from the PlayerPrefs.\")]\n    public class GetString : Action\n    {\n        [Tooltip(\"The key to store\")]\n        public SharedString key;\n        [Tooltip(\"The default value\")]\n        public SharedString defaultValue;\n        [Tooltip(\"The value retrieved from the PlayerPrefs\")]\n        [RequiredField]\n        public SharedString storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = PlayerPrefs.GetString(key.Value, defaultValue.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            key = \"\";\n            defaultValue = \"\";\n            storeResult = \"\";\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/GetString.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 418066da4d19f1742a6435c0ee7aa01b\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/HasKey.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityPlayerPrefs\n{\n    [TaskCategory(\"Unity/PlayerPrefs\")]\n    [TaskDescription(\"Retruns success if the specified key exists.\")]\n    public class HasKey : Conditional\n    {\n        [Tooltip(\"The key to check\")]\n        public SharedString key;\n\n        public override TaskStatus OnUpdate()\n        {\n            return PlayerPrefs.HasKey(key.Value) ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            key = \"\";\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/HasKey.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3b16fab74ec9f364f911696814716ca2\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/Save.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityPlayerPrefs\n{\n    [TaskCategory(\"Unity/PlayerPrefs\")]\n    [TaskDescription(\"Saves the PlayerPrefs.\")]\n    public class Save : Action\n    {\n        public override TaskStatus OnUpdate()\n        {\n            PlayerPrefs.Save();\n\n            return TaskStatus.Success;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/Save.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 898765f1bc90e154e9cab895a814221e\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/SetFloat.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityPlayerPrefs\n{\n    [TaskCategory(\"Unity/PlayerPrefs\")]\n    [TaskDescription(\"Sets the value with the specified key from the PlayerPrefs.\")]\n    public class SetFloat : Action\n    {\n        [Tooltip(\"The key to store\")]\n        public SharedString key;\n        [Tooltip(\"The value to set\")]\n        public SharedFloat value;\n\n        public override TaskStatus OnUpdate()\n        {\n            PlayerPrefs.SetFloat(key.Value, value.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            key = \"\";\n            value = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/SetFloat.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 88feec854545b9b428ed714fbebe872f\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/SetInt.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityPlayerPrefs\n{\n    [TaskCategory(\"Unity/PlayerPrefs\")]\n    [TaskDescription(\"Sets the value with the specified key from the PlayerPrefs.\")]\n    public class SetInt : Action\n    {\n        [Tooltip(\"The key to store\")]\n        public SharedString key;\n        [Tooltip(\"The value to set\")]\n        public SharedInt value;\n\n        public override TaskStatus OnUpdate()\n        {\n            PlayerPrefs.SetInt(key.Value, value.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            key = \"\";\n            value = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/SetInt.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ad23859aa9f9e68468891ba9600b9828\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/SetString.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityPlayerPrefs\n{\n    [TaskCategory(\"Unity/PlayerPrefs\")]\n    [TaskDescription(\"Sets the value with the specified key from the PlayerPrefs.\")]\n    public class SetString : Action\n    {\n        [Tooltip(\"The key to store\")]\n        public SharedString key;\n        [Tooltip(\"The value to set\")]\n        public SharedString value;\n\n        public override TaskStatus OnUpdate()\n        {\n            PlayerPrefs.SetString(key.Value, value.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            key = \"\";\n            value = \"\";\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/SetString.cs.meta",
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs.meta",
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/Angle.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityQuaternion\n{\n    [TaskCategory(\"Unity/Quaternion\")]\n    [TaskDescription(\"Stores the angle in degrees between two rotations.\")]\n    public class Angle : Action\n    {\n        [Tooltip(\"The first rotation\")]\n        public SharedQuaternion firstRotation;\n        [Tooltip(\"The second rotation\")]\n        public SharedQuaternion secondRotation;\n        [Tooltip(\"The stored result\")]\n        [RequiredField]\n        public SharedFloat storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Quaternion.Angle(firstRotation.Value, secondRotation.Value);\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            firstRotation = secondRotation = Quaternion.identity;\n            storeResult = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/Angle.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0d316a25dcddd6f4a981df05a1eeaf7c\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/AngleAxis.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityQuaternion\n{\n    [TaskCategory(\"Unity/Quaternion\")]\n    [TaskDescription(\"Stores the rotation which rotates the specified degrees around the specified axis.\")]\n    public class AngleAxis : Action\n    {\n        [Tooltip(\"The number of degrees\")]\n        public SharedFloat degrees;\n        [Tooltip(\"The axis direction\")]\n        public SharedVector3 axis;\n        [Tooltip(\"The stored result\")]\n        [RequiredField]\n        public SharedQuaternion storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Quaternion.AngleAxis(degrees.Value, axis.Value);\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            degrees = 0;\n            axis = Vector3.zero;\n            storeResult = Quaternion.identity;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/AngleAxis.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 82152b844829f8f43ab44f35bf7d786f\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/Dot.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityQuaternion\n{\n    [TaskCategory(\"Unity/Quaternion\")]\n    [TaskDescription(\"Stores the dot product between two rotations.\")]\n    public class Dot : Action\n    {\n        [Tooltip(\"The first rotation\")]\n        public SharedQuaternion leftRotation;\n        [Tooltip(\"The second rotation\")]\n        public SharedQuaternion rightRotation;\n        [Tooltip(\"The stored result\")]\n        [RequiredField]\n        public SharedFloat storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Quaternion.Dot(leftRotation.Value, rightRotation.Value);\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            leftRotation = rightRotation = Quaternion.identity;\n            storeResult = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/Dot.cs.meta",
    "content": "fileFormatVersion: 2\nguid: fa9235523569d574aa7d22ce89423eca\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/Euler.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityQuaternion\n{\n    [TaskCategory(\"Unity/Quaternion\")]\n    [TaskDescription(\"Stores the quaternion of a euler vector.\")]\n    public class Euler : Action\n    {\n        [Tooltip(\"The euler vector\")]\n        public SharedVector3 eulerVector;\n        [Tooltip(\"The stored quaternion\")]\n        [RequiredField]\n        public SharedQuaternion storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Quaternion.Euler(eulerVector.Value);\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            eulerVector = Vector3.zero;\n            storeResult = Quaternion.identity;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/Euler.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b4d275b4450a324409ace385a718d9ee\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/FromToRotation.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityQuaternion\n{\n    [TaskCategory(\"Unity/Quaternion\")]\n    [TaskDescription(\"Stores a rotation which rotates from the first direction to the second.\")]\n    public class FromToRotation : Action\n    {\n        [Tooltip(\"The from rotation\")]\n        public SharedVector3 fromDirection;\n        [Tooltip(\"The to rotation\")]\n        public SharedVector3 toDirection;\n        [Tooltip(\"The stored result\")]\n        [RequiredField]\n        public SharedQuaternion storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Quaternion.FromToRotation(fromDirection.Value, toDirection.Value);\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            fromDirection = toDirection = Vector3.zero;\n            storeResult = Quaternion.identity;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/FromToRotation.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 56740b2c218d500408dd75c6c15006ec\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/Identity.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityQuaternion\n{\n    [TaskCategory(\"Unity/Quaternion\")]\n    [TaskDescription(\"Stores the quaternion identity.\")]\n    public class Identity : Action\n    {\n        [Tooltip(\"The identity\")]\n        [RequiredField]\n        public SharedQuaternion storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Quaternion.identity;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            storeResult = Quaternion.identity;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/Identity.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f4eefb6e25898904688a422ca79d763c\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/Inverse.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityQuaternion\n{\n    [TaskCategory(\"Unity/Quaternion\")]\n    [TaskDescription(\"Stores the inverse of the specified quaternion.\")]\n    public class Inverse : Action\n    {\n        [Tooltip(\"The target quaternion\")]\n        public SharedQuaternion targetQuaternion;\n        [Tooltip(\"The stored quaternion\")]\n        [RequiredField]\n        public SharedQuaternion storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Quaternion.Inverse(targetQuaternion.Value);\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetQuaternion = storeResult = Quaternion.identity;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/Inverse.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ab8f5048bc0e5ce409bf3408c60bc3eb\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/Lerp.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityQuaternion\n{\n    [TaskCategory(\"Unity/Quaternion\")]\n    [TaskDescription(\"Lerps between two quaternions.\")]\n    public class Lerp : Action\n    {\n        [Tooltip(\"The from rotation\")]\n        public SharedQuaternion fromQuaternion;\n        [Tooltip(\"The to rotation\")]\n        public SharedQuaternion toQuaternion;\n        [Tooltip(\"The amount to lerp\")]\n        public SharedFloat amount;\n        [Tooltip(\"The stored result\")]\n        [RequiredField]\n        public SharedQuaternion storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Quaternion.Lerp(fromQuaternion.Value, toQuaternion.Value, amount.Value);\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            fromQuaternion = toQuaternion = storeResult = Quaternion.identity;\n            amount = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/Lerp.cs.meta",
    "content": "fileFormatVersion: 2\nguid: fb19d83a245337542a5c0f02593e8dab\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/LookRotation.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityQuaternion\n{\n    [TaskCategory(\"Unity/Quaternion\")]\n    [TaskDescription(\"Stores the quaternion of a forward vector.\")]\n    public class LookRotation : Action\n    {\n        [Tooltip(\"The forward vector\")]\n        public SharedVector3 forwardVector;\n        [Tooltip(\"The second Vector3\")]\n        public SharedVector3 secondVector3;\n        [Tooltip(\"The stored quaternion\")]\n        [RequiredField]\n        public SharedQuaternion storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Quaternion.LookRotation(forwardVector.Value);\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            forwardVector = Vector3.zero;\n            storeResult = Quaternion.identity;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/LookRotation.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e006fb91f87854448b9bd6cb1d20b2f1\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/RotateTowards.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityQuaternion\n{\n    [TaskCategory(\"Unity/Quaternion\")]\n    [TaskDescription(\"Stores the quaternion after a rotation.\")]\n    public class RotateTowards : Action\n    {\n        [Tooltip(\"The from rotation\")]\n        public SharedQuaternion fromQuaternion;\n        [Tooltip(\"The to rotation\")]\n        public SharedQuaternion toQuaternion;\n        [Tooltip(\"The maximum degrees delta\")]\n        public SharedFloat maxDeltaDegrees;\n        [Tooltip(\"The stored result\")]\n        [RequiredField]\n        public SharedQuaternion storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Quaternion.RotateTowards(fromQuaternion.Value, toQuaternion.Value, maxDeltaDegrees.Value);\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            fromQuaternion = toQuaternion = storeResult = Quaternion.identity;\n            maxDeltaDegrees = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/RotateTowards.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b5e043a106ab4784aab997fa0e27f972\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/Slerp.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityQuaternion\n{\n    [TaskCategory(\"Unity/Quaternion\")]\n    [TaskDescription(\"Spherically lerp between two quaternions.\")]\n    public class Slerp : Action\n    {\n        [Tooltip(\"The from rotation\")]\n        public SharedQuaternion fromQuaternion;\n        [Tooltip(\"The to rotation\")]\n        public SharedQuaternion toQuaternion;\n        [Tooltip(\"The amount to lerp\")]\n        public SharedFloat amount;\n        [Tooltip(\"The stored result\")]\n        [RequiredField]\n        public SharedQuaternion storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Quaternion.Slerp(fromQuaternion.Value, toQuaternion.Value, amount.Value);\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            fromQuaternion = toQuaternion = storeResult = Quaternion.identity;\n            amount = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/Slerp.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b36eacb0f1a46624193a622ef50979ff\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion.meta",
    "content": "fileFormatVersion: 2\nguid: 9690a813f3dd5e44ab883f944d71cb8e\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Renderer/IsVisible.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRenderer\n{\n    [TaskCategory(\"Unity/Renderer\")]\n    [TaskDescription(\"Returns Success if the Renderer is visible, otherwise Failure.\")]\n    public class IsVisible : Conditional\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n\n        // cache the renderer component\n        private Renderer renderer;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                renderer = currentGameObject.GetComponent<Renderer>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (renderer == null) {\n                Debug.LogWarning(\"Renderer is null\");\n                return TaskStatus.Failure;\n            }\n\n            return renderer.isVisible ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Renderer/IsVisible.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3b6ba7f7e8884c14c9ef4a74b50b0a8e\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Renderer/SetMaterial.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRenderer\n{\n    [TaskCategory(\"Unity/Renderer\")]\n    [TaskDescription(\"Sets the material on the Renderer.\")]\n    public class SetMaterial : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The material to set\")]\n        public SharedMaterial material;\n\n        // cache the renderer component\n        private Renderer renderer;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                renderer = currentGameObject.GetComponent<Renderer>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (renderer == null) {\n                Debug.LogWarning(\"Renderer is null\");\n                return TaskStatus.Failure;\n            }\n\n            renderer.material = material.Value;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            material = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Renderer/SetMaterial.cs.meta",
    "content": "fileFormatVersion: 2\nguid: bf71e4b9292cad342877356107f76d39\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Renderer.meta",
    "content": "fileFormatVersion: 2\nguid: 28495acb4ccb2c74d8b7dbbd3ebb81cf\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/AddExplosionForce.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody\n{\n    [TaskCategory(\"Unity/Rigidbody\")]\n    [TaskDescription(\"Applies a force to the rigidbody that simulates explosion effects. Returns Success.\")]\n    public class AddExplosionForce : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The force of the explosion\")]\n        public SharedFloat explosionForce;\n        [Tooltip(\"The position of the explosion\")]\n        public SharedVector3 explosionPosition;\n        [Tooltip(\"The radius of the explosion\")]\n        public SharedFloat explosionRadius;\n        [Tooltip(\"Applies the force as if it was applied from beneath the object\")]\n        public float upwardsModifier = 0;\n        [Tooltip(\"The type of force\")]\n        public ForceMode forceMode = ForceMode.Force;\n\n        // cache the rigidbody component\n        private Rigidbody rigidbody;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody = currentGameObject.GetComponent<Rigidbody>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody == null) {\n                Debug.LogWarning(\"Rigidbody is null\");\n                return TaskStatus.Failure;\n            }\n\n            rigidbody.AddExplosionForce(explosionForce.Value, explosionPosition.Value, explosionRadius.Value, upwardsModifier, forceMode);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            explosionForce = 0;\n            explosionPosition = Vector3.zero;\n            explosionRadius = 0;\n            upwardsModifier = 0;\n            forceMode = ForceMode.Force;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/AddExplosionForce.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ccb592e850d4c734995a2a1c3f930b62\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/AddForce.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody\n{\n    [RequiredComponent(typeof(Rigidbody))]\n    [TaskCategory(\"Unity/Rigidbody\")]\n    [TaskDescription(\"Applies a force to the rigidbody. Returns Success.\")]\n    public class AddForce : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The amount of force to apply\")]\n        public SharedVector3 force;\n        [Tooltip(\"The type of force\")]\n        public ForceMode forceMode = ForceMode.Force;\n\n        // cache the rigidbody component\n        private Rigidbody rigidbody;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody = currentGameObject.GetComponent<Rigidbody>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody == null) {\n                Debug.LogWarning(\"Rigidbody is null\");\n                return TaskStatus.Failure;\n            }\n\n            rigidbody.AddForce(force.Value, forceMode);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            if (force != null) {\n                force.Value = Vector3.zero;\n            }\n            forceMode = ForceMode.Force;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/AddForce.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 5748d4214b99b8c49ba67902a8495a30\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/AddForceAtPosition.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody\n{\n    [TaskCategory(\"Unity/Rigidbody\")]\n    [TaskDescription(\"Applies a force at the specified position to the rigidbody. Returns Success.\")]\n    public class AddForceAtPosition : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The amount of force to apply\")]\n        public SharedVector3 force;\n        [Tooltip(\"The position of the force\")]\n        public SharedVector3 position;\n        [Tooltip(\"The type of force\")]\n        public ForceMode forceMode = ForceMode.Force;\n\n        // cache the rigidbody component\n        private Rigidbody rigidbody;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody = currentGameObject.GetComponent<Rigidbody>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody == null) {\n                Debug.LogWarning(\"Rigidbody is null\");\n                return TaskStatus.Failure;\n            }\n\n            rigidbody.AddForceAtPosition(force.Value, position.Value, forceMode);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            force = Vector3.zero;\n            position = Vector3.zero;\n            forceMode = ForceMode.Force;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/AddForceAtPosition.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c3938bcd4e88b45419aa86adee51a2c2\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/AddRelativeForce.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody\n{\n    [TaskCategory(\"Unity/Rigidbody\")]\n    [TaskDescription(\"Applies a force to the rigidbody relative to its coordinate system. Returns Success.\")]\n    public class AddRelativeForce : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The amount of force to apply\")]\n        public SharedVector3 force;\n        [Tooltip(\"The type of force\")]\n        public ForceMode forceMode = ForceMode.Force;\n\n        // cache the rigidbody component\n        private Rigidbody rigidbody;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody = currentGameObject.GetComponent<Rigidbody>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody == null) {\n                Debug.LogWarning(\"Rigidbody is null\");\n                return TaskStatus.Failure;\n            }\n\n            rigidbody.AddRelativeForce(force.Value, forceMode);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            force = Vector3.zero;\n            forceMode = ForceMode.Force;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/AddRelativeForce.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 1de05a2b6197b2d4b9da1c36bf382649\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/AddRelativeTorque.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody\n{\n    [TaskCategory(\"Unity/Rigidbody\")]\n    [TaskDescription(\"Applies a torque to the rigidbody relative to its coordinate system. Returns Success.\")]\n    public class AddRelativeTorque : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The amount of torque to apply\")]\n        public SharedVector3 torque;\n        [Tooltip(\"The type of torque\")]\n        public ForceMode forceMode = ForceMode.Force;\n\n        // cache the rigidbody component\n        private Rigidbody rigidbody;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody = currentGameObject.GetComponent<Rigidbody>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            rigidbody.AddRelativeTorque(torque.Value, forceMode);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            torque = Vector3.zero;\n            forceMode = ForceMode.Force;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/AddRelativeTorque.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 71136c1193309b24c93d450b5f2e47be\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/AddTorque.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody\n{\n    [TaskCategory(\"Unity/Rigidbody\")]\n    [TaskDescription(\"Applies a torque to the rigidbody. Returns Success.\")]\n    public class AddTorque : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The amount of torque to apply\")]\n        public SharedVector3 torque;\n        [Tooltip(\"The type of torque\")]\n        public ForceMode forceMode = ForceMode.Force;\n\n        // cache the rigidbody component\n        private Rigidbody rigidbody;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody = currentGameObject.GetComponent<Rigidbody>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody == null) {\n                Debug.LogWarning(\"Rigidbody is null\");\n                return TaskStatus.Failure;\n            }\n\n            rigidbody.AddTorque(torque.Value, forceMode);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            torque = Vector3.zero;\n            forceMode = ForceMode.Force;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/AddTorque.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 88c726c1cb324e6429637f55d36c3d01\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetAngularDrag.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody\n{\n    [TaskCategory(\"Unity/Rigidbody\")]\n    [TaskDescription(\"Stores the angular drag of the Rigidbody. Returns Success.\")]\n    public class GetAngularDrag : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The angular drag of the Rigidbody\")]\n        [RequiredField]\n        public SharedFloat storeValue;\n\n        // cache the rigidbody component\n        private Rigidbody rigidbody;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody = currentGameObject.GetComponent<Rigidbody>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody == null) {\n                Debug.LogWarning(\"Rigidbody is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = rigidbody.angularDrag;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetAngularDrag.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 5fb34b334a02db64db2d6a2fb2448be5\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetAngularVelocity.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody\n{\n    [TaskCategory(\"Unity/Rigidbody\")]\n    [TaskDescription(\"Stores the angular velocity of the Rigidbody. Returns Success.\")]\n    public class GetAngularVelocity : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The angular velocity of the Rigidbody\")]\n        [RequiredField]\n        public SharedVector3 storeValue;\n\n        // cache the rigidbody component\n        private Rigidbody rigidbody;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody = currentGameObject.GetComponent<Rigidbody>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody == null) {\n                Debug.LogWarning(\"Rigidbody is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = rigidbody.angularVelocity;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetAngularVelocity.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 492dc3a13d07ed149bcd19d36e2f7ee7\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetCenterOfMass.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody\n{\n    [TaskCategory(\"Unity/Rigidbody\")]\n    [TaskDescription(\"Stores the center of mass of the Rigidbody. Returns Success.\")]\n    public class GetCenterOfMass : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The center of mass of the Rigidbody\")]\n        [RequiredField]\n        public SharedVector3 storeValue;\n\n        // cache the rigidbody component\n        private Rigidbody rigidbody;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody = currentGameObject.GetComponent<Rigidbody>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody == null) {\n                Debug.LogWarning(\"Rigidbody is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = rigidbody.centerOfMass;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetCenterOfMass.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b993020e1d60f5242a7e3618501f871e\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetDrag.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody\n{\n    [TaskCategory(\"Unity/Rigidbody\")]\n    [TaskDescription(\"Stores the drag of the Rigidbody. Returns Success.\")]\n    public class GetDrag : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The drag of the Rigidbody\")]\n        [RequiredField]\n        public SharedFloat storeValue;\n\n        // cache the rigidbody component\n        private Rigidbody rigidbody;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody = currentGameObject.GetComponent<Rigidbody>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody == null) {\n                Debug.LogWarning(\"Rigidbody is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = rigidbody.drag;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetDrag.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 69bd087f6899c604f82441b108ead2a8\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetFreezeRotation.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody\n{\n    [TaskCategory(\"Unity/Rigidbody\")]\n    [TaskDescription(\"Stores the freeze rotation value of the Rigidbody. Returns Success.\")]\n    public class GetFreezeRotation : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The freeze rotation value of the Rigidbody\")]\n        [RequiredField]\n        public SharedBool storeValue;\n\n        // cache the rigidbody component\n        private Rigidbody rigidbody;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody = currentGameObject.GetComponent<Rigidbody>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody == null) {\n                Debug.LogWarning(\"Rigidbody is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = rigidbody.freezeRotation;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = false;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetFreezeRotation.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 889065cfad95df04a802761fcccb8359\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetIsKinematic.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody\n{\n    [TaskCategory(\"Unity/Rigidbody\")]\n    [TaskDescription(\"Stores the is kinematic value of the Rigidbody. Returns Success.\")]\n    public class GetIsKinematic : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The is kinematic value of the Rigidbody\")]\n        [RequiredField]\n        public SharedBool storeValue;\n\n        // cache the rigidbody component\n        private Rigidbody rigidbody;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody = currentGameObject.GetComponent<Rigidbody>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody == null) {\n                Debug.LogWarning(\"Rigidbody is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = rigidbody.isKinematic;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = false;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetIsKinematic.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a531151d14b8a9640be8d499d9db4538\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetMass.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody\n{\n    [TaskCategory(\"Unity/Rigidbody\")]\n    [TaskDescription(\"Stores the mass of the Rigidbody. Returns Success.\")]\n    public class GetMass : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The mass of the Rigidbody\")]\n        [RequiredField]\n        public SharedFloat storeValue;\n\n        // cache the rigidbody component\n        private Rigidbody rigidbody;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody = currentGameObject.GetComponent<Rigidbody>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody == null) {\n                Debug.LogWarning(\"Rigidbody is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = rigidbody.mass;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetMass.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 2638ca749ba5a404f84fd72811b16c81\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetPosition.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody\n{\n    [TaskCategory(\"Unity/Rigidbody\")]\n    [TaskDescription(\"Stores the position of the Rigidbody. Returns Success.\")]\n    public class GetPosition : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The position of the Rigidbody\")]\n        [RequiredField]\n        public SharedVector3 storeValue;\n\n        // cache the rigidbody component\n        private Rigidbody rigidbody;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody = currentGameObject.GetComponent<Rigidbody>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody == null) {\n                Debug.LogWarning(\"Rigidbody is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = rigidbody.position;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetPosition.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 25f9090c180831b4daaa1a24894681ac\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetRotation.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody\n{\n    [TaskCategory(\"Unity/Rigidbody\")]\n    [TaskDescription(\"Stores the rotation of the Rigidbody. Returns Success.\")]\n    public class GetRotation : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The rotation of the Rigidbody\")]\n        [RequiredField]\n        public SharedQuaternion storeValue;\n\n        // cache the rigidbody component\n        private Rigidbody rigidbody;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody = currentGameObject.GetComponent<Rigidbody>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody == null) {\n                Debug.LogWarning(\"Rigidbody is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = rigidbody.rotation;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = Quaternion.identity;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetRotation.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 937400bc82220b543aa9b3074f17f4d6\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetUseGravity.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody\n{\n    [TaskCategory(\"Unity/Rigidbody\")]\n    [TaskDescription(\"Stores the use gravity value of the Rigidbody. Returns Success.\")]\n    public class GetUseGravity : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The use gravity value of the Rigidbody\")]\n        [RequiredField]\n        public SharedBool storeValue;\n\n        // cache the rigidbody component\n        private Rigidbody rigidbody;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody = currentGameObject.GetComponent<Rigidbody>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody == null) {\n                Debug.LogWarning(\"Rigidbody is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = rigidbody.useGravity;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = false;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetUseGravity.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 1d7358afc7810ca4aa2ae8a2cd4b9e6e\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetVelocity.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody\n{\n    [TaskCategory(\"Unity/Rigidbody\")]\n    [TaskDescription(\"Stores the velocity of the Rigidbody. Returns Success.\")]\n    public class GetVelocity : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The velocity of the Rigidbody\")]\n        [RequiredField]\n        public SharedVector3 storeValue;\n\n        // cache the rigidbody component\n        private Rigidbody rigidbody;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody = currentGameObject.GetComponent<Rigidbody>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody == null) {\n                Debug.LogWarning(\"Rigidbody is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = rigidbody.velocity;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetVelocity.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9c18365eb6865164ebb5b0057dcc6bb4\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/IsKinematic.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody\n{\n    [TaskCategory(\"Unity/Rigidbody\")]\n    [TaskDescription(\"Returns Success if the Rigidbody is kinematic, otherwise Failure.\")]\n    public class IsKinematic : Conditional\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n\n        // cache the rigidbody component\n        private Rigidbody rigidbody;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody = currentGameObject.GetComponent<Rigidbody>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody == null) {\n                Debug.LogWarning(\"Rigidbody is null\");\n                return TaskStatus.Failure;\n            }\n\n            return rigidbody.isKinematic ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/IsKinematic.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 30be28b36412643418c2e61640147eac\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/IsSleeping.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody\n{\n    [TaskCategory(\"Unity/Rigidbody\")]\n    [TaskDescription(\"Returns Success if the Rigidbody is sleeping, otherwise Failure.\")]\n    public class IsSleeping : Conditional\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n\n        // cache the rigidbody component\n        private Rigidbody rigidbody;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody = currentGameObject.GetComponent<Rigidbody>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody == null) {\n                Debug.LogWarning(\"Rigidbody is null\");\n                return TaskStatus.Failure;\n            }\n\n            return rigidbody.IsSleeping() ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/IsSleeping.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 37e8153613f519240a11c3f6583d1030\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/MovePosition.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody\n{\n    [TaskCategory(\"Unity/Rigidbody\")]\n    [TaskDescription(\"Moves the Rigidbody to the specified position. Returns Success.\")]\n    public class MovePosition : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The new position of the Rigidbody\")]\n        public SharedVector3 position;\n\n        // cache the rigidbody component\n        private Rigidbody rigidbody;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody = currentGameObject.GetComponent<Rigidbody>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody == null) {\n                Debug.LogWarning(\"Rigidbody is null\");\n                return TaskStatus.Failure;\n            }\n\n            rigidbody.MovePosition(position.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            position = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/MovePosition.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 87176662744aee049b8af51b01bcb526\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/MoveRotation.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody\n{\n    [TaskCategory(\"Unity/Rigidbody\")]\n    [TaskDescription(\"Rotates the Rigidbody to the specified rotation. Returns Success.\")]\n    public class MoveRotation : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The new rotation of the Rigidbody\")]\n        public SharedQuaternion rotation;\n\n        // cache the rigidbody component\n        private Rigidbody rigidbody;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody = currentGameObject.GetComponent<Rigidbody>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody == null) {\n                Debug.LogWarning(\"Rigidbody is null\");\n                return TaskStatus.Failure;\n            }\n\n            rigidbody.MoveRotation(rotation.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            rotation = Quaternion.identity;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/MoveRotation.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f1ba2e66d5ca98a4ba4020b4eff4da6e\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetAngularDrag.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody\n{\n    [TaskCategory(\"Unity/Rigidbody\")]\n    [TaskDescription(\"Sets the angular drag of the Rigidbody. Returns Success.\")]\n    public class SetAngularDrag : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The angular drag of the Rigidbody\")]\n        public SharedFloat angularDrag;\n\n        // cache the rigidbody component\n        private Rigidbody rigidbody;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody = currentGameObject.GetComponent<Rigidbody>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody == null) {\n                Debug.LogWarning(\"Rigidbody is null\");\n                return TaskStatus.Failure;\n            }\n\n            rigidbody.angularDrag = angularDrag.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            angularDrag = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetAngularDrag.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 2883595af7ee1c649ae45353482beed8\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetAngularVelocity.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody\n{\n    [TaskCategory(\"Unity/Rigidbody\")]\n    [TaskDescription(\"Sets the angular velocity of the Rigidbody. Returns Success.\")]\n    public class SetAngularVelocity : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The angular velocity of the Rigidbody\")]\n        public SharedVector3 angularVelocity;\n\n        // cache the rigidbody component\n        private Rigidbody rigidbody;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody = currentGameObject.GetComponent<Rigidbody>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody == null) {\n                Debug.LogWarning(\"Rigidbody is null\");\n                return TaskStatus.Failure;\n            }\n\n            rigidbody.angularVelocity = angularVelocity.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            angularVelocity = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetAngularVelocity.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 8652396368a6dad4eb6e1259e680595c\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetCenterOfMass.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody\n{\n    [TaskCategory(\"Unity/Rigidbody\")]\n    [TaskDescription(\"Sets the center of mass of the Rigidbody. Returns Success.\")]\n    public class SetCenterOfMass : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The center of mass of the Rigidbody\")]\n        public SharedVector3 centerOfMass;\n\n        // cache the rigidbody component\n        private Rigidbody rigidbody;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody = currentGameObject.GetComponent<Rigidbody>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody == null) {\n                Debug.LogWarning(\"Rigidbody is null\");\n                return TaskStatus.Failure;\n            }\n\n            rigidbody.centerOfMass = centerOfMass.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            centerOfMass = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetCenterOfMass.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 594f2d37fbfc0d545a0377cf63543f41\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetConstraints.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody\n{\n    [TaskCategory(\"Unity/Rigidbody\")]\n    [TaskDescription(\"Sets the constraints of the Rigidbody. Returns Success.\")]\n    public class SetConstraints : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The constraints of the Rigidbody\")]\n        public RigidbodyConstraints constraints = RigidbodyConstraints.None;\n\n        // cache the rigidbody component\n        private Rigidbody rigidbody;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody = currentGameObject.GetComponent<Rigidbody>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody == null) {\n                Debug.LogWarning(\"Rigidbody is null\");\n                return TaskStatus.Failure;\n            }\n\n            rigidbody.constraints = constraints;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            constraints = RigidbodyConstraints.None;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetConstraints.cs.meta",
    "content": "fileFormatVersion: 2\nguid: dd098240974b0184ca8c66cb6e450753\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetDrag.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody\n{\n    [TaskCategory(\"Unity/Rigidbody\")]\n    [TaskDescription(\"Sets the drag of the Rigidbody. Returns Success.\")]\n    public class SetDrag : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The drag of the Rigidbody\")]\n        public SharedFloat drag;\n\n        // cache the rigidbody component\n        private Rigidbody rigidbody;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody = currentGameObject.GetComponent<Rigidbody>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody == null) {\n                Debug.LogWarning(\"Rigidbody is null\");\n                return TaskStatus.Failure;\n            }\n\n            rigidbody.drag = drag.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            drag = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetDrag.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 8984a684f33e6644abbb9cfe6c9068d9\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetFreezeRotation.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody\n{\n    [TaskCategory(\"Unity/Rigidbody\")]\n    [TaskDescription(\"Sets the freeze rotation value of the Rigidbody. Returns Success.\")]\n    public class SetFreezeRotation : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The freeze rotation value of the Rigidbody\")]\n        public SharedBool freezeRotation;\n\n        // cache the rigidbody component\n        private Rigidbody rigidbody;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody = currentGameObject.GetComponent<Rigidbody>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody == null) {\n                Debug.LogWarning(\"Rigidbody is null\");\n                return TaskStatus.Failure;\n            }\n\n            rigidbody.freezeRotation = freezeRotation.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            freezeRotation = false;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetFreezeRotation.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4160755a1f5174546b6ccbabff469187\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetIsKinematic.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody\n{\n    [TaskCategory(\"Unity/Rigidbody\")]\n    [TaskDescription(\"Sets the is kinematic value of the Rigidbody. Returns Success.\")]\n    public class SetIsKinematic : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The is kinematic value of the Rigidbody\")]\n        public SharedBool isKinematic;\n\n        // cache the rigidbody component\n        private Rigidbody rigidbody;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody = currentGameObject.GetComponent<Rigidbody>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody == null) {\n                Debug.LogWarning(\"Rigidbody is null\");\n                return TaskStatus.Failure;\n            }\n\n            rigidbody.isKinematic = isKinematic.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            isKinematic = false;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetIsKinematic.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6d93194d82815024cadf3f4f842666d0\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetMass.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody\n{\n    [TaskCategory(\"Unity/Rigidbody\")]\n    [TaskDescription(\"Sets the mass of the Rigidbody. Returns Success.\")]\n    public class SetMass : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The mass of the Rigidbody\")]\n        public SharedFloat mass;\n\n        // cache the rigidbody component\n        private Rigidbody rigidbody;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody = currentGameObject.GetComponent<Rigidbody>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody == null) {\n                Debug.LogWarning(\"Rigidbody is null\");\n                return TaskStatus.Failure;\n            }\n\n            rigidbody.mass = mass.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            mass = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetMass.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 82f7a92bee3553d49bbb1ebabfaffc12\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetPosition.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody\n{\n    [TaskCategory(\"Unity/Rigidbody\")]\n    [TaskDescription(\"Sets the position of the Rigidbody. Returns Success.\")]\n    public class SetPosition : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The position of the Rigidbody\")]\n        public SharedVector3 position;\n\n        // cache the rigidbody component\n        private Rigidbody rigidbody;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody = currentGameObject.GetComponent<Rigidbody>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody == null) {\n                Debug.LogWarning(\"Rigidbody is null\");\n                return TaskStatus.Failure;\n            }\n\n            rigidbody.position = position.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            position = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetPosition.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 8a33b86eb94a87c449e1f3344973cc50\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetRotation.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody\n{\n    [TaskCategory(\"Unity/Rigidbody\")]\n    [TaskDescription(\"Stores the rotation of the Rigidbody. Returns Success.\")]\n    public class SetRotation : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The rotation of the Rigidbody\")]\n        public SharedQuaternion rotation;\n\n        // cache the rigidbody component\n        private Rigidbody rigidbody;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody = currentGameObject.GetComponent<Rigidbody>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody == null) {\n                Debug.LogWarning(\"Rigidbody is null\");\n                return TaskStatus.Failure;\n            }\n\n            rigidbody.rotation = rotation.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            rotation = Quaternion.identity;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetRotation.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c5ac2e84278f4a845ba47d1e4469e869\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetUseGravity.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody\n{\n    [TaskCategory(\"Unity/Rigidbody\")]\n    [TaskDescription(\"Sets the use gravity value of the Rigidbody. Returns Success.\")]\n    public class SetUseGravity : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The use gravity value of the Rigidbody\")]\n        public SharedBool isKinematic;\n\n        // cache the rigidbody component\n        private Rigidbody rigidbody;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody = currentGameObject.GetComponent<Rigidbody>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody == null) {\n                Debug.LogWarning(\"Rigidbody is null\");\n                return TaskStatus.Failure;\n            }\n\n            rigidbody.useGravity = isKinematic.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            isKinematic = false;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetUseGravity.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 19548f438ad1c684180d41713cbdeb76\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetVelocity.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody\n{\n    [TaskCategory(\"Unity/Rigidbody\")]\n    [TaskDescription(\"Sets the velocity of the Rigidbody. Returns Success.\")]\n    public class SetVelocity : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The velocity of the Rigidbody\")]\n        public SharedVector3 velocity;\n\n        // cache the rigidbody component\n        private Rigidbody rigidbody;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody = currentGameObject.GetComponent<Rigidbody>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody == null) {\n                Debug.LogWarning(\"Rigidbody is null\");\n                return TaskStatus.Failure;\n            }\n\n            rigidbody.velocity = velocity.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            velocity = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetVelocity.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3e3fc3ca798c87644a42b1c930fff3f0\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/Sleep.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody\n{\n    [TaskCategory(\"Unity/Rigidbody\")]\n    [TaskDescription(\"Forces the Rigidbody to sleep at least one frame. Returns Success.\")]\n    public class Sleep : Conditional\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n\n        // cache the rigidbody component\n        private Rigidbody rigidbody;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody = currentGameObject.GetComponent<Rigidbody>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody == null) {\n                Debug.LogWarning(\"Rigidbody is null\");\n                return TaskStatus.Failure;\n            }\n\n            rigidbody.Sleep();\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/Sleep.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 1683ca7168c4ce74db4396c4d3cb65ce\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/UseGravity.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody\n{\n    [TaskCategory(\"Unity/Rigidbody\")]\n    [TaskDescription(\"Returns Success if the Rigidbody is using gravity, otherwise Failure.\")]\n    public class UseGravity : Conditional\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n\n        // cache the rigidbody component\n        private Rigidbody rigidbody;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody = currentGameObject.GetComponent<Rigidbody>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody == null) {\n                Debug.LogWarning(\"Rigidbody is null\");\n                return TaskStatus.Failure;\n            }\n\n            return rigidbody.useGravity ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/UseGravity.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a0d11b67c4ae058469e7f7b00db7103f\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/WakeUp.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody\n{\n    [TaskCategory(\"Unity/Rigidbody\")]\n    [TaskDescription(\"Forces the Rigidbody to wake up. Returns Success.\")]\n    public class WakeUp : Conditional\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n\n        // cache the rigidbody component\n        private Rigidbody rigidbody;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody = currentGameObject.GetComponent<Rigidbody>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody == null) {\n                Debug.LogWarning(\"Rigidbody is null\");\n                return TaskStatus.Failure;\n            }\n\n            rigidbody.WakeUp();\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/WakeUp.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d4314af88b4d86046bdac1f10f6f9a47\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody.meta",
    "content": "fileFormatVersion: 2\nguid: 7386abd588fbf344cb7e3ebda1c28d87\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/AddForce.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D\n{\n    [TaskCategory(\"Unity/Rigidbody2D\")]\n    [TaskDescription(\"Applies a force to the Rigidbody2D. Returns Success.\")]\n    public class AddForce : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The amount of force to apply\")]\n        public SharedVector2 force;\n\n        private Rigidbody2D rigidbody2D;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody2D = currentGameObject.GetComponent<Rigidbody2D>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody2D == null) {\n                Debug.LogWarning(\"Rigidbody2D is null\");\n                return TaskStatus.Failure;\n            }\n\n            rigidbody2D.AddForce(force.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            force = Vector2.zero;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/AddForce.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9ea79154ee01cf441a9744c877542a1f\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/AddForceAtPosition.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D\n{\n    [TaskCategory(\"Unity/Rigidbody2D\")]\n    [TaskDescription(\"Applies a force at the specified position to the Rigidbody2D. Returns Success.\")]\n    public class AddForceAtPosition : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The amount of force to apply\")]\n        public SharedVector2 force;\n        [Tooltip(\"The position of the force\")]\n        public SharedVector2 position;\n\n        private Rigidbody2D rigidbody2D;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody2D = currentGameObject.GetComponent<Rigidbody2D>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody2D == null) {\n                Debug.LogWarning(\"Rigidbody2D is null\");\n                return TaskStatus.Failure;\n            }\n\n            rigidbody2D.AddForceAtPosition(force.Value, position.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            force = Vector2.zero;\n            position = Vector2.zero;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/AddForceAtPosition.cs.meta",
    "content": "fileFormatVersion: 2\nguid: dd82f0f77306bad46bae7944a5c66664\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/AddTorque.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D\n{\n    [TaskCategory(\"Unity/Rigidbody2D\")]\n    [TaskDescription(\"Applies a torque to the Rigidbody2D. Returns Success.\")]\n    public class AddTorque : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The amount of torque to apply\")]\n        public SharedFloat torque;\n\n        private Rigidbody2D rigidbody2D;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody2D = currentGameObject.GetComponent<Rigidbody2D>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody2D == null) {\n                Debug.LogWarning(\"Rigidbody2D is null\");\n                return TaskStatus.Failure;\n            }\n\n            rigidbody2D.AddTorque(torque.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            torque = 0;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/AddTorque.cs.meta",
    "content": "fileFormatVersion: 2\nguid: cc561d806d4518044becff628e148424\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/GetAngularDrag.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D\n{\n    [TaskCategory(\"Unity/Rigidbody2D\")]\n    [TaskDescription(\"Stores the angular drag of the Rigidbody2D. Returns Success.\")]\n    public class GetAngularDrag : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The angular drag of the Rigidbody2D\")]\n        [RequiredField]\n        public SharedFloat storeValue;\n\n        private Rigidbody2D rigidbody2D;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody2D = currentGameObject.GetComponent<Rigidbody2D>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody2D == null) {\n                Debug.LogWarning(\"Rigidbody2D is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = rigidbody2D.angularDrag;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 0;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/GetAngularDrag.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 10833270578d69041b561c5126bb31f2\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/GetAngularVelocity.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D\n{\n    [TaskCategory(\"Unity/Rigidbody2D\")]\n    [TaskDescription(\"Stores the angular velocity of the Rigidbody2D. Returns Success.\")]\n    public class GetAngularVelocity : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The angular velocity of the Rigidbody2D\")]\n        [RequiredField]\n        public SharedFloat storeValue;\n\n        private Rigidbody2D rigidbody2D;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody2D = currentGameObject.GetComponent<Rigidbody2D>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody2D == null) {\n                Debug.LogWarning(\"Rigidbody2D is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = rigidbody2D.angularVelocity;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 0;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/GetAngularVelocity.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 68ac62a9384c11245a850220f1bc72b8\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/GetDrag.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D\n{\n    [TaskCategory(\"Unity/Rigidbody2D\")]\n    [TaskDescription(\"Stores the drag of the Rigidbody2D. Returns Success.\")]\n    public class GetDrag : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The drag of the Rigidbody2D\")]\n        [RequiredField]\n        public SharedFloat storeValue;\n\n        private Rigidbody2D rigidbody2D;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody2D = currentGameObject.GetComponent<Rigidbody2D>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody2D == null) {\n                Debug.LogWarning(\"Rigidbody2D is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = rigidbody2D.drag;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 0;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/GetDrag.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6e39198e5d65d514185f2816cced7c7b\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/GetGravtyScale.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D\n{\n    [TaskCategory(\"Unity/Rigidbody2D\")]\n    [TaskDescription(\"Stores the gravity scale of the Rigidbody2D. Returns Success.\")]\n    public class GetGravityScale : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The gravity scale of the Rigidbody2D\")]\n        [RequiredField]\n        public SharedFloat storeValue;\n\n        private Rigidbody2D rigidbody2D;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody2D = currentGameObject.GetComponent<Rigidbody2D>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody2D == null) {\n                Debug.LogWarning(\"Rigidbody2D is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = rigidbody2D.gravityScale;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 0;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/GetGravtyScale.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e2d17fb9baea6554082f2edc46483e8c\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/GetIsKinematic.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D\n{\n    [TaskCategory(\"Unity/Rigidbody2D\")]\n    [TaskDescription(\"Stores the is kinematic value of the Rigidbody2D. Returns Success.\")]\n    public class GetIsKinematic : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The is kinematic value of the Rigidbody2D\")]\n        [RequiredField]\n        public SharedBool storeValue;\n\n        private Rigidbody2D rigidbody2D;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody2D = currentGameObject.GetComponent<Rigidbody2D>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody2D == null) {\n                Debug.LogWarning(\"Rigidbody2D is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = rigidbody2D.isKinematic;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n             targetGameObject = null;\n             storeValue = false;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/GetIsKinematic.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 66c6175d42bd49e48be458378e0a7875\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/GetMass.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D\n{\n    [TaskCategory(\"Unity/Rigidbody2D\")]\n    [TaskDescription(\"Stores the mass of the Rigidbody2D. Returns Success.\")]\n    public class GetMass : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The mass of the Rigidbody2D\")]\n        [RequiredField]\n        public SharedFloat storeValue;\n\n        private Rigidbody2D rigidbody2D;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody2D = currentGameObject.GetComponent<Rigidbody2D>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody2D == null) {\n                Debug.LogWarning(\"Rigidbody2D is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = rigidbody2D.mass;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 0;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/GetMass.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 72d52ef5efe5e974994c91279536555e\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/GetPosition.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D\n{\n    [TaskCategory(\"Unity/Rigidbody2D\")]\n    [TaskDescription(\"Stores the position of the Rigidbody2D. Returns Success.\")]\n    public class GetPosition : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The velocity of the Rigidbody2D\")]\n        [RequiredField]\n        public SharedVector2 storeValue;\n\n        private Rigidbody2D rigidbody2D;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody2D = currentGameObject.GetComponent<Rigidbody2D>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody2D == null) {\n                Debug.LogWarning(\"Rigidbody2D is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = rigidbody2D.position;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n             targetGameObject = null;\n            storeValue = Vector2.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/GetPosition.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 98dff23734f3a834cbf5ccf87c9904f7\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/GetRotation.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D\n{\n    [TaskCategory(\"Unity/Rigidbody2D\")]\n    [TaskDescription(\"Stores the rotation of the Rigidbody2D. Returns Success.\")]\n    public class GetRotation : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The rotation of the Rigidbody2D\")]\n        [RequiredField]\n        public SharedFloat storeValue;\n\n        private Rigidbody2D rigidbody2D;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody2D = currentGameObject.GetComponent<Rigidbody2D>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody2D == null) {\n                Debug.LogWarning(\"Rigidbody2D is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = rigidbody2D.rotation;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/GetRotation.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a7d82ab7ef780f34cb5df06366b0bdbf\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/GetVelocity.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D\n{\n    [TaskCategory(\"Unity/Rigidbody2D\")]\n    [TaskDescription(\"Stores the velocity of the Rigidbody2D. Returns Success.\")]\n    public class GetVelocity : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The velocity of the Rigidbody2D\")]\n        [RequiredField]\n        public SharedVector2 storeValue;\n\n        private Rigidbody2D rigidbody2D;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody2D = currentGameObject.GetComponent<Rigidbody2D>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody2D == null) {\n                Debug.LogWarning(\"Rigidbody2D is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = rigidbody2D.velocity;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n             targetGameObject = null;\n             storeValue = Vector2.zero;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/GetVelocity.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 13009f7b6ee1bc04884442484a065cc3\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/IsKinematic.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D\n{\n    [TaskCategory(\"Unity/Rigidbody2D\")]\n    [TaskDescription(\"Returns Success if the Rigidbody2D is kinematic, otherwise Failure.\")]\n    public class IsKinematic : Conditional\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n\n        private Rigidbody2D rigidbody2D;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody2D = currentGameObject.GetComponent<Rigidbody2D>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody2D == null) {\n                Debug.LogWarning(\"Rigidbody2D is null\");\n                return TaskStatus.Failure;\n            }\n\n            return rigidbody2D.isKinematic ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/IsKinematic.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 47d2e6e60a2251c41a2c548dc9a8c922\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/IsSleeping.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D\n{\n    [TaskCategory(\"Unity/Rigidbody2D\")]\n    [TaskDescription(\"Returns Success if the Rigidbody2D is sleeping, otherwise Failure.\")]\n    public class IsSleeping : Conditional\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n\n        private Rigidbody2D rigidbody2D;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody2D = currentGameObject.GetComponent<Rigidbody2D>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody2D == null) {\n                Debug.LogWarning(\"Rigidbody2D is null\");\n                return TaskStatus.Failure;\n            }\n\n            return rigidbody2D.IsSleeping() ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/IsSleeping.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 52859810158277a4a917e70a834a82a5\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/MovePosition.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D\n{\n    [TaskCategory(\"Unity/Rigidbody2D\")]\n    [TaskDescription(\"Moves the Rigidbody2D to the specified position. Returns Success.\")]\n    public class MovePosition : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The new position of the Rigidbody\")]\n        public SharedVector2 position;\n\n        // cache the rigidbody component\n        private Rigidbody2D rigidbody2D;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody2D = currentGameObject.GetComponent<Rigidbody2D>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody2D == null) {\n                Debug.LogWarning(\"Rigidbody is null\");\n                return TaskStatus.Failure;\n            }\n\n            rigidbody2D.MovePosition(position.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            position = Vector2.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/MovePosition.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3e72fab171287194ea2d8eb2aa239cd4\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/MoveRotation.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D\n{\n    [TaskCategory(\"Unity/Rigidbody2D\")]\n    [TaskDescription(\"Rotates the Rigidbody2D to the specified rotation. Returns Success.\")]\n    public class MoveRotation : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The new rotation of the Rigidbody\")]\n        public SharedFloat rotation;\n\n        // cache the rigidbody component\n        private Rigidbody2D rigidbody2D;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody2D = currentGameObject.GetComponent<Rigidbody2D>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody2D == null) {\n                Debug.LogWarning(\"Rigidbody is null\");\n                return TaskStatus.Failure;\n            }\n\n            rigidbody2D.MoveRotation(rotation.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            rotation = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/MoveRotation.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 38b0095c420511f4b9ed263b1b5c6054\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/SetAngularDrag.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D\n{\n    [TaskCategory(\"Unity/Rigidbody2D\")]\n    [TaskDescription(\"Sets the angular drag of the Rigidbody2D. Returns Success.\")]\n    public class SetAngularDrag : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The angular drag of the Rigidbody2D\")]\n        public SharedFloat angularDrag;\n\n        private Rigidbody2D rigidbody2D;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody2D = currentGameObject.GetComponent<Rigidbody2D>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody2D == null) {\n                Debug.LogWarning(\"Rigidbody2D is null\");\n                return TaskStatus.Failure;\n            }\n\n            rigidbody2D.angularDrag = angularDrag.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            angularDrag = 0;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/SetAngularDrag.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 1717a737318274e4caa244f86c908851\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/SetAngularVelocity.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D\n{\n    [TaskCategory(\"Unity/Rigidbody2D\")]\n    [TaskDescription(\"Sets the angular velocity of the Rigidbody2D. Returns Success.\")]\n    public class SetAngularVelocity : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The angular velocity of the Rigidbody2D\")]\n        public SharedFloat angularVelocity;\n\n        private Rigidbody2D rigidbody2D;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody2D = currentGameObject.GetComponent<Rigidbody2D>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody2D == null) {\n                Debug.LogWarning(\"Rigidbody2D is null\");\n                return TaskStatus.Failure;\n            }\n\n            rigidbody2D.angularVelocity = angularVelocity.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            angularVelocity = 0;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/SetAngularVelocity.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c73dfb332d90cbe4280c21fafa59e2fa\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/SetDrag.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D\n{\n    [TaskCategory(\"Unity/Rigidbody2D\")]\n    [TaskDescription(\"Sets the drag of the Rigidbody2D. Returns Success.\")]\n    public class SetDrag : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The drag of the Rigidbody2D\")]\n        public SharedFloat drag;\n\n        private Rigidbody2D rigidbody2D;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody2D = currentGameObject.GetComponent<Rigidbody2D>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody2D == null) {\n                Debug.LogWarning(\"Rigidbody2D is null\");\n                return TaskStatus.Failure;\n            }\n\n            rigidbody2D.drag = drag.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            drag = 0;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/SetDrag.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3148efd94c23d634a9f02cc9c808de80\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/SetGravityScale.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D\n{\n    [TaskCategory(\"Unity/Rigidbody2D\")]\n    [TaskDescription(\"Sets the gravity scale of the Rigidbody2D. Returns Success.\")]\n    public class SetGravityScale : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The gravity scale of the Rigidbody2D\")]\n        public SharedFloat gravityScale;\n\n        private Rigidbody2D rigidbody2D;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody2D = currentGameObject.GetComponent<Rigidbody2D>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody2D == null) {\n                Debug.LogWarning(\"Rigidbody2D is null\");\n                return TaskStatus.Failure;\n            }\n\n            rigidbody2D.gravityScale = gravityScale.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            gravityScale = 0;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/SetGravityScale.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ac896135858701649bcaffc7ef00637f\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/SetIsKinematic.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D\n{\n    [TaskCategory(\"Unity/Rigidbody2D\")]\n    [TaskDescription(\"Sets the is kinematic value of the Rigidbody2D. Returns Success.\")]\n    public class SetIsKinematic : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The is kinematic value of the Rigidbody2D\")]\n        public SharedBool isKinematic;\n\n        private Rigidbody2D rigidbody2D;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody2D = currentGameObject.GetComponent<Rigidbody2D>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody2D == null) {\n                Debug.LogWarning(\"Rigidbody2D is null\");\n                return TaskStatus.Failure;\n            }\n\n            rigidbody2D.isKinematic = isKinematic.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            isKinematic = false;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/SetIsKinematic.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b7c96d64d821e304a8c67c031565d902\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/SetMass.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D\n{\n    [TaskCategory(\"Unity/Rigidbody2D\")]\n    [TaskDescription(\"Sets the mass of the Rigidbody2D. Returns Success.\")]\n    public class SetMass : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The mass of the Rigidbody2D\")]\n        public SharedFloat mass;\n\n        private Rigidbody2D rigidbody2D;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody2D = currentGameObject.GetComponent<Rigidbody2D>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody2D == null) {\n                Debug.LogWarning(\"Rigidbody2D is null\");\n                return TaskStatus.Failure;\n            }\n\n            rigidbody2D.mass = mass.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            mass = 0;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/SetMass.cs.meta",
    "content": "fileFormatVersion: 2\nguid: facbfd14ece02214889d587f06215105\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/SetVelocity.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D\n{\n    [TaskCategory(\"Unity/Rigidbody2D\")]\n    [TaskDescription(\"Sets the velocity of the Rigidbody2D. Returns Success.\")]\n    public class SetVelocity : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The velocity of the Rigidbody2D\")]\n        public SharedVector2 velocity;\n\n        private Rigidbody2D rigidbody2D;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody2D = currentGameObject.GetComponent<Rigidbody2D>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody2D == null) {\n                Debug.LogWarning(\"Rigidbody2D is null\");\n                return TaskStatus.Failure;\n            }\n\n            rigidbody2D.velocity = velocity.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            velocity = Vector2.zero;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/SetVelocity.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 5830960da4f9a3148ba5d8cd87228748\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/Sleep.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D\n{\n    [TaskCategory(\"Unity/Rigidbody2D\")]\n    [TaskDescription(\"Forces the Rigidbody2D to sleep at least one frame. Returns Success.\")]\n    public class Sleep : Conditional\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n\n        private Rigidbody2D rigidbody2D;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody2D = currentGameObject.GetComponent<Rigidbody2D>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody2D == null) {\n                Debug.LogWarning(\"Rigidbody2D is null\");\n                return TaskStatus.Failure;\n            }\n\n            rigidbody2D.Sleep();\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/Sleep.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7e24fd00ca72fda48a132dc9bfa71070\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/WakeUp.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D\n{\n    [TaskCategory(\"Unity/Rigidbody2D\")]\n    [TaskDescription(\"Forces the Rigidbody2D to wake up. Returns Success.\")]\n    public class WakeUp : Conditional\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n\n        private Rigidbody2D rigidbody2D;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                rigidbody2D = currentGameObject.GetComponent<Rigidbody2D>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (rigidbody2D == null) {\n                Debug.LogWarning(\"Rigidbody2D is null\");\n                return TaskStatus.Failure;\n            }\n\n            rigidbody2D.WakeUp();\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/WakeUp.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 954f1f9c196c39345b2fd389516ad613\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D.meta",
    "content": "fileFormatVersion: 2\nguid: f6210d6e494a9ca42971ebd758c1f116\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedBool.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables\n{\n    [TaskCategory(\"Unity/SharedVariable\")]\n    [TaskDescription(\"Returns success if the variable value is equal to the compareTo value.\")]\n    public class CompareSharedBool : Conditional\n    {\n        [Tooltip(\"The first variable to compare\")]\n        public SharedBool variable;\n        [Tooltip(\"The variable to compare to\")]\n        public SharedBool compareTo;\n\n        public override TaskStatus OnUpdate()\n        {\n            return variable.Value.Equals(compareTo.Value) ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            variable = false;\n            compareTo = false;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedBool.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ba0766a97c2e5c94fbc49d8cb1dea8e3\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedColor.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables\n{\n    [TaskCategory(\"Unity/SharedVariable\")]\n    [TaskDescription(\"Returns success if the variable value is equal to the compareTo value.\")]\n    public class CompareSharedColor : Conditional\n    {\n        [Tooltip(\"The first variable to compare\")]\n        public SharedColor variable;\n        [Tooltip(\"The variable to compare to\")]\n        public SharedColor compareTo;\n\n        public override TaskStatus OnUpdate()\n        {\n            return variable.Value.Equals(compareTo.Value) ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            variable = Color.black;\n            compareTo = Color.black;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedColor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c9e83747d98bd064b9a5ad62b36d7657\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedFloat.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables\n{\n    [TaskCategory(\"Unity/SharedVariable\")]\n    [TaskDescription(\"Returns success if the variable value is equal to the compareTo value.\")]\n    public class CompareSharedFloat : Conditional\n    {\n        [Tooltip(\"The first variable to compare\")]\n        public SharedFloat variable;\n        [Tooltip(\"The variable to compare to\")]\n        public SharedFloat compareTo;\n\n        public override TaskStatus OnUpdate()\n        {\n            return variable.Value.Equals(compareTo.Value) ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            variable = 0;\n            compareTo = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedFloat.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6925a99e92b6d804db1f4b607e7501d3\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedGameObject.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables\n{\n    [TaskCategory(\"Unity/SharedVariable\")]\n    [TaskDescription(\"Returns success if the variable value is equal to the compareTo value.\")]\n    public class CompareSharedGameObject : Conditional\n    {\n        [Tooltip(\"The first variable to compare\")]\n        public SharedGameObject variable;\n        [Tooltip(\"The variable to compare to\")]\n        public SharedGameObject compareTo;\n\n        public override TaskStatus OnUpdate()\n        {\n            if (variable.Value == null && compareTo.Value != null)\n                return TaskStatus.Failure;\n            if (variable.Value == null && compareTo.Value == null)\n                return TaskStatus.Success;\n\n            return variable.Value.Equals(compareTo.Value) ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            variable = null;\n            compareTo = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedGameObject.cs.meta",
    "content": "fileFormatVersion: 2\nguid: daa5c3b8a325bcd4bb3da10a6715f6d0\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedGameObjectList.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables\n{\n    [TaskCategory(\"Unity/SharedVariable\")]\n    [TaskDescription(\"Returns success if the variable value is equal to the compareTo value.\")]\n    public class CompareSharedGameObjectList : Conditional\n    {\n        [Tooltip(\"The first variable to compare\")]\n        public SharedGameObjectList variable;\n        [Tooltip(\"The variable to compare to\")]\n        public SharedGameObjectList compareTo;\n\n        public override TaskStatus OnUpdate()\n        {\n            if (variable.Value == null && compareTo.Value != null)\n                return TaskStatus.Failure;\n            if (variable.Value == null && compareTo.Value == null)\n                return TaskStatus.Success;\n            if (variable.Value.Count != compareTo.Value.Count)\n                return TaskStatus.Failure;\n\n            for (int i = 0; i < variable.Value.Count; ++i) {\n                if (variable.Value[i] != compareTo.Value[i]) {\n                    return TaskStatus.Failure;\n                }\n            }\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            variable = null;\n            compareTo = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedGameObjectList.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a2b81932d36a0be4fba0868f7ed3e53c\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedInt.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables\n{\n    [TaskCategory(\"Unity/SharedVariable\")]\n    [TaskDescription(\"Returns success if the variable value is equal to the compareTo value.\")]\n    public class CompareSharedInt : Conditional\n    {\n        [Tooltip(\"The first variable to compare\")]\n        public SharedInt variable;\n        [Tooltip(\"The variable to compare to\")]\n        public SharedInt compareTo;\n\n        public override TaskStatus OnUpdate()\n        {\n            return variable.Value.Equals(compareTo.Value) ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            variable = 0;\n            compareTo = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedInt.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 40307a4117777b4479a1402fd67811ff\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedObject.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables\n{\n    [TaskCategory(\"Unity/SharedVariable\")]\n    [TaskDescription(\"Returns success if the variable value is equal to the compareTo value.\")]\n    public class CompareSharedObject : Conditional\n    {\n        [Tooltip(\"The first variable to compare\")]\n        public SharedObject variable;\n        [Tooltip(\"The variable to compare to\")]\n        public SharedObject compareTo;\n\n        public override TaskStatus OnUpdate()\n        {\n            if (variable.Value == null && compareTo.Value != null)\n                return TaskStatus.Failure;\n            if (variable.Value == null && compareTo.Value == null)\n                return TaskStatus.Success;\n\n            return variable.Value.Equals(compareTo.Value) ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            variable = null;\n            compareTo = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedObject.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 66a9105498519ae4082d9ac7adcf5da4\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedObjectList.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables\n{\n    [TaskCategory(\"Unity/SharedVariable\")]\n    [TaskDescription(\"Returns success if the variable value is equal to the compareTo value.\")]\n    public class CompareSharedObjectList : Conditional\n    {\n        [Tooltip(\"The first variable to compare\")]\n        public SharedObjectList variable;\n        [Tooltip(\"The variable to compare to\")]\n        public SharedObjectList compareTo;\n\n        public override TaskStatus OnUpdate()\n        {\n            if (variable.Value == null && compareTo.Value != null)\n                return TaskStatus.Failure;\n            if (variable.Value == null && compareTo.Value == null)\n                return TaskStatus.Success;\n            if (variable.Value.Count != compareTo.Value.Count)\n                return TaskStatus.Failure;\n\n            for (int i = 0; i < variable.Value.Count; ++i) {\n                if (variable.Value[i] != compareTo.Value[i]) {\n                    return TaskStatus.Failure;\n                }\n            }\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            variable = null;\n            compareTo = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedObjectList.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ac4cab9acc737904885d379388e83950\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedQuaternion.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables\n{\n    [TaskCategory(\"Unity/SharedVariable\")]\n    [TaskDescription(\"Returns success if the variable value is equal to the compareTo value.\")]\n    public class CompareSharedQuaternion : Conditional\n    {\n        [Tooltip(\"The first variable to compare\")]\n        public SharedQuaternion variable;\n        [Tooltip(\"The variable to compare to\")]\n        public SharedQuaternion compareTo;\n\n        public override TaskStatus OnUpdate()\n        {\n            return variable.Value.Equals(compareTo.Value) ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            variable = Quaternion.identity;\n            compareTo = Quaternion.identity;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedQuaternion.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 101b2ac215bf58149ab91be3b55d5145\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedRect.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables\n{\n    [TaskCategory(\"Unity/SharedVariable\")]\n    [TaskDescription(\"Returns success if the variable value is equal to the compareTo value.\")]\n    public class CompareSharedRect : Conditional\n    {\n        [Tooltip(\"The first variable to compare\")]\n        public SharedRect variable;\n        [Tooltip(\"The variable to compare to\")]\n        public SharedRect compareTo;\n\n        public override TaskStatus OnUpdate()\n        {\n            return variable.Value.Equals(compareTo.Value) ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            variable = new Rect();\n            compareTo = new Rect();\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedRect.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d73d97622bbe61d4c91f9b4cacb3e0c2\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedString.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables\n{\n    [TaskCategory(\"Unity/SharedVariable\")]\n    [TaskDescription(\"Returns success if the variable value is equal to the compareTo value.\")]\n    public class CompareSharedString : Conditional\n    {\n        [Tooltip(\"The first variable to compare\")]\n        public SharedString variable;\n        [Tooltip(\"The variable to compare to\")]\n        public SharedString compareTo;\n\n        public override TaskStatus OnUpdate()\n        {\n            return variable.Value.Equals(compareTo.Value) ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            variable = \"\";\n            compareTo = \"\";\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedString.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 8b1a3248c84732345914404e47a55fcc\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedTransform.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables\n{\n    [TaskCategory(\"Unity/SharedVariable\")]\n    [TaskDescription(\"Returns success if the variable value is equal to the compareTo value.\")]\n    public class CompareSharedTransform : Conditional\n    {\n        [Tooltip(\"The first variable to compare\")]\n        public SharedTransform variable;\n        [Tooltip(\"The variable to compare to\")]\n        public SharedTransform compareTo;\n\n        public override TaskStatus OnUpdate()\n        {\n            if (variable.Value == null && compareTo.Value != null)\n                return TaskStatus.Failure;\n            if (variable.Value == null && compareTo.Value == null)\n                return TaskStatus.Success;\n\n            return variable.Value.Equals(compareTo.Value) ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            variable = null;\n            compareTo = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedTransform.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a21f70566ff2afc4e95454d3d658c1fa\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedTransformList.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables\n{\n    [TaskCategory(\"Unity/SharedVariable\")]\n    [TaskDescription(\"Returns success if the variable value is equal to the compareTo value.\")]\n    public class CompareSharedTransformList : Conditional\n    {\n        [Tooltip(\"The first variable to compare\")]\n        public SharedTransformList variable;\n        [Tooltip(\"The variable to compare to\")]\n        public SharedTransformList compareTo;\n\n        public override TaskStatus OnUpdate()\n        {\n            if (variable.Value == null && compareTo.Value != null)\n                return TaskStatus.Failure;\n            if (variable.Value == null && compareTo.Value == null)\n                return TaskStatus.Success;\n            if (variable.Value.Count != compareTo.Value.Count)\n                return TaskStatus.Failure;\n\n            for (int i = 0; i < variable.Value.Count; ++i) {\n                if (variable.Value[i] != compareTo.Value[i]) {\n                    return TaskStatus.Failure;\n                }\n            }\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            variable = null;\n            compareTo = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedTransformList.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 8ea22243f4fc22946a0033142f3a2380\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedVector2.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables\n{\n    [TaskCategory(\"Unity/SharedVariable\")]\n    [TaskDescription(\"Returns success if the variable value is equal to the compareTo value.\")]\n    public class CompareSharedVector2 : Conditional\n    {\n        [Tooltip(\"The first variable to compare\")]\n        public SharedVector2 variable;\n        [Tooltip(\"The variable to compare to\")]\n        public SharedVector2 compareTo;\n\n        public override TaskStatus OnUpdate()\n        {\n            return variable.Value.Equals(compareTo.Value) ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            variable = Vector2.zero;\n            compareTo = Vector2.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedVector2.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ce90fa6ac7a64b044936fa647e5f0e80\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedVector3.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables\n{\n    [TaskCategory(\"Unity/SharedVariable\")]\n    [TaskDescription(\"Returns success if the variable value is equal to the compareTo value.\")]\n    public class CompareSharedVector3 : Conditional\n    {\n        [Tooltip(\"The first variable to compare\")]\n        public SharedVector3 variable;\n        [Tooltip(\"The variable to compare to\")]\n        public SharedVector3 compareTo;\n\n        public override TaskStatus OnUpdate()\n        {\n            return variable.Value.Equals(compareTo.Value) ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            variable = Vector3.zero;\n            compareTo = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedVector3.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 617192db87511d844940d400c960d13d\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedVector4.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables\n{\n    [TaskCategory(\"Unity/SharedVariable\")]\n    [TaskDescription(\"Returns success if the variable value is equal to the compareTo value.\")]\n    public class CompareSharedVector4 : Conditional\n    {\n        [Tooltip(\"The first variable to compare\")]\n        public SharedVector4 variable;\n        [Tooltip(\"The variable to compare to\")]\n        public SharedVector4 compareTo;\n\n        public override TaskStatus OnUpdate()\n        {\n            return variable.Value.Equals(compareTo.Value) ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            variable = Vector4.zero;\n            compareTo = Vector4.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedVector4.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9738be23ad39d2c4ba8adc018b545ece\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedBool.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables\n{\n    [TaskCategory(\"Unity/SharedVariable\")]\n    [TaskDescription(\"Sets the SharedBool variable to the specified object. Returns Success.\")]\n    public class SetSharedBool : Action\n    {\n        [Tooltip(\"The value to set the SharedBool to\")]\n        public SharedBool targetValue;\n        [RequiredField]\n        [Tooltip(\"The SharedBool to set\")]\n        public SharedBool targetVariable;\n\n        public override TaskStatus OnUpdate()\n        {\n            targetVariable.Value = targetValue.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetValue = false;\n            targetVariable = false;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedBool.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 54f63c79d78692a4e84e502f7cd705a6\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedColor.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables\n{\n    [TaskCategory(\"Unity/SharedVariable\")]\n    [TaskDescription(\"Sets the SharedColor variable to the specified object. Returns Success.\")]\n    public class SetSharedColor : Action\n    {\n        [Tooltip(\"The value to set the SharedColor to\")]\n        public SharedColor targetValue;\n        [RequiredField]\n        [Tooltip(\"The SharedColor to set\")]\n        public SharedColor targetVariable;\n\n        public override TaskStatus OnUpdate()\n        {\n            targetVariable.Value = targetValue.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetValue = Color.black;\n            targetVariable = Color.black;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedColor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 48c49264be0e7244ba46b8c970027a20\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedFloat.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables\n{\n    [TaskCategory(\"Unity/SharedVariable\")]\n    [TaskDescription(\"Sets the SharedFloat variable to the specified object. Returns Success.\")]\n    public class SetSharedFloat : Action\n    {\n        [Tooltip(\"The value to set the SharedFloat to\")]\n        public SharedFloat targetValue;\n        [RequiredField]\n        [Tooltip(\"The SharedFloat to set\")]\n        public SharedFloat targetVariable;\n\n        public override TaskStatus OnUpdate()\n        {\n            targetVariable.Value = targetValue.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetValue = 0;\n            targetVariable = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedFloat.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4d5b15c88fb154446b9b1ad90cb3987f\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedGameObject.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables\n{\n    [TaskCategory(\"Unity/SharedVariable\")]\n    [TaskDescription(\"Sets the SharedGameObject variable to the specified object. Returns Success.\")]\n    public class SetSharedGameObject : Action\n    {\n        [Tooltip(\"The value to set the SharedGameObject to. If null the variable will be set to the current GameObject\")]\n        public SharedGameObject targetValue;\n        [RequiredField]\n        [Tooltip(\"The SharedGameObject to set\")]\n        public SharedGameObject targetVariable;\n        [Tooltip(\"Can the target value be null?\")]\n        public SharedBool valueCanBeNull;\n\n        public override TaskStatus OnUpdate()\n        {\n            targetVariable.Value = ((targetValue.Value != null || valueCanBeNull.Value) ? targetValue.Value : gameObject);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            valueCanBeNull = false;\n            targetValue = null;\n            targetVariable = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedGameObject.cs.meta",
    "content": "fileFormatVersion: 2\nguid: bf4af224a0ebd5946bc4f01f18d0627b\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedGameObjectList.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables\n{\n    [TaskCategory(\"Unity/SharedVariable\")]\n    [TaskDescription(\"Sets the SharedGameObjectList variable to the specified object. Returns Success.\")]\n    public class SetSharedGameObjectList : Action\n    {\n        [Tooltip(\"The value to set the SharedGameObjectList to.\")]\n        public SharedGameObjectList targetValue;\n        [RequiredField]\n        [Tooltip(\"The SharedGameObjectList to set\")]\n        public SharedGameObjectList targetVariable;\n\n        public override TaskStatus OnUpdate()\n        {\n            targetVariable.Value = targetValue.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetValue = null;\n            targetVariable = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedGameObjectList.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b02b163c1dc1b894ca53f80378e39b26\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedInt.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables\n{\n    [TaskCategory(\"Unity/SharedVariable\")]\n    [TaskDescription(\"Sets the SharedInt variable to the specified object. Returns Success.\")]\n    public class SetSharedInt : Action\n    {\n        [Tooltip(\"The value to set the SharedInt to\")]\n        public SharedInt targetValue;\n        [RequiredField]\n        [Tooltip(\"The SharedInt to set\")]\n        public SharedInt targetVariable;\n\n        public override TaskStatus OnUpdate()\n        {\n            targetVariable.Value = targetValue.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetValue = 0;\n            targetVariable = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedInt.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 742d2b1426f291e45b03bcf845c53a67\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedObject.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables\n{\n    [TaskCategory(\"Unity/SharedVariable\")]\n    [TaskDescription(\"Sets the SharedObject variable to the specified object. Returns Success.\")]\n    public class SetSharedObject : Action\n    {\n        [Tooltip(\"The value to set the SharedObject to\")]\n        public SharedObject targetValue;\n        [RequiredField]\n        [Tooltip(\"The SharedTransform to set\")]\n        public SharedObject targetVariable;\n\n        public override TaskStatus OnUpdate()\n        {\n            targetVariable.Value = targetValue.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetValue = null;\n            targetVariable = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedObject.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f80da138a03cfdd4e98af96ed5f6681b\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedObjectList.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables\n{\n    [TaskCategory(\"Unity/SharedVariable\")]\n    [TaskDescription(\"Sets the SharedObjectList variable to the specified object. Returns Success.\")]\n    public class SetSharedObjectList : Action\n    {\n        [Tooltip(\"The value to set the SharedObjectList to.\")]\n        public SharedObjectList targetValue;\n        [RequiredField]\n        [Tooltip(\"The SharedObjectList to set\")]\n        public SharedObjectList targetVariable;\n\n        public override TaskStatus OnUpdate()\n        {\n            targetVariable.Value = targetValue.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetValue = null;\n            targetVariable = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedObjectList.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b5c211b64a2cf364e99b99dab3ce3c87\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedQuaternion.cs",
    "content": "using UnityEngine;\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables\n{\n    [TaskCategory(\"Unity/SharedVariable\")]\n    [TaskDescription(\"Sets the SharedQuaternion variable to the specified object. Returns Success.\")]\n    public class SetSharedQuaternion : Action\n    {\n        [Tooltip(\"The value to set the SharedQuaternion to\")]\n        public SharedQuaternion targetValue;\n        [RequiredField]\n        [Tooltip(\"The SharedQuaternion to set\")]\n        public SharedQuaternion targetVariable;\n\n        public override TaskStatus OnUpdate()\n        {\n            targetVariable.Value = targetValue.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetValue = Quaternion.identity;\n            targetVariable = Quaternion.identity;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedQuaternion.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 42f84705fc5571e4088098d1239b5f46\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedRect.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables\n{\n    [TaskCategory(\"Unity/SharedVariable\")]\n    [TaskDescription(\"Sets the SharedRect variable to the specified object. Returns Success.\")]\n    public class SetSharedRect : Action\n    {\n        [Tooltip(\"The value to set the SharedRect to\")]\n        public SharedRect targetValue;\n        [RequiredField]\n        [Tooltip(\"The SharedRect to set\")]\n        public SharedRect targetVariable;\n\n        public override TaskStatus OnUpdate()\n        {\n            targetVariable.Value = targetValue.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetValue = new Rect();\n            targetVariable = new Rect();\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedRect.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7313c7640a9d92b4294a7702b3c5339b\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedString.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables\n{\n    [TaskCategory(\"Unity/SharedVariable\")]\n    [TaskDescription(\"Sets the SharedString variable to the specified object. Returns Success.\")]\n    public class SetSharedString : Action\n    {\n        [Tooltip(\"The value to set the SharedString to\")]\n        public SharedString targetValue;\n        [RequiredField]\n        [Tooltip(\"The SharedString to set\")]\n        public SharedString targetVariable;\n\n        public override TaskStatus OnUpdate()\n        {\n            targetVariable.Value = targetValue.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetValue = \"\";\n            targetVariable = \"\";\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedString.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 92060068b2f07c54f930e1b8a8976c11\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedTransform.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables\n{\n    [TaskCategory(\"Unity/SharedVariable\")]\n    [TaskDescription(\"Sets the SharedTransform variable to the specified object. Returns Success.\")]\n    public class SetSharedTransform : Action\n    {\n        [Tooltip(\"The value to set the SharedTransform to. If null the variable will be set to the current Transform\")]\n        public SharedTransform targetValue;\n        [RequiredField]\n        [Tooltip(\"The SharedTransform to set\")]\n        public SharedTransform targetVariable;\n\n        public override TaskStatus OnUpdate()\n        {\n            targetVariable.Value = (targetValue.Value != null ? targetValue.Value : transform);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetValue = null;\n            targetVariable = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedTransform.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 78e7da45e8b6c2e4cbbf4fdf474070e5\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedTransformList.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables\n{\n    [TaskCategory(\"Unity/SharedVariable\")]\n    [TaskDescription(\"Sets the SharedTransformList variable to the specified object. Returns Success.\")]\n    public class SetSharedTransformList : Action\n    {\n        [Tooltip(\"The value to set the SharedTransformList to.\")]\n        public SharedTransformList targetValue;\n        [RequiredField]\n        [Tooltip(\"The SharedTransformList to set\")]\n        public SharedTransformList targetVariable;\n\n        public override TaskStatus OnUpdate()\n        {\n            targetVariable.Value = targetValue.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetValue = null;\n            targetVariable = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedTransformList.cs.meta",
    "content": "fileFormatVersion: 2\nguid: fae9cd59e50283949a2cc8ec460ffafe\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedVector2.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables\n{\n    [TaskCategory(\"Unity/SharedVariable\")]\n    [TaskDescription(\"Sets the SharedVector2 variable to the specified object. Returns Success.\")]\n    public class SetSharedVector2 : Action\n    {\n        [Tooltip(\"The value to set the SharedVector2 to\")]\n        public SharedVector2 targetValue;\n        [RequiredField]\n        [Tooltip(\"The SharedVector2 to set\")]\n        public SharedVector2 targetVariable;\n\n        public override TaskStatus OnUpdate()\n        {\n            targetVariable.Value = targetValue.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetValue = Vector2.zero;\n            targetVariable = Vector2.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedVector2.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c70cf248c723950409d74c11d0781c06\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedVector3.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables\n{\n    [TaskCategory(\"Unity/SharedVariable\")]\n    [TaskDescription(\"Sets the SharedVector3 variable to the specified object. Returns Success.\")]\n    public class SetSharedVector3 : Action\n    {\n        [Tooltip(\"The value to set the SharedVector3 to\")]\n        public SharedVector3 targetValue;\n        [RequiredField]\n        [Tooltip(\"The SharedVector3 to set\")]\n        public SharedVector3 targetVariable;\n\n        public override TaskStatus OnUpdate()\n        {\n            targetVariable.Value = targetValue.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetValue = Vector3.zero;\n            targetVariable = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedVector3.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 281820e8b30038d48b4fa8f25728e6c3\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedVector4.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables\n{\n    [TaskCategory(\"Unity/SharedVariable\")]\n    [TaskDescription(\"Sets the SharedVector4 variable to the specified object. Returns Success.\")]\n    public class SetSharedVector4 : Action\n    {\n        [Tooltip(\"The value to set the SharedVector4 to\")]\n        public SharedVector4 targetValue;\n        [RequiredField]\n        [Tooltip(\"The SharedVector4 to set\")]\n        public SharedVector4 targetVariable;\n\n        public override TaskStatus OnUpdate()\n        {\n            targetVariable.Value = targetValue.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetValue = Vector4.zero;\n            targetVariable = Vector4.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedVector4.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 5ca30d99da0685a4fa32d79624a5c0a0\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SharedGameObjectToTransform.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables\n{\n    [TaskCategory(\"Unity/SharedVariable\")]\n    [TaskDescription(\"Gets the Transform from the GameObject. Returns Success.\")]\n    public class SharedGameObjectToTransform : Action\n    {\n        [Tooltip(\"The GameObject to get the Transform of\")]\n        public SharedGameObject sharedGameObject;\n        [RequiredField]\n        [Tooltip(\"The Transform to set\")]\n        public SharedTransform sharedTransform;\n\n        public override TaskStatus OnUpdate()\n        {\n            if (sharedGameObject.Value == null) {\n                return TaskStatus.Failure;\n            }\n\n            sharedTransform.Value = sharedGameObject.Value.GetComponent<Transform>();\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            sharedGameObject = null;\n            sharedTransform = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SharedGameObjectToTransform.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c08dcd1e915bef6448649ffe4d3bef3d\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SharedGameObjectsToGameObjectList.cs",
    "content": "using UnityEngine;\nusing System.Collections.Generic;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables\n{\n    [TaskCategory(\"Unity/SharedVariable\")]\n    [TaskDescription(\"Sets the SharedGameObjectList values from the GameObjects. Returns Success.\")]\n    public class SharedGameObjectsToGameObjectList : Action\n    {\n        [Tooltip(\"The GameObjects value\")]\n        public SharedGameObject[] gameObjects;\n        [RequiredField]\n        [Tooltip(\"The SharedTransformList to set\")]\n        public SharedGameObjectList storedGameObjectList;\n\n        public override void OnAwake()\n        {\n            storedGameObjectList.Value = new List<GameObject>();\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (gameObjects == null || gameObjects.Length == 0) {\n                return TaskStatus.Failure;\n            }\n\n            storedGameObjectList.Value.Clear();\n            for (int i = 0; i < gameObjects.Length; ++i) {\n                storedGameObjectList.Value.Add(gameObjects[i].Value);\n            }\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            gameObjects = null;\n            storedGameObjectList = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SharedGameObjectsToGameObjectList.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4460871f1a9671343896ef9e56d9ceab\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SharedTransformToGameObject.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables\n{\n    [TaskCategory(\"Unity/SharedVariable\")]\n    [TaskDescription(\"Gets the GameObject from the Transform component. Returns Success.\")]\n    public class SharedTransformToGameObject : Action\n    {\n        [Tooltip(\"The Transform component\")]\n        public SharedTransform sharedTransform;\n        [RequiredField]\n        [Tooltip(\"The GameObject to set\")]\n        public SharedGameObject sharedGameObject;\n\n        public override TaskStatus OnUpdate()\n        {\n            if (sharedTransform.Value == null) {\n                return TaskStatus.Failure;\n            }\n\n            sharedGameObject.Value = sharedTransform.Value.gameObject;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            sharedTransform = null;\n            sharedGameObject = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SharedTransformToGameObject.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f2fd208ea1a8e1642a32148186f9e077\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SharedTransformsToTransformList.cs",
    "content": "using UnityEngine;\nusing System.Collections.Generic;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables\n{\n    [TaskCategory(\"Unity/SharedVariable\")]\n    [TaskDescription(\"Sets the SharedTransformList values from the Transforms. Returns Success.\")]\n    public class SharedTransformsToTransformList : Action\n    {\n        [Tooltip(\"The Transforms value\")]\n        public SharedTransform[] transforms;\n        [RequiredField]\n        [Tooltip(\"The SharedTransformList to set\")]\n        public SharedTransformList storedTransformList;\n\n        public override void OnAwake()\n        {\n            storedTransformList.Value = new List<Transform>();\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (transforms == null || transforms.Length == 0) {\n                return TaskStatus.Failure;\n            }\n\n            storedTransformList.Value.Clear();\n            for (int i = 0; i < transforms.Length; ++i) {\n                storedTransformList.Value.Add(transforms[i].Value);\n            }\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            transforms = null;\n            storedTransformList = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SharedTransformsToTransformList.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3533c6733499e9446b1eae98c8fcaeea\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables.meta",
    "content": "fileFormatVersion: 2\nguid: 6168e3d12bef52c4bb76bdbc44f8e33f\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SphereCollider/GetCenter.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnitySphereCollider\n{\n    [TaskCategory(\"Unity/SphereCollider\")]\n    [TaskDescription(\"Stores the center of the SphereCollider. Returns Success.\")]\n    public class GetCenter : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The center of the SphereCollider\")]\n        [RequiredField]\n        public SharedVector3 storeValue;\n\n        private SphereCollider sphereCollider;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                sphereCollider = currentGameObject.GetComponent<SphereCollider>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (sphereCollider == null) {\n                Debug.LogWarning(\"SphereCollider is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = sphereCollider.center;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            storeValue = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SphereCollider/GetCenter.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d95a2896b550c5b4382b7ed35860f504\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SphereCollider/GetRadius.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnitySphereCollider\n{\n    [TaskCategory(\"Unity/SphereCollider\")]\n    [TaskDescription(\"Stores the radius of the SphereCollider. Returns Success.\")]\n    public class GetRadius : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The radius of the SphereCollider\")]\n        [RequiredField]\n        public SharedFloat storeValue;\n\n        private SphereCollider sphereCollider;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                sphereCollider = currentGameObject.GetComponent<SphereCollider>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (sphereCollider == null) {\n                Debug.LogWarning(\"SphereCollider is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = sphereCollider.radius;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SphereCollider/GetRadius.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 2ff93bf538eee1444b3c51aadfc9bb7f\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SphereCollider/SetCenter.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnitySphereCollider\n{\n    [TaskCategory(\"Unity/SphereCollider\")]\n    [TaskDescription(\"Sets the center of the SphereCollider. Returns Success.\")]\n    public class SetCenter : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The center of the SphereCollider\")]\n        public SharedVector3 center;\n\n        private SphereCollider sphereCollider;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                sphereCollider = currentGameObject.GetComponent<SphereCollider>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (sphereCollider == null) {\n                Debug.LogWarning(\"SphereCollider is null\");\n                return TaskStatus.Failure;\n            }\n\n            sphereCollider.center = center.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            center = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SphereCollider/SetCenter.cs.meta",
    "content": "fileFormatVersion: 2\nguid: dffebfe905e60814ab75e0d7c57432ec\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SphereCollider/SetRadius.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnitySphereCollider\n{\n    [TaskCategory(\"Unity/SphereCollider\")]\n    [TaskDescription(\"Sets the radius of the SphereCollider. Returns Success.\")]\n    public class SetRadius : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The radius of the SphereCollider\")]\n        public SharedFloat radius;\n\n        private SphereCollider sphereCollider;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                sphereCollider = currentGameObject.GetComponent<SphereCollider>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (sphereCollider == null) {\n                Debug.LogWarning(\"SphereCollider is null\");\n                return TaskStatus.Failure;\n            }\n\n            sphereCollider.radius = radius.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            radius = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SphereCollider/SetRadius.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 5f45a94e6b603f2498481f61218b1769\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SphereCollider.meta",
    "content": "fileFormatVersion: 2\nguid: 10713aa939caa6a4586a0c68f7a31ce6\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String/BuildString.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityString\n{\n    [TaskCategory(\"Unity/String\")]\n    [TaskDescription(\"Creates a string from multiple other strings.\")]\n    public class BuildString : Action\n    {\n        [Tooltip(\"The array of strings\")]\n        public SharedString[] source;\n        [Tooltip(\"The stored result\")]\n        [RequiredField]\n        public SharedString storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            for (int i = 0; i < source.Length; ++i) {\n                storeResult.Value += source[i];\n            }\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            source = null;\n            storeResult = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String/BuildString.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9373af75c434e1a4784c2a165ad3ce3b\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String/CompareTo.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityString\n{\n    [TaskCategory(\"Unity/String\")]\n    [TaskDescription(\"Compares the first string to the second string. Returns an int which indicates whether the first string precedes, matches, or follows the second string.\")]\n    public class CompareTo : Action\n    {\n        [Tooltip(\"The string to compare\")]\n        public SharedString firstString;\n        [Tooltip(\"The string to compare to\")]\n        public SharedString secondString;\n        [Tooltip(\"The stored result\")]\n        [RequiredField]\n        public SharedInt storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = firstString.Value.CompareTo(secondString.Value);\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            firstString = \"\";\n            secondString = \"\";\n            storeResult = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String/CompareTo.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c752378530d87cb4c98ba15e55936abf\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String/Format.cs",
    "content": "using UnityEngine;\nusing System;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityString\n{\n    [TaskCategory(\"Unity/String\")]\n    [TaskDescription(\"Stores a string with the specified format.\")]\n    public class Format : Action\n    {\n        [Tooltip(\"The format of the string\")]\n        public SharedString format;\n        [Tooltip(\"Any variables to appear in the string\")]\n        public SharedGenericVariable[] variables;\n        [Tooltip(\"The result of the format\")]\n        [RequiredField]\n        public SharedString storeResult;\n\n        private object[] variableValues;\n\n        public override void OnAwake()\n        {\n            variableValues = new object[variables.Length];\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            for (int i = 0; i < variableValues.Length; ++i) {\n                variableValues[i] = variables[i].Value.value.GetValue();\n            }\n\n            try {\n                storeResult.Value = string.Format(format.Value, variableValues);\n            } catch (Exception e) {\n                Debug.LogError(e.Message);\n                return TaskStatus.Failure;\n            }\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            format = \"\";\n            variables = null;\n            storeResult = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String/Format.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d96c5da37483da346b96ef02fde824cb\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String/GetLength.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityString\n{\n    [TaskCategory(\"Unity/String\")]\n    [TaskDescription(\"Stores the length of the string\")]\n    public class GetLength : Action\n    {\n        [Tooltip(\"The target string\")]\n        public SharedString targetString;\n        [Tooltip(\"The stored result\")]\n        [RequiredField]\n        public SharedInt storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = targetString.Value.Length;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetString = \"\";\n            storeResult = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String/GetLength.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 5ab3e7e038a50c14f9fa0b019399f3be\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String/GetRandomString.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityString\n{\n    [TaskCategory(\"Unity/String\")]\n    [TaskDescription(\"Randomly selects a string from the array of strings.\")]\n    public class GetRandomString : Action\n    {\n        [Tooltip(\"The array of strings\")]\n        public SharedString[] source;\n        [Tooltip(\"The stored result\")]\n        [RequiredField]\n        public SharedString storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = source[Random.Range(0, source.Length)].Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            source = null;\n            storeResult = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String/GetRandomString.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 355abdec2d73d2545b16d5e0d5f4c589\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String/GetSubstring.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityString\n{\n    [TaskCategory(\"Unity/String\")]\n    [TaskDescription(\"Stores a substring of the target string\")]\n    public class GetSubstring : Action\n    {\n        [Tooltip(\"The target string\")]\n        public SharedString targetString;\n        [Tooltip(\"The start substring index\")]\n        public SharedInt startIndex = 0;\n        [Tooltip(\"The length of the substring. Don't use if -1\")]\n        public SharedInt length = -1;\n        [Tooltip(\"The stored result\")]\n        [RequiredField]\n        public SharedString storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            if (length.Value != -1) {\n                storeResult.Value = targetString.Value.Substring(startIndex.Value, length.Value);\n            } else {\n                storeResult.Value = targetString.Value.Substring(startIndex.Value);\n            }\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetString = \"\";\n            startIndex = 0;\n            length = -1;\n            storeResult = \"\";\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String/GetSubstring.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6ce20430f88c32b418f29b42531eca4a\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String/IsNullOrEmpty.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityString\n{\n    [TaskCategory(\"Unity/String\")]\n    [TaskDescription(\"Returns success if the string is null or empty\")]\n    public class IsNullOrEmpty : Conditional\n    {\n        [Tooltip(\"The target string\")]\n        public SharedString targetString;\n\n        public override TaskStatus OnUpdate()\n        {\n            return string.IsNullOrEmpty(targetString.Value) ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            targetString = \"\";\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String/IsNullOrEmpty.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f6f4d4c690c09bb48a388f36f4e30245\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String/Replace.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityString\n{\n    [TaskCategory(\"Unity/String\")]\n    [TaskDescription(\"Replaces a string with the new string\")]\n    public class Replace : Action\n    {\n        [Tooltip(\"The target string\")]\n        public SharedString targetString;\n        [Tooltip(\"The old replace\")]\n        public SharedString oldString;\n        [Tooltip(\"The new string\")]\n        public SharedString newString;\n        [Tooltip(\"The stored result\")]\n        [RequiredField]\n        public SharedString storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = targetString.Value.Replace(oldString.Value, newString.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetString = \"\";\n            oldString = \"\";\n            newString = \"\";\n            storeResult = \"\";\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String/Replace.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 30fc7adfdddc39245a433ea477c01adf\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String/SetString.cs",
    "content": "namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityString\n{\n    [TaskCategory(\"Unity/String\")]\n    [TaskDescription(\"Sets the variable string to the value string.\")]\n    public class SetString : Action\n    {\n        [Tooltip(\"The target string\")]\n        [RequiredField]\n        public SharedString variable;\n        [Tooltip(\"The value string\")]\n        public SharedString value;\n\n        public override TaskStatus OnUpdate()\n        {\n            variable.Value = value.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            variable = \"\";\n            value = \"\";\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String/SetString.cs.meta",
    "content": "fileFormatVersion: 2\nguid: da59105cbc94b5d4da3c805897f4a099\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String.meta",
    "content": "fileFormatVersion: 2\nguid: 3b24816652f5bb7409ba8f4fa63dad1e\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Time/GetDeltaTime.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTime\n{\n    [TaskCategory(\"Unity/Time\")]\n    [TaskDescription(\"Returns the time in seconds it took to complete the last frame.\")]\n    public class GetDeltaTime : Action\n    {\n        [Tooltip(\"The variable to store the result\")]\n        public SharedFloat storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Time.deltaTime;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            storeResult.Value = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Time/GetDeltaTime.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d9d47b1b40fc1214298a3f6bfdc37e87\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Time/GetRealtimeSinceStartup.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTime\n{\n    [TaskCategory(\"Unity/Time\")]\n    [TaskDescription(\"Returns the real time in seconds since the game started.\")]\n    public class GetRealtimeSinceStartup : Action\n    {\n        [Tooltip(\"The variable to store the result\")]\n        public SharedFloat storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Time.realtimeSinceStartup;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            storeResult.Value = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Time/GetRealtimeSinceStartup.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c265b103d220b0e4fa45138fcd605f62\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Time/GetTime.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTime\n{\n    [TaskCategory(\"Unity/Time\")]\n    [TaskDescription(\"Returns the time in second since the start of the game.\")]\n    public class GetTime : Action\n    {\n        [Tooltip(\"The variable to store the result\")]\n        public SharedFloat storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Time.time;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            storeResult.Value = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Time/GetTime.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 5afd2ca3dda059243bf7a9156438475e\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Time/GetTimeScale.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTime\n{\n    [TaskCategory(\"Unity/Time\")]\n    [TaskDescription(\"Returns the scale at which time is passing.\")]\n    public class GetTimeScale : Action\n    {\n        [Tooltip(\"The variable to store the result\")]\n        public SharedFloat storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Time.timeScale;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            storeResult.Value = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Time/GetTimeScale.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 79be8ba43b4c1db468d2476318e7e71a\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Time/SetTimeScale.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTime\n{\n    [TaskCategory(\"Unity/Time\")]\n    [TaskDescription(\"Sets the scale at which time is passing.\")]\n    public class SetTimeScale : Action\n    {\n        [Tooltip(\"The timescale\")]\n        public SharedFloat timeScale;\n\n        public override TaskStatus OnUpdate()\n        {\n            Time.timeScale = timeScale.Value;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            timeScale.Value = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Time/SetTimeScale.cs.meta",
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Time.meta",
    "content": "fileFormatVersion: 2\nguid: 940c9ea79efa14847aeb54edbb21648f\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Timeline/IsPaused.cs",
    "content": "﻿#if UNITY_2017_1_OR_NEWER\nusing UnityEngine;\nusing UnityEngine.Playables;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.Timeline\n{\n    [TaskCategory(\"Unity/Timeline\")]\n    [TaskDescription(\"Is the timeline currently paused?\")]\n    public class IsPaused : Conditional\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n\n        private PlayableDirector playableDirector;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                playableDirector = currentGameObject.GetComponent<PlayableDirector>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (playableDirector == null) {\n                Debug.LogWarning(\"PlayableDirector is null\");\n                return TaskStatus.Failure;\n            }\n\n            return playableDirector.state == PlayState.Paused ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}\n#endif"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Timeline/IsPaused.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 52231614084966e4ea648e3293e3de67\ntimeCreated: 1519216674\nlicenseType: Store\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Timeline/IsPlaying.cs",
    "content": "﻿#if UNITY_2017_1_OR_NEWER\nusing UnityEngine;\nusing UnityEngine.Playables;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.Timeline\n{\n    [TaskCategory(\"Unity/Timeline\")]\n    [TaskDescription(\"Is the timeline currently playing?\")]\n    public class IsPlaying : Conditional\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n\n        private PlayableDirector playableDirector;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                playableDirector = currentGameObject.GetComponent<PlayableDirector>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (playableDirector == null) {\n                Debug.LogWarning(\"PlayableDirector is null\");\n                return TaskStatus.Failure;\n            }\n\n            return playableDirector.state == PlayState.Playing ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}\n#endif"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Timeline/IsPlaying.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 61a5af2ddf414484cb4f4048f2342c4f\ntimeCreated: 1519216674\nlicenseType: Store\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Timeline/Pause.cs",
    "content": "﻿#if UNITY_2017_1_OR_NEWER\nusing UnityEngine;\nusing UnityEngine.Playables;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.Timeline\n{\n    [TaskCategory(\"Unity/Timeline\")]\n    [TaskDescription(\"Pauses playback of the currently running playable.\")]\n    public class Pause : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n\n        private PlayableDirector playableDirector;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                playableDirector = currentGameObject.GetComponent<PlayableDirector>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (playableDirector == null) {\n                Debug.LogWarning(\"PlayableDirector is null\");\n                return TaskStatus.Failure;\n            }\n\n            playableDirector.Pause();\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}\n#endif"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Timeline/Pause.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 158fd9e1af5fac248913c0f749720737\ntimeCreated: 1519216674\nlicenseType: Store\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Timeline/Play.cs",
    "content": "﻿#if UNITY_2017_1_OR_NEWER\nusing UnityEngine;\nusing UnityEngine.Playables;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.Timeline\n{\n    [TaskCategory(\"Unity/Timeline\")]\n    [TaskDescription(\"Instatiates a Playable using the provided PlayableAsset and starts playback.\")]\n    public class Play : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"An asset to instantiate a playable from.\")]\n        public PlayableAsset playableAsset;\n        [Tooltip(\"Should the task be stopped when the timeline has stopped playing?\")]\n        public SharedBool stopWhenComplete;\n\n        private PlayableDirector playableDirector;\n        private GameObject prevGameObject;\n        private bool playbackStarted;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                playableDirector = currentGameObject.GetComponent<PlayableDirector>();\n                prevGameObject = currentGameObject;\n            }\n            playbackStarted = false;\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (playableDirector == null) {\n                Debug.LogWarning(\"PlayableDirector is null\");\n                return TaskStatus.Failure;\n            }\n\n            if (playbackStarted) {\n                if (stopWhenComplete.Value && playableDirector.state == PlayState.Playing) {\n                    return TaskStatus.Running;\n                }\n                return TaskStatus.Success;\n            }\n\n            if (playableAsset == null) {\n                playableDirector.Play();\n            } else {\n                playableDirector.Play(playableAsset);\n            }\n            playbackStarted = true;\n\n            return stopWhenComplete.Value ? TaskStatus.Running : TaskStatus.Success;\n        }\n        \n        public override void OnReset()\n        {\n            targetGameObject = null;\n            playableAsset = null;\n            stopWhenComplete = false;\n        }\n    }\n}\n#endif"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Timeline/Play.cs.meta",
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Timeline/Resume.cs",
    "content": "﻿#if UNITY_2017_1_OR_NEWER\nusing UnityEngine;\nusing UnityEngine.Playables;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.Timeline\n{\n    [TaskCategory(\"Unity/Timeline\")]\n    [TaskDescription(\"Resume playing a paused playable.\")]\n    public class Resume : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"Should the task be stopped when the timeline has stopped playing?\")]\n        public SharedBool stopWhenComplete;\n\n        private PlayableDirector playableDirector;\n        private GameObject prevGameObject;\n        private bool playbackStarted;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                playableDirector = currentGameObject.GetComponent<PlayableDirector>();\n                prevGameObject = currentGameObject;\n            }\n            playbackStarted = false;\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (playableDirector == null) {\n                Debug.LogWarning(\"PlayableDirector is null\");\n                return TaskStatus.Failure;\n            }\n\n            if (playbackStarted) {\n                if (stopWhenComplete.Value && playableDirector.state == PlayState.Playing) {\n                    return TaskStatus.Running;\n                }\n                return TaskStatus.Success;\n            }\n\n            playableDirector.Resume();\n            playbackStarted = true;\n\n            return stopWhenComplete.Value ? TaskStatus.Running : TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            stopWhenComplete = false;\n        }\n    }\n}\n#endif"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Timeline/Resume.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 08ea323394eb79c48a2aa692cb4e82ac\ntimeCreated: 1519216674\nlicenseType: Store\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Timeline/Stop.cs",
    "content": "﻿#if UNITY_2017_1_OR_NEWER\nusing UnityEngine;\nusing UnityEngine.Playables;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.Timeline\n{\n    [TaskCategory(\"Unity/Timeline\")]\n    [TaskDescription(\"Stops playback of the current Playable and destroys the corresponding graph.\")]\n    public class Stop : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n\n        private PlayableDirector playableDirector;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                playableDirector = currentGameObject.GetComponent<PlayableDirector>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (playableDirector == null) {\n                Debug.LogWarning(\"PlayableDirector is null\");\n                return TaskStatus.Failure;\n            }\n\n            playableDirector.Stop();\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n        }\n    }\n}\n#endif"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Timeline/Stop.cs.meta",
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Timeline.meta",
    "content": "fileFormatVersion: 2\nguid: 50e6b8a5d6bb9cb49957395165f737a7\nfolderAsset: yes\ntimeCreated: 1519216643\nlicenseType: Store\nDefaultImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/Find.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform\n{\n    [TaskCategory(\"Unity/Transform\")]\n    [TaskDescription(\"Finds a transform by name. Returns Success.\")]\n    public class Find : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The transform name to find\")]\n        public SharedString transformName;\n        [Tooltip(\"The object found by name\")]\n        [RequiredField]\n        public SharedTransform storeValue;\n\n        private Transform targetTransform;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                targetTransform = currentGameObject.GetComponent<Transform>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (targetTransform == null) {\n                Debug.LogWarning(\"Transform is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = targetTransform.Find(transformName.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            transformName = null;\n            storeValue = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/Find.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 387fd22087393ab4e91f0ad4fce4e77f\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetAngleToTarget.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform\n{\n    [TaskCategory(\"Unity/Transform\")]\n    [TaskDescription(\"Gets the Angle between a GameObject's forward direction and a target. Returns Success.\")]\n    public class GetAngleToTarget : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The target object to measure the angle to. If null the targetPosition will be used.\")]\n        public SharedGameObject targetObject;\n        [Tooltip(\"The world position to measure an angle to. If the targetObject is also not null, this value is used as an offset from that object's position.\")]\n        public SharedVector3 targetPosition;\n        [Tooltip(\"Ignore height differences when calculating the angle?\")]\n        public SharedBool ignoreHeight = true;\n        [Tooltip(\"The angle to the target\")]\n        [RequiredField]\n        public SharedFloat storeValue;\n\n        private Transform targetTransform;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                targetTransform = currentGameObject.GetComponent<Transform>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (targetTransform == null) {\n                Debug.LogWarning(\"Transform is null\");\n                return TaskStatus.Failure;\n            }\n\n            Vector3 targetPos;\n            if (targetObject.Value != null) {\n                targetPos = targetObject.Value.transform.InverseTransformPoint(targetPosition.Value);\n            } else {\n                targetPos = targetPosition.Value;\n            }\n\n            if (ignoreHeight.Value) {\n                targetPos.y = targetTransform.position.y;\n            }\n\n            var targetDir = targetPos - targetTransform.position;\n            storeValue.Value = Vector3.Angle(targetDir, targetTransform.forward);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            targetObject = null;\n            targetPosition = Vector3.zero;\n            ignoreHeight = true;\n            storeValue = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetAngleToTarget.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ae176a605fff9a2468198085313c26ad\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetChild.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform\n{\n    [TaskCategory(\"Unity/Transform\")]\n    [TaskDescription(\"Stores the transform child at the specified index. Returns Success.\")]\n    public class GetChild : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The index of the child\")]\n        public SharedInt index;\n        [Tooltip(\"The child of the Transform\")]\n        [RequiredField]\n        public SharedTransform storeValue;\n\n        private Transform targetTransform;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                targetTransform = currentGameObject.GetComponent<Transform>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (targetTransform == null) {\n                Debug.LogWarning(\"Transform is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = targetTransform.GetChild(index.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            index = 0;\n            storeValue = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetChild.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 04ea225bb12181a4daf7f3d6a21eaa5d\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetChildCount.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform\n{\n    [TaskCategory(\"Unity/Transform\")]\n    [TaskDescription(\"Stores the number of children a Transform has. Returns Success.\")]\n    public class GetChildCount : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The number of children\")]\n        [RequiredField]\n        public SharedInt storeValue;\n\n        private Transform targetTransform;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                targetTransform = currentGameObject.GetComponent<Transform>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (targetTransform == null) {\n                Debug.LogWarning(\"Transform is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = targetTransform.childCount;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetChildCount.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 8e31c13112e4d334ab9d67feaac94d3f\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetEulerAngles.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform\n{\n    [TaskCategory(\"Unity/Transform\")]\n    [TaskDescription(\"Stores the euler angles of the Transform. Returns Success.\")]\n    public class GetEulerAngles : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The euler angles of the Transform\")]\n        [RequiredField]\n        public SharedVector3 storeValue;\n\n        private Transform targetTransform;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                targetTransform = currentGameObject.GetComponent<Transform>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (targetTransform == null) {\n                Debug.LogWarning(\"Transform is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = targetTransform.eulerAngles;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetEulerAngles.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 43295a23f5d9cb345ae408d5ac843b52\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetForwardVector.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform\n{\n    [TaskCategory(\"Unity/Transform\")]\n    [TaskDescription(\"Stores the forward vector of the Transform. Returns Success.\")]\n    public class GetForwardVector : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The position of the Transform\")]\n        [RequiredField]\n        public SharedVector3 storeValue;\n\n        private Transform targetTransform;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                targetTransform = currentGameObject.GetComponent<Transform>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (targetTransform == null) {\n                Debug.LogWarning(\"Transform is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = targetTransform.forward;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetForwardVector.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a5748c07a5ebe54429eb3e9ae032b5e2\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetLocalEulerAngles.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform\n{\n    [TaskCategory(\"Unity/Transform\")]\n    [TaskDescription(\"Stores the local euler angles of the Transform. Returns Success.\")]\n    public class GetLocalEulerAngles : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The local euler angles of the Transform\")]\n        [RequiredField]\n        public SharedVector3 storeValue;\n\n        private Transform targetTransform;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                targetTransform = currentGameObject.GetComponent<Transform>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (targetTransform == null) {\n                Debug.LogWarning(\"Transform is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = targetTransform.localEulerAngles;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetLocalEulerAngles.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 459c793e1b836104f901813471414ccc\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetLocalPosition.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform\n{\n    [TaskCategory(\"Unity/Transform\")]\n    [TaskDescription(\"Stores the local position of the Transform. Returns Success.\")]\n    public class GetLocalPosition : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The local position of the Transform\")]\n        [RequiredField]\n        public SharedVector3 storeValue;\n\n        private Transform targetTransform;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                targetTransform = currentGameObject.GetComponent<Transform>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (targetTransform == null) {\n                Debug.LogWarning(\"Transform is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = targetTransform.localPosition;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetLocalPosition.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4fdc0d751b2c91f438142cf65fcbba34\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetLocalRotation.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform\n{\n    [TaskCategory(\"Unity/Transform\")]\n    [TaskDescription(\"Stores the local rotation of the Transform. Returns Success.\")]\n    public class GetLocalRotation : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The local rotation of the Transform\")]\n        [RequiredField]\n        public SharedQuaternion storeValue;\n\n        private Transform targetTransform;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                targetTransform = currentGameObject.GetComponent<Transform>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (targetTransform == null) {\n                Debug.LogWarning(\"Transform is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = targetTransform.localRotation;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = Quaternion.identity;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetLocalRotation.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 2334ddf0e58b67e40ad16e2f63dad8ee\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetLocalScale.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform\n{\n    [TaskCategory(\"Unity/Transform\")]\n    [TaskDescription(\"Stores the local scale of the Transform. Returns Success.\")]\n    public class GetLocalScale : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The local scale of the Transform\")]\n        [RequiredField]\n        public SharedVector3 storeValue;\n\n        private Transform targetTransform;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                targetTransform = currentGameObject.GetComponent<Transform>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (targetTransform == null) {\n                Debug.LogWarning(\"Transform is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = targetTransform.localScale;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetLocalScale.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e0b10fe3fcda1914fbbdde4a860cd403\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetParent.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform\n{\n    [TaskCategory(\"Unity/Transform\")]\n    [TaskDescription(\"Stores the parent of the Transform. Returns Success.\")]\n    public class GetParent : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The parent of the Transform\")]\n        [RequiredField]\n        public SharedTransform storeValue;\n\n        private Transform targetTransform;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                targetTransform = currentGameObject.GetComponent<Transform>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (targetTransform == null) {\n                Debug.LogWarning(\"Transform is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = targetTransform.parent;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetParent.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f149245d8fce789498c301657a7eaf88\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetPosition.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform\n{\n    [TaskCategory(\"Unity/Transform\")]\n    [TaskDescription(\"Stores the position of the Transform. Returns Success.\")]\n    public class GetPosition : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"Can the target GameObject be empty?\")]\n        [RequiredField]\n        public SharedVector3 storeValue;\n\n        private Transform targetTransform;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                targetTransform = currentGameObject.GetComponent<Transform>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (targetTransform == null) {\n                Debug.LogWarning(\"Transform is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = targetTransform.position;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetPosition.cs.meta",
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetRightVector.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform\n{\n    [TaskCategory(\"Unity/Transform\")]\n    [TaskDescription(\"Stores the right vector of the Transform. Returns Success.\")]\n    public class GetRightVector : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The position of the Transform\")]\n        [RequiredField]\n        public SharedVector3 storeValue;\n\n        private Transform targetTransform;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                targetTransform = currentGameObject.GetComponent<Transform>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (targetTransform == null) {\n                Debug.LogWarning(\"Transform is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = targetTransform.right;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetRightVector.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6b5147164f2674547888db24cba68770\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetRotation.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform\n{\n    [TaskCategory(\"Unity/Transform\")]\n    [TaskDescription(\"Stores the rotation of the Transform. Returns Success.\")]\n    public class GetRotation : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The rotation of the Transform\")]\n        [RequiredField]\n        public SharedQuaternion storeValue;\n\n        private Transform targetTransform;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                targetTransform = currentGameObject.GetComponent<Transform>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (targetTransform == null) {\n                Debug.LogWarning(\"Transform is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = targetTransform.rotation;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = Quaternion.identity;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetRotation.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 5384b69809f40f5489ca7d7d345471d2\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetUpVector.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform\n{\n    [TaskCategory(\"Unity/Transform\")]\n    [TaskDescription(\"Stores the up vector of the Transform. Returns Success.\")]\n    public class GetUpVector : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The position of the Transform\")]\n        [RequiredField]\n        public SharedVector3 storeValue;\n\n        private Transform targetTransform;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                targetTransform = currentGameObject.GetComponent<Transform>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (targetTransform == null) {\n                Debug.LogWarning(\"Transform is null\");\n                return TaskStatus.Failure;\n            }\n\n            storeValue.Value = targetTransform.up;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            storeValue = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetUpVector.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 605a7c93705031042be47bd4a4ab6079\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/IsChildOf.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform\n{\n    [TaskCategory(\"Unity/Transform\")]\n    [TaskDescription(\"Returns Success if the transform is a child of the specified GameObject.\")]\n    public class IsChildOf : Conditional\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The interested transform\")]\n        public SharedTransform transformName;\n\n        private Transform targetTransform;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                targetTransform = currentGameObject.GetComponent<Transform>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (targetTransform == null) {\n                Debug.LogWarning(\"Transform is null\");\n                return TaskStatus.Failure;\n            }\n\n            return targetTransform.IsChildOf(transformName.Value) ? TaskStatus.Success : TaskStatus.Failure;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            transformName = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/IsChildOf.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 304e488eb1caa4f45a8bd903292492ca\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/LookAt.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform\n{\n    [TaskCategory(\"Unity/Transform\")]\n    [TaskDescription(\"Rotates the transform so the forward vector points at worldPosition. Returns Success.\")]\n    public class LookAt : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The GameObject to look at. If null the world position will be used.\")]\n        public SharedGameObject targetLookAt;\n        [Tooltip(\"Point to look at\")]\n        public SharedVector3 worldPosition;\n        [Tooltip(\"Vector specifying the upward direction\")]\n        public Vector3 worldUp;\n\n        private Transform targetTransform;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                targetTransform = currentGameObject.GetComponent<Transform>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (targetTransform == null) {\n                Debug.LogWarning(\"Transform is null\");\n                return TaskStatus.Failure;\n            }\n\n            if (targetLookAt.Value != null) {\n                targetTransform.LookAt(targetLookAt.Value.transform);\n            } else {\n                targetTransform.LookAt(worldPosition.Value, worldUp);\n            }\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            targetLookAt = null;\n            worldPosition = Vector3.up;\n            worldUp = Vector3.up;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/LookAt.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 64883614392671f438244b3aa5b91c6c\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/Rotate.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform\n{\n    [TaskCategory(\"Unity/Transform\")]\n    [TaskDescription(\"Applies a rotation. Returns Success.\")]\n    public class Rotate : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"Amount to rotate\")]\n        public SharedVector3 eulerAngles;\n        [Tooltip(\"Specifies which axis the rotation is relative to\")]\n        public Space relativeTo = Space.Self;\n\n        private Transform targetTransform;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                targetTransform = currentGameObject.GetComponent<Transform>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (targetTransform == null) {\n                Debug.LogWarning(\"Transform is null\");\n                return TaskStatus.Failure;\n            }\n\n            targetTransform.Rotate(eulerAngles.Value, relativeTo);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            eulerAngles = Vector3.zero;\n            relativeTo = Space.Self;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/Rotate.cs.meta",
    "content": "fileFormatVersion: 2\nguid: db0cba6372babb541a0da57412963760\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/RotateAround.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform\n{\n    [TaskCategory(\"Unity/Transform\")]\n    [TaskDescription(\"Applies a rotation. Returns Success.\")]\n    public class RotateAround : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"Point to rotate around\")]\n        public SharedVector3 point;\n        [Tooltip(\"Axis to rotate around\")]\n        public SharedVector3 axis;\n        [Tooltip(\"Amount to rotate\")]\n        public SharedFloat angle;\n\n        private Transform targetTransform;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                targetTransform = currentGameObject.GetComponent<Transform>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (targetTransform == null) {\n                Debug.LogWarning(\"Transform is null\");\n                return TaskStatus.Failure;\n            }\n\n            targetTransform.RotateAround(point.Value, axis.Value, angle.Value);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            point = Vector3.zero;\n            axis = Vector3.zero;\n            angle = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/RotateAround.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 65cef920fcc4ec449a1e6a29fe79c024\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetEulerAngles.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform\n{\n    [TaskCategory(\"Unity/Transform\")]\n    [TaskDescription(\"Sets the euler angles of the Transform. Returns Success.\")]\n    public class SetEulerAngles : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The euler angles of the Transform\")]\n        public SharedVector3 eulerAngles;\n\n        private Transform targetTransform;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                targetTransform = currentGameObject.GetComponent<Transform>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (targetTransform == null) {\n                Debug.LogWarning(\"Transform is null\");\n                return TaskStatus.Failure;\n            }\n\n            targetTransform.eulerAngles = eulerAngles.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            eulerAngles = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetEulerAngles.cs.meta",
    "content": "fileFormatVersion: 2\nguid: edad3f12ad10ba14aac656b7f431ff31\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetForwardVector.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform\n{\n    [TaskCategory(\"Unity/Transform\")]\n    [TaskDescription(\"Sets the forward vector of the Transform. Returns Success.\")]\n    public class SetForwardVector : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The position of the Transform\")]\n        public SharedVector3 position;\n\n        private Transform targetTransform;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                targetTransform = currentGameObject.GetComponent<Transform>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (targetTransform == null) {\n                Debug.LogWarning(\"Transform is null\");\n                return TaskStatus.Failure;\n            }\n\n            targetTransform.forward = position.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            position = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetForwardVector.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4cf669b5419d7294cb72c90881267c0c\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetLocalEulerAngles.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform\n{\n    [TaskCategory(\"Unity/Transform\")]\n    [TaskDescription(\"Sets the local euler angles of the Transform. Returns Success.\")]\n    public class SetLocalEulerAngles : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The local euler angles of the Transform\")]\n        public SharedVector3 localEulerAngles;\n\n        private Transform targetTransform;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                targetTransform = currentGameObject.GetComponent<Transform>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (targetTransform == null) {\n                Debug.LogWarning(\"Transform is null\");\n                return TaskStatus.Failure;\n            }\n\n            targetTransform.localEulerAngles = localEulerAngles.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            localEulerAngles = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetLocalEulerAngles.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 2e1ed691ebf9f154e88bb8be7319baad\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetLocalPosition.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform\n{\n    [TaskCategory(\"Unity/Transform\")]\n    [TaskDescription(\"Sets the local position of the Transform. Returns Success.\")]\n    public class SetLocalPosition : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The local position of the Transform\")]\n        public SharedVector3 localPosition;\n\n        private Transform targetTransform;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                targetTransform = currentGameObject.GetComponent<Transform>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (targetTransform == null) {\n                Debug.LogWarning(\"Transform is null\");\n                return TaskStatus.Failure;\n            }\n\n            targetTransform.localPosition = localPosition.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            localPosition = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetLocalPosition.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 5af08673c7a3bb54c974bb23094d4587\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetLocalRotation.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform\n{\n    [TaskCategory(\"Unity/Transform\")]\n    [TaskDescription(\"Sets the local rotation of the Transform. Returns Success.\")]\n    public class SetLocalRotation : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The local rotation of the Transform\")]\n        public SharedQuaternion localRotation;\n\n        private Transform targetTransform;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                targetTransform = currentGameObject.GetComponent<Transform>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (targetTransform == null) {\n                Debug.LogWarning(\"Transform is null\");\n                return TaskStatus.Failure;\n            }\n\n            targetTransform.localRotation = localRotation.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            localRotation = Quaternion.identity;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetLocalRotation.cs.meta",
    "content": "fileFormatVersion: 2\nguid: de22c6e6826367540b2f25957757a1d4\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetLocalScale.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform\n{\n    [TaskCategory(\"Unity/Transform\")]\n    [TaskDescription(\"Sets the local scale of the Transform. Returns Success.\")]\n    public class SetLocalScale : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The local scale of the Transform\")]\n        public SharedVector3 localScale;\n\n        private Transform targetTransform;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                targetTransform = currentGameObject.GetComponent<Transform>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (targetTransform == null) {\n                Debug.LogWarning(\"Transform is null\");\n                return TaskStatus.Failure;\n            }\n\n            targetTransform.localScale = localScale.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            localScale = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetLocalScale.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 354ce71974ea2b44ab820c8285f72421\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetParent.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform\n{\n    [TaskCategory(\"Unity/Transform\")]\n    [TaskDescription(\"Sets the parent of the Transform. Returns Success.\")]\n    public class SetParent : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The parent of the Transform\")]\n        public SharedTransform parent;\n\n        private Transform targetTransform;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                targetTransform = currentGameObject.GetComponent<Transform>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (targetTransform == null) {\n                Debug.LogWarning(\"Transform is null\");\n                return TaskStatus.Failure;\n            }\n\n            targetTransform.parent = parent.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            parent = null;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetParent.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a19c91d6c31b48d45b2ea97efeae14aa\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetPosition.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform\n{\n    [TaskCategory(\"Unity/Transform\")]\n    [TaskDescription(\"Sets the position of the Transform. Returns Success.\")]\n    public class SetPosition : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The position of the Transform\")]\n        public SharedVector3 position;\n\n        private Transform targetTransform;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                targetTransform = currentGameObject.GetComponent<Transform>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (targetTransform == null) {\n                Debug.LogWarning(\"Transform is null\");\n                return TaskStatus.Failure;\n            }\n\n            targetTransform.position = position.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            position = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetPosition.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d0586a5078618624398df51fd677a2e0\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetRightVector.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform\n{\n    [TaskCategory(\"Unity/Transform\")]\n    [TaskDescription(\"Sets the right vector of the Transform. Returns Success.\")]\n    public class SetRightVector : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The position of the Transform\")]\n        public SharedVector3 position;\n\n        private Transform targetTransform;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                targetTransform = currentGameObject.GetComponent<Transform>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (targetTransform == null) {\n                Debug.LogWarning(\"Transform is null\");\n                return TaskStatus.Failure;\n            }\n\n            targetTransform.right = position.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            position = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetRightVector.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4629bee77af22ca42a716dfa8ad3e669\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetRotation.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform\n{\n    [TaskCategory(\"Unity/Transform\")]\n    [TaskDescription(\"Sets the rotation of the Transform. Returns Success.\")]\n    public class SetRotation : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The rotation of the Transform\")]\n        public SharedQuaternion rotation;\n\n        private Transform targetTransform;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                targetTransform = currentGameObject.GetComponent<Transform>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (targetTransform == null) {\n                Debug.LogWarning(\"Transform is null\");\n                return TaskStatus.Failure;\n            }\n\n            targetTransform.rotation = rotation.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            rotation = Quaternion.identity;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetRotation.cs.meta",
    "content": "fileFormatVersion: 2\nguid: fb61cc6175ff14c4d84c3c72541bc30d\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetUpVector.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform\n{\n    [TaskCategory(\"Unity/Transform\")]\n    [TaskDescription(\"Sets the up vector of the Transform. Returns Success.\")]\n    public class SetUpVector : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"The position of the Transform\")]\n        public SharedVector3 position;\n\n        private Transform targetTransform;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                targetTransform = currentGameObject.GetComponent<Transform>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (targetTransform == null) {\n                Debug.LogWarning(\"Transform is null\");\n                return TaskStatus.Failure;\n            }\n\n            targetTransform.up = position.Value;\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            position = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetUpVector.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 2e65dee462c24694a9835796a770af6e\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/Translate.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform\n{\n    [TaskCategory(\"Unity/Transform\")]\n    [TaskDescription(\"Moves the transform in the direction and distance of translation. Returns Success.\")]\n    public class Translate : Action\n    {\n        [Tooltip(\"The GameObject that the task operates on. If null the task GameObject is used.\")]\n        public SharedGameObject targetGameObject;\n        [Tooltip(\"Move direction and distance\")]\n        public SharedVector3 translation;\n        [Tooltip(\"Specifies which axis the rotation is relative to\")]\n        public Space relativeTo = Space.Self;\n\n        private Transform targetTransform;\n        private GameObject prevGameObject;\n\n        public override void OnStart()\n        {\n            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);\n            if (currentGameObject != prevGameObject) {\n                targetTransform = currentGameObject.GetComponent<Transform>();\n                prevGameObject = currentGameObject;\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (targetTransform == null) {\n                Debug.LogWarning(\"Transform is null\");\n                return TaskStatus.Failure;\n            }\n\n            targetTransform.Translate(translation.Value, relativeTo);\n\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            targetGameObject = null;\n            translation = Vector3.zero;\n            relativeTo = Space.Self;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/Translate.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d4a788705b79d3745a26867acf47a63a\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform.meta",
    "content": "fileFormatVersion: 2\nguid: 540cd14dc03ed0942a76964e3e443cb6\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/ClampMagnitude.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector2\n{\n    [TaskCategory(\"Unity/Vector2\")]\n    [TaskDescription(\"Clamps the magnitude of the Vector2.\")]\n    public class ClampMagnitude : Action\n    {\n        [Tooltip(\"The Vector2 to clamp the magnitude of\")]\n        public SharedVector2 vector2Variable;\n        [Tooltip(\"The max length of the magnitude\")]\n        public SharedFloat maxLength;\n        [Tooltip(\"The clamp magnitude resut\")]\n        [RequiredField]\n        public SharedVector2 storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Vector2.ClampMagnitude(vector2Variable.Value, maxLength.Value);\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            vector2Variable = storeResult = Vector2.zero;\n            maxLength = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/ClampMagnitude.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a2a5d2ecd681ef64ea5b5fbf81cc0b2d\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/Distance.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector2\n{\n    [TaskCategory(\"Unity/Vector2\")]\n    [TaskDescription(\"Returns the distance between two Vector2s.\")]\n    public class Distance : Action\n    {\n        [Tooltip(\"The first Vector2\")]\n        public SharedVector2 firstVector2;\n        [Tooltip(\"The second Vector2\")]\n        public SharedVector2 secondVector2;\n        [Tooltip(\"The distance\")]\n        [RequiredField]\n        public SharedFloat storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Vector2.Distance(firstVector2.Value, secondVector2.Value);\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            firstVector2 = secondVector2 = Vector2.zero;\n            storeResult = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/Distance.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a35c2cb53a768894f8d81c2e8dc87b9b\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/Dot.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector2\n{\n    [TaskCategory(\"Unity/Vector2\")]\n    [TaskDescription(\"Stores the dot product of two Vector2 values.\")]\n    public class Dot : Action\n    {\n        [Tooltip(\"The left hand side of the dot product\")]\n        public SharedVector2 leftHandSide;\n        [Tooltip(\"The right hand side of the dot product\")]\n        public SharedVector2 rightHandSide;\n        [Tooltip(\"The dot product result\")]\n        [RequiredField]\n        public SharedFloat storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Vector2.Dot(leftHandSide.Value, rightHandSide.Value);\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            leftHandSide = rightHandSide = Vector2.zero;\n            storeResult = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/Dot.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c9c233b5173aece4493146b736d4e65d\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/GetMagnitude.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector2\n{\n    [TaskCategory(\"Unity/Vector2\")]\n    [TaskDescription(\"Stores the magnitude of the Vector2.\")]\n    public class GetMagnitude : Action\n    {\n        [Tooltip(\"The Vector2 to get the magnitude of\")]\n        public SharedVector2 vector2Variable;\n        [Tooltip(\"The magnitude of the vector\")]\n        [RequiredField]\n        public SharedFloat storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = vector2Variable.Value.magnitude;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            vector2Variable = Vector2.zero;\n            storeResult = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/GetMagnitude.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 64a63651c7294144197858c8b6387b49\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/GetRightVector.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector2\n{\n    [TaskCategory(\"Unity/Vector2\")]\n    [TaskDescription(\"Stores the right vector value.\")]\n    public class GetRightVector : Action\n    {\n        [Tooltip(\"The stored result\")]\n        [RequiredField]\n        public SharedVector2 storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Vector2.right;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            storeResult = Vector2.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/GetRightVector.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f46062197c393bb4a809f7faf8e9fc70\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/GetSqrMagnitude.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector2\n{\n    [TaskCategory(\"Unity/Vector2\")]\n    [TaskDescription(\"Stores the square magnitude of the Vector2.\")]\n    public class GetSqrMagnitude : Action\n    {\n        [Tooltip(\"The Vector2 to get the square magnitude of\")]\n        public SharedVector2 vector2Variable;\n        [Tooltip(\"The square magnitude of the vector\")]\n        [RequiredField]\n        public SharedFloat storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = vector2Variable.Value.sqrMagnitude;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            vector2Variable = Vector2.zero;\n            storeResult = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/GetSqrMagnitude.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 5366ccb4258ea7f49ae280d05d2a195c\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/GetUpVector.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector2\n{\n    [TaskCategory(\"Unity/Vector2\")]\n    [TaskDescription(\"Stores the up vector value.\")]\n    public class GetUpVector : Action\n    {\n        [Tooltip(\"The stored result\")]\n        [RequiredField]\n        public SharedVector2 storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Vector2.up;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            storeResult = Vector2.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/GetUpVector.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7ec54e34058d3a04dbd9ed27538731b0\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/GetVector3.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector2\n{\n    [TaskCategory(\"Unity/Vector2\")]\n    [TaskDescription(\"Stores the Vector3 value of the Vector2.\")]\n    public class GetVector3 : Action\n    {\n        [Tooltip(\"The Vector2 to get the Vector3 value of\")]\n        public SharedVector2 vector3Variable;\n        [Tooltip(\"The Vector3 value\")]\n        [RequiredField]\n        public SharedVector3 storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = vector3Variable.Value;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            vector3Variable = Vector2.zero;\n            storeResult = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/GetVector3.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 89ba2f45bfecb9c40a4de0394c8019e0\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/GetXY.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector2\n{\n    [TaskCategory(\"Unity/Vector2\")]\n    [TaskDescription(\"Stores the X and Y values of the Vector2.\")]\n    public class GetXY : Action\n    {\n        [Tooltip(\"The Vector2 to get the values of\")]\n        public SharedVector2 vector2Variable;\n        [Tooltip(\"The X value\")]\n        [RequiredField]\n        public SharedFloat storeX;\n        [Tooltip(\"The Y value\")]\n        [RequiredField]\n        public SharedFloat storeY;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeX.Value = vector2Variable.Value.x;\n            storeY.Value = vector2Variable.Value.y;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            vector2Variable = Vector2.zero;\n            storeX = storeY = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/GetXY.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e258a57c9873ecf4fb8a1432e418ecb4\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/Lerp.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector2\n{\n    [TaskCategory(\"Unity/Vector2\")]\n    [TaskDescription(\"Lerp the Vector2 by an amount.\")]\n    public class Lerp : Action\n    {\n        [Tooltip(\"The from value\")]\n        public SharedVector2 fromVector2;\n        [Tooltip(\"The to value\")]\n        public SharedVector2 toVector2;\n        [Tooltip(\"The amount to lerp\")]\n        public SharedFloat lerpAmount;\n        [Tooltip(\"The lerp resut\")]\n        [RequiredField]\n        public SharedVector2 storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Vector2.Lerp(fromVector2.Value, toVector2.Value, lerpAmount.Value);\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            fromVector2 = toVector2 = storeResult = Vector2.zero;\n            lerpAmount = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/Lerp.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6f709035ad060c04d9f758980ad7e2c3\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/MoveTowards.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector2\n{\n    [TaskCategory(\"Unity/Vector2\")]\n    [TaskDescription(\"Move from the current position to the target position.\")]\n    public class MoveTowards : Action\n    {\n        [Tooltip(\"The current position\")]\n        public SharedVector2 currentPosition;\n        [Tooltip(\"The target position\")]\n        public SharedVector2 targetPosition;\n        [Tooltip(\"The movement speed\")]\n        public SharedFloat speed;\n        [Tooltip(\"The move resut\")]\n        [RequiredField]\n        public SharedVector2 storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Vector2.MoveTowards(currentPosition.Value, targetPosition.Value, speed.Value * Time.deltaTime);\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            currentPosition = targetPosition = storeResult = Vector2.zero;\n            speed = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/MoveTowards.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ab464382cafa087498bef68f6988dff7\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/Multiply.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector2\n{\n    [TaskCategory(\"Unity/Vector2\")]\n    [TaskDescription(\"Multiply the Vector2 by a float.\")]\n    public class Multiply : Action\n    {\n        [Tooltip(\"The Vector2 to multiply of\")]\n        public SharedVector2 vector2Variable;\n        [Tooltip(\"The value to multiply the Vector2 of\")]\n        public SharedFloat multiplyBy;\n        [Tooltip(\"The multiplication resut\")]\n        [RequiredField]\n        public SharedVector2 storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = vector2Variable.Value * multiplyBy.Value;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            vector2Variable = storeResult = Vector2.zero;\n            multiplyBy = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/Multiply.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7f21148eaa498684baa11ac8ac177599\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/Normalize.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector2\n{\n    [TaskCategory(\"Unity/Vector2\")]\n    [TaskDescription(\"Normalize the Vector2.\")]\n    public class Normalize : Action\n    {\n        [Tooltip(\"The Vector2 to normalize\")]\n        public SharedVector2 vector2Variable;\n        [Tooltip(\"The normalized resut\")]\n        [RequiredField]\n        public SharedVector2 storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = vector2Variable.Value.normalized;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            vector2Variable = storeResult = Vector2.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/Normalize.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ed5b59611a512984f9755c358afc67d8\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/Operator.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector2\n{\n    [TaskCategory(\"Unity/Vector2\")]\n    [TaskDescription(\"Performs a math operation on two Vector2s: Add, Subtract, Multiply, Divide, Min, or Max.\")]\n    public class Operator : Action\n    {\n        public enum Operation\n        {\n            Add,\n            Subtract,\n            Scale\n        }\n\n        [Tooltip(\"The operation to perform\")]\n        public Operation operation;\n        [Tooltip(\"The first Vector2\")]\n        public SharedVector2 firstVector2;\n        [Tooltip(\"The second Vector2\")]\n        public SharedVector2 secondVector2;\n        [Tooltip(\"The variable to store the result\")]\n        public SharedVector2 storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            switch (operation) {\n                case Operation.Add:\n                    storeResult.Value = firstVector2.Value + secondVector2.Value;\n                    break;\n                case Operation.Subtract:\n                    storeResult.Value = firstVector2.Value - secondVector2.Value;\n                    break;\n                case Operation.Scale:\n                    storeResult.Value = Vector2.Scale(firstVector2.Value, secondVector2.Value);\n                    break;\n            }\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            operation = Operation.Add;\n            firstVector2 = secondVector2 = storeResult = Vector2.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/Operator.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 2ae8ac6f41714174fa63df41c7e32019\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/SetValue.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector2\n{\n    [TaskCategory(\"Unity/Vector2\")]\n    [TaskDescription(\"Sets the value of the Vector2.\")]\n    public class SetValue : Action\n    {\n        [Tooltip(\"The Vector2 to get the values of\")]\n        public SharedVector2 vector2Value;\n        [Tooltip(\"The Vector2 to set the values of\")]\n        public SharedVector2 vector2Variable;\n\n        public override TaskStatus OnUpdate()\n        {\n            vector2Variable.Value = vector2Value.Value;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            vector2Value = vector2Variable = Vector2.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/SetValue.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 61e3d384c43977148b829dab4090ab3b\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/SetXY.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector2\n{\n    [TaskCategory(\"Unity/Vector2\")]\n    [TaskDescription(\"Sets the X and Y values of the Vector2.\")]\n    public class SetXY : Action\n    {\n        [Tooltip(\"The Vector2 to set the values of\")]\n        public SharedVector2 vector2Variable;\n        [Tooltip(\"The X value. Set to None to have the value ignored\")]\n        public SharedFloat xValue;\n        [Tooltip(\"The Y value. Set to None to have the value ignored\")]\n        public SharedFloat yValue;\n\n        public override TaskStatus OnUpdate()\n        {\n            var vector2Value = vector2Variable.Value;\n            if (!xValue.IsNone) {\n                vector2Value.x = xValue.Value;\n            }\n            if (!yValue.IsNone) {\n                vector2Value.y = yValue.Value;\n            }\n            vector2Variable.Value = vector2Value;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            vector2Variable = Vector2.zero;\n            xValue = yValue = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/SetXY.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a24836a22bca9bd4ab701e35bf36f6a9\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2.meta",
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/Angle.cs",
    "content": "﻿using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3\n{\n    [TaskCategory(\"Unity/Vector3\")]\n    [TaskDescription(\"Returns the angle between two Vector3s.\")]\n    public class Angle : Action\n    {\n        [Tooltip(\"The first Vector3\")]\n        public SharedVector3 firstVector3;\n        [Tooltip(\"The second Vector3\")]\n        public SharedVector3 secondVector3;\n        [Tooltip(\"The angle\")]\n        [RequiredField]\n        public SharedFloat storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Vector3.Angle(firstVector3.Value, secondVector3.Value);\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            firstVector3 = secondVector3 = Vector3.zero;\n            storeResult = 0;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/Angle.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 1e3b18a7f2f7db54992b881f449091ad\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/ClampMagnitude.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3\n{\n    [TaskCategory(\"Unity/Vector3\")]\n    [TaskDescription(\"Clamps the magnitude of the Vector3.\")]\n    public class ClampMagnitude : Action\n    {\n        [Tooltip(\"The Vector3 to clamp the magnitude of\")]\n        public SharedVector3 vector3Variable;\n        [Tooltip(\"The max length of the magnitude\")]\n        public SharedFloat maxLength;\n        [Tooltip(\"The clamp magnitude resut\")]\n        [RequiredField]\n        public SharedVector3 storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Vector3.ClampMagnitude(vector3Variable.Value, maxLength.Value);\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            vector3Variable = storeResult = Vector3.zero;\n            maxLength = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/ClampMagnitude.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e3d2efd14a9499b47a17ea16bf45512f\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/Distance.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3\n{\n    [TaskCategory(\"Unity/Vector3\")]\n    [TaskDescription(\"Returns the distance between two Vector3s.\")]\n    public class Distance : Action\n    {\n        [Tooltip(\"The first Vector3\")]\n        public SharedVector3 firstVector3;\n        [Tooltip(\"The second Vector3\")]\n        public SharedVector3 secondVector3;\n        [Tooltip(\"The distance\")]\n        [RequiredField]\n        public SharedFloat storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Vector3.Distance(firstVector3.Value, secondVector3.Value);\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            firstVector3 = secondVector3 = Vector3.zero;\n            storeResult = 0;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/Distance.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 8c4522b996b52d040822fb808cfc9d97\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/Dot.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3\n{\n    [TaskCategory(\"Unity/Vector3\")]\n    [TaskDescription(\"Stores the dot product of two Vector3 values.\")]\n    public class Dot : Action\n    {\n        [Tooltip(\"The left hand side of the dot product\")]\n        public SharedVector3 leftHandSide;\n        [Tooltip(\"The right hand side of the dot product\")]\n        public SharedVector3 rightHandSide;\n        [Tooltip(\"The dot product result\")]\n        [RequiredField]\n        public SharedFloat storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Vector3.Dot(leftHandSide.Value, rightHandSide.Value);\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            leftHandSide = rightHandSide = Vector3.zero;\n            storeResult = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/Dot.cs.meta",
    "content": "fileFormatVersion: 2\nguid: fe5e2655abffbe94eba3f6a0abd34b5c\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/GetForwardVector.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3\n{\n    [TaskCategory(\"Unity/Vector3\")]\n    [TaskDescription(\"Stores the forward vector value.\")]\n    public class GetForwardVector : Action\n    {\n        [Tooltip(\"The stored result\")]\n        [RequiredField]\n        public SharedVector3 storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Vector3.forward;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            storeResult = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/GetForwardVector.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b09c11f987794eb45b65e0ef249cdb3f\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/GetMagnitude.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3\n{\n    [TaskCategory(\"Unity/Vector3\")]\n    [TaskDescription(\"Stores the magnitude of the Vector3.\")]\n    public class GetMagnitude : Action\n    {\n        [Tooltip(\"The Vector3 to get the magnitude of\")]\n        public SharedVector3 vector3Variable;\n        [Tooltip(\"The magnitude of the vector\")]\n        [RequiredField]\n        public SharedFloat storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = vector3Variable.Value.magnitude;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            vector3Variable = Vector3.zero;\n            storeResult = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/GetMagnitude.cs.meta",
    "content": "fileFormatVersion: 2\nguid: dcf2397966692fe4a819a0db18186778\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/GetRightVector.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3\n{\n    [TaskCategory(\"Unity/Vector3\")]\n    [TaskDescription(\"Stores the right vector value.\")]\n    public class GetRightVector : Action\n    {\n        [Tooltip(\"The stored result\")]\n        [RequiredField]\n        public SharedVector3 storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Vector3.right;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            storeResult = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/GetRightVector.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ca338b1189144fe47ab9b1fa6a54e970\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/GetSqrMagnitude.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3\n{\n    [TaskCategory(\"Unity/Vector3\")]\n    [TaskDescription(\"Stores the square magnitude of the Vector3.\")]\n    public class GetSqrMagnitude : Action\n    {\n        [Tooltip(\"The Vector3 to get the square magnitude of\")]\n        public SharedVector3 vector3Variable;\n        [Tooltip(\"The square magnitude of the vector\")]\n        [RequiredField]\n        public SharedFloat storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = vector3Variable.Value.sqrMagnitude;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            vector3Variable = Vector3.zero;\n            storeResult = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/GetSqrMagnitude.cs.meta",
    "content": "fileFormatVersion: 2\nguid: fb704714eacb92948bd59ddd38865b59\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/GetUpVector.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3\n{\n    [TaskCategory(\"Unity/Vector3\")]\n    [TaskDescription(\"Stores the up vector value.\")]\n    public class GetUpVector : Action\n    {\n        [Tooltip(\"The stored result\")]\n        [RequiredField]\n        public SharedVector3 storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Vector3.up;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            storeResult = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/GetUpVector.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 225a4566a02bdec4e82a2335b4e6c5fc\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/GetVector2.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3\n{\n    [TaskCategory(\"Unity/Vector3\")]\n    [TaskDescription(\"Stores the Vector2 value of the Vector3.\")]\n    public class GetVector2 : Action\n    {\n        [Tooltip(\"The Vector3 to get the Vector2 value of\")]\n        public SharedVector3 vector3Variable;\n        [Tooltip(\"The Vector2 value\")]\n        [RequiredField]\n        public SharedVector2 storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = vector3Variable.Value;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            vector3Variable = Vector3.zero;\n            storeResult = Vector2.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/GetVector2.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 959ed107c681b1c44af1b842ed7ca445\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/GetXYZ.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3\n{\n    [TaskCategory(\"Unity/Vector3\")]\n    [TaskDescription(\"Stores the X, Y, and Z values of the Vector3.\")]\n    public class GetXYZ : Action\n    {\n        [Tooltip(\"The Vector3 to get the values of\")]\n        public SharedVector3 vector3Variable;\n        [Tooltip(\"The X value\")]\n        [RequiredField]\n        public SharedFloat storeX;\n        [Tooltip(\"The Y value\")]\n        [RequiredField]\n        public SharedFloat storeY;\n        [Tooltip(\"The Z value\")]\n        [RequiredField]\n        public SharedFloat storeZ;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeX.Value = vector3Variable.Value.x;\n            storeY.Value = vector3Variable.Value.y;\n            storeZ.Value = vector3Variable.Value.z;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            vector3Variable = Vector3.zero;\n            storeX = storeY = storeZ = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/GetXYZ.cs.meta",
    "content": "fileFormatVersion: 2\nguid: fbab043af227fe14e8875a1df65cbae4\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/Lerp.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3\n{\n    [TaskCategory(\"Unity/Vector3\")]\n    [TaskDescription(\"Lerp the Vector3 by an amount.\")]\n    public class Lerp : Action\n    {\n        [Tooltip(\"The from value\")]\n        public SharedVector3 fromVector3;\n        [Tooltip(\"The to value\")]\n        public SharedVector3 toVector3;\n        [Tooltip(\"The amount to lerp\")]\n        public SharedFloat lerpAmount;\n        [Tooltip(\"The lerp resut\")]\n        [RequiredField]\n        public SharedVector3 storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Vector3.Lerp(fromVector3.Value, toVector3.Value, lerpAmount.Value);\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            fromVector3 = toVector3 = storeResult = Vector3.zero;\n            lerpAmount = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/Lerp.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ef769062529820342a12a00e9cf8611d\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/MoveTowards.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3\n{\n    [TaskCategory(\"Unity/Vector3\")]\n    [TaskDescription(\"Move from the current position to the target position.\")]\n    public class MoveTowards : Action\n    {\n        [Tooltip(\"The current position\")]\n        public SharedVector3 currentPosition;\n        [Tooltip(\"The target position\")]\n        public SharedVector3 targetPosition;\n        [Tooltip(\"The movement speed\")]\n        public SharedFloat speed;\n        [Tooltip(\"The move resut\")]\n        [RequiredField]\n        public SharedVector3 storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Vector3.MoveTowards(currentPosition.Value, targetPosition.Value, speed.Value * Time.deltaTime);\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            currentPosition = targetPosition = storeResult = Vector3.zero;\n            speed = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/MoveTowards.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b6562a7b02f6ab1478612f41defc5299\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/Multiply.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3\n{\n    [TaskCategory(\"Unity/Vector3\")]\n    [TaskDescription(\"Multiply the Vector3 by a float.\")]\n    public class Multiply : Action\n    {\n        [Tooltip(\"The Vector3 to multiply of\")]\n        public SharedVector3 vector3Variable;\n        [Tooltip(\"The value to multiply the Vector3 of\")]\n        public SharedFloat multiplyBy;\n        [Tooltip(\"The multiplication resut\")]\n        [RequiredField]\n        public SharedVector3 storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = vector3Variable.Value * multiplyBy.Value;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            vector3Variable = storeResult = Vector3.zero;\n            multiplyBy = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/Multiply.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 1d1d7bd2678e229468abd363ac4a3dd6\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/Normalize.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3\n{\n    [TaskCategory(\"Unity/Vector3\")]\n    [TaskDescription(\"Normalize the Vector3.\")]\n    public class Normalize : Action\n    {\n        [Tooltip(\"The Vector3 to normalize\")]\n        public SharedVector3 vector3Variable;\n        [Tooltip(\"The normalized resut\")]\n        [RequiredField]\n        public SharedVector3 storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Vector3.Normalize(vector3Variable.Value);\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            vector3Variable = storeResult = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/Normalize.cs.meta",
    "content": "fileFormatVersion: 2\nguid: bc8d58dc29ef6ab49a11e77f517e30ca\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/Operator.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3\n{\n    [TaskCategory(\"Unity/Vector3\")]\n    [TaskDescription(\"Performs a math operation on two Vector3s: Add, Subtract, Multiply, Divide, Min, or Max.\")]\n    public class Operator : Action\n    {\n        public enum Operation\n        {\n            Add,\n            Subtract,\n            Scale\n        }\n\n        [Tooltip(\"The operation to perform\")]\n        public Operation operation;\n        [Tooltip(\"The first Vector3\")]\n        public SharedVector3 firstVector3;\n        [Tooltip(\"The second Vector3\")]\n        public SharedVector3 secondVector3;\n        [Tooltip(\"The variable to store the result\")]\n        public SharedVector3 storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            switch (operation) {\n                case Operation.Add:\n                    storeResult.Value = firstVector3.Value + secondVector3.Value;\n                    break;\n                case Operation.Subtract:\n                    storeResult.Value = firstVector3.Value - secondVector3.Value;\n                    break;\n                case Operation.Scale:\n                    storeResult.Value = Vector3.Scale(firstVector3.Value, secondVector3.Value);\n                    break;\n            }\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            operation = Operation.Add;\n            firstVector3 = secondVector3 = storeResult = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/Operator.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 606d84afee1cfbe4892d452884d36be8\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/RotateTowards.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3\n{\n    [TaskCategory(\"Unity/Vector3\")]\n    [TaskDescription(\"Rotate the current rotation to the target rotation.\")]\n    public class RotateTowards : Action\n    {\n        [Tooltip(\"The current rotation in euler angles\")]\n        public SharedVector3 currentRotation;\n        [Tooltip(\"The target rotation in euler angles\")]\n        public SharedVector3 targetRotation;\n        [Tooltip(\"The maximum delta of the degrees\")]\n        public SharedFloat maxDegreesDelta;\n        [Tooltip(\"The maximum delta of the magnitude\")]\n        public SharedFloat maxMagnitudeDelta;\n        [Tooltip(\"The rotation resut\")]\n        [RequiredField]\n        public SharedVector3 storeResult;\n\n        public override TaskStatus OnUpdate()\n        {\n            storeResult.Value = Vector3.RotateTowards(currentRotation.Value, targetRotation.Value, maxDegreesDelta.Value * Mathf.Deg2Rad * Time.deltaTime, maxMagnitudeDelta.Value);\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            currentRotation = targetRotation = storeResult = Vector3.zero;\n            maxDegreesDelta = maxMagnitudeDelta = 0;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/RotateTowards.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 55175ed9420ee88429fbb91a9b433b9c\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/SetValue.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3\n{\n    [TaskCategory(\"Unity/Vector3\")]\n    [TaskDescription(\"Sets the value of the Vector3.\")]\n    public class SetValue : Action\n    {\n        [Tooltip(\"The Vector3 to get the values of\")]\n        public SharedVector3 vector3Value;\n        [Tooltip(\"The Vector3 to set the values of\")]\n        public SharedVector3 vector3Variable;\n\n        public override TaskStatus OnUpdate()\n        {\n            vector3Variable.Value = vector3Value.Value;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            vector3Value = vector3Variable = Vector3.zero;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/SetValue.cs.meta",
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/SetXYZ.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3\n{\n    [TaskCategory(\"Unity/Vector3\")]\n    [TaskDescription(\"Sets the X, Y, and Z values of the Vector3.\")]\n    public class SetXYZ : Action\n    {\n        [Tooltip(\"The Vector3 to set the values of\")]\n        public SharedVector3 vector3Variable;\n        [Tooltip(\"The X value. Set to None to have the value ignored\")]\n        public SharedFloat xValue;\n        [Tooltip(\"The Y value. Set to None to have the value ignored\")]\n        public SharedFloat yValue;\n        [Tooltip(\"The Z value. Set to None to have the value ignored\")]\n        public SharedFloat zValue;\n\n        public override TaskStatus OnUpdate()\n        {\n            var vector3Value = vector3Variable.Value;\n            if (!xValue.IsNone) {\n                vector3Value.x = xValue.Value;\n            }\n            if (!yValue.IsNone) {\n                vector3Value.y = yValue.Value;\n            }\n            if (!zValue.IsNone) {\n                vector3Value.z = zValue.Value;\n            }\n            vector3Variable.Value = vector3Value;\n            return TaskStatus.Success;\n        }\n\n        public override void OnReset()\n        {\n            vector3Variable = Vector3.zero;\n            xValue = yValue = zValue = 0;\n        }\n    }\n}"
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Variables/SharedAnimationCurve.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime\n{\n    [System.Serializable]\n    public class SharedAnimationCurve : SharedVariable<AnimationCurve>\n    {\n        public static implicit operator SharedAnimationCurve(AnimationCurve value) { return new SharedAnimationCurve { mValue = value }; }\n    }\n}"
  },
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Variables/SharedBool.cs",
    "content": "namespace BehaviorDesigner.Runtime\n{\n    [System.Serializable]\n    public class SharedBool : SharedVariable<bool>\n    {\n        public static implicit operator SharedBool(bool value) { return new SharedBool { mValue = value }; }\n    }\n}"
  },
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Variables/SharedColor.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime\n{\n    [System.Serializable]\n    public class SharedColor : SharedVariable<Color>\n    {\n        public static implicit operator SharedColor(Color value) { return new SharedColor { mValue = value }; }\n    }\n}"
  },
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Variables/SharedFloat.cs",
    "content": "namespace BehaviorDesigner.Runtime\n{\n    [System.Serializable]\n    public class SharedFloat : SharedVariable<float>\n    {\n        public static implicit operator SharedFloat(float value) { return new SharedFloat { Value = value }; }\n    }\n}"
  },
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Variables/SharedGameObject.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime\n{\n    [System.Serializable]\n    public class SharedGameObject : SharedVariable<GameObject>\n    {\n        public static implicit operator SharedGameObject(GameObject value) { return new SharedGameObject { mValue = value }; }\n    }\n}"
  },
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Variables/SharedGameObjectList.cs",
    "content": "using UnityEngine;\nusing System.Collections.Generic;\n\nnamespace BehaviorDesigner.Runtime\n{\n    [System.Serializable]\n    public class SharedGameObjectList : SharedVariable<List<GameObject>>\n    {\n        public static implicit operator SharedGameObjectList(List<GameObject> value) { return new SharedGameObjectList { mValue = value }; }\n    }\n}"
  },
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Variables/SharedInt.cs",
    "content": "namespace BehaviorDesigner.Runtime\n{\n    [System.Serializable]\n    public class SharedInt : SharedVariable<int>\n    {\n        public static implicit operator SharedInt(int value) { return new SharedInt { mValue = value }; }\n    }\n}"
  },
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Variables/SharedMaterial.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime\n{\n    [System.Serializable]\n    public class SharedMaterial : SharedVariable<Material>\n    {\n        public static implicit operator SharedMaterial(Material value) { return new SharedMaterial { mValue = value }; }\n    }\n}"
  },
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Variables/SharedObject.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime\n{\n    [System.Serializable]\n    public class SharedObject : SharedVariable<Object>\n    {\n        public static explicit operator SharedObject(Object value) { return new SharedObject { mValue = value }; }\n    }\n}"
  },
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Variables/SharedObjectList.cs",
    "content": "using UnityEngine;\nusing System.Collections.Generic;\n\nnamespace BehaviorDesigner.Runtime\n{\n    [System.Serializable]\n    public class SharedObjectList : SharedVariable<List<Object>>\n    {\n        public static implicit operator SharedObjectList(List<Object> value) { return new SharedObjectList { mValue = value }; }\n    }\n}"
  },
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Variables/SharedQuaternion.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime\n{\n    [System.Serializable]\n    public class SharedQuaternion : SharedVariable<Quaternion>\n    {\n        public static implicit operator SharedQuaternion(Quaternion value) { return new SharedQuaternion { mValue = value }; }\n    }\n}"
  },
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Variables/SharedRect.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime\n{\n    [System.Serializable]\n    public class SharedRect : SharedVariable<Rect>\n    {\n        public static implicit operator SharedRect(Rect value) { return new SharedRect { mValue = value }; }\n    }\n}"
  },
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Variables/SharedString.cs",
    "content": "namespace BehaviorDesigner.Runtime\n{\n    [System.Serializable]\n    public class SharedString : SharedVariable<string>\n    {\n        public static implicit operator SharedString(string value) { return new SharedString { mValue = value }; }\n    }\n}"
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Variables/SharedTransform.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime\n{\n    [System.Serializable]\n    public class SharedTransform : SharedVariable<Transform>\n    {\n        public static implicit operator SharedTransform(Transform value) { return new SharedTransform { mValue = value }; }\n    }\n}"
  },
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Variables/SharedTransformList.cs",
    "content": "using UnityEngine;\nusing System.Collections.Generic;\n\nnamespace BehaviorDesigner.Runtime\n{\n    [System.Serializable]\n    public class SharedTransformList : SharedVariable<List<Transform>>\n    {\n        public static implicit operator SharedTransformList(List<Transform> value) { return new SharedTransformList { mValue = value }; }\n    }\n}"
  },
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Variables/SharedVector2.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime\n{\n    [System.Serializable]\n    public class SharedVector2 : SharedVariable<Vector2>\n    {\n        public static implicit operator SharedVector2(Vector2 value) { return new SharedVector2 { mValue = value }; }\n    }\n}"
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Variables/SharedVector2Int.cs",
    "content": "#if !UNITY_2017_1\nusing UnityEngine;\n\nnamespace BehaviorDesigner.Runtime\n{\n    [System.Serializable]\n    public class SharedVector2Int : SharedVariable<Vector2Int>\n    {\n        public static implicit operator SharedVector2Int(Vector2Int value) { return new SharedVector2Int { mValue = value }; }\n    }\n}\n#endif"
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Variables/SharedVector3.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime\n{\n    [System.Serializable]\n    public class SharedVector3 : SharedVariable<Vector3>\n    {\n        public static implicit operator SharedVector3(Vector3 value) { return new SharedVector3 { mValue = value }; }\n    }\n}"
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  },
  {
    "path": "Assets/Plugins/Behavior Designer/Runtime/Variables/SharedVector3Int.cs",
    "content": "#if !UNITY_2017_1\nusing UnityEngine;\n\nnamespace BehaviorDesigner.Runtime\n{\n    [System.Serializable]\n    public class SharedVector3Int : SharedVariable<Vector3Int>\n    {\n        public static implicit operator SharedVector3Int(Vector3Int value) { return new SharedVector3Int { mValue = value }; }\n    }\n}\n#endif"
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    "path": "Assets/Plugins/Behavior Designer/Runtime/Variables/SharedVector4.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime\n{\n    [System.Serializable]\n    public class SharedVector4 : SharedVariable<Vector4>\n    {\n        public static implicit operator SharedVector4(Vector4 value) { return new SharedVector4 { mValue = value }; }\n    }\n}"
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m_Name: verticalsliderthumb\n    m_Normal:\n      m_Background: {fileID: 11011, guid: 0000000000000000e000000000000000, type: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_Hover:\n      m_Background: {fileID: 11012, guid: 0000000000000000e000000000000000, type: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_Active:\n      m_Background: {fileID: 11010, guid: 0000000000000000e000000000000000, type: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_Focused:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_OnNormal:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_OnHover:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_OnActive:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_OnFocused:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_Border:\n      m_Left: 0\n      m_Right: 0\n      m_Top: 0\n      m_Bottom: 0\n    m_Margin:\n      m_Left: 0\n      m_Right: 0\n      m_Top: 0\n      m_Bottom: 0\n    m_Padding:\n      m_Left: 0\n      m_Right: 0\n      m_Top: 7\n      m_Bottom: 7\n    m_Overflow:\n      m_Left: 0\n      m_Right: 0\n      m_Top: -1\n      m_Bottom: -1\n    m_Font: {fileID: 0}\n    m_FontSize: 0\n    m_FontStyle: 0\n    m_Alignment: 0\n    m_WordWrap: 0\n    m_RichText: 1\n    m_TextClipping: 1\n    m_ImagePosition: 0\n    m_ContentOffset: {x: 0, y: 0}\n    m_FixedWidth: 12\n    m_FixedHeight: 0\n    m_StretchWidth: 0\n    m_StretchHeight: 1\n  m_horizontalScrollbar:\n    m_Name: horizontalscrollbar\n    m_Normal:\n      m_Background: {fileID: 11008, guid: 0000000000000000e000000000000000, type: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_Hover:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_Active:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_Focused:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_OnNormal:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_OnHover:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_OnActive:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_OnFocused:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_Border:\n      m_Left: 9\n      m_Right: 9\n      m_Top: 0\n      m_Bottom: 0\n    m_Margin:\n      m_Left: 4\n      m_Right: 4\n      m_Top: 1\n      m_Bottom: 4\n    m_Padding:\n      m_Left: 0\n      m_Right: 0\n      m_Top: 0\n      m_Bottom: 0\n    m_Overflow:\n      m_Left: 0\n      m_Right: 0\n      m_Top: 0\n      m_Bottom: 0\n    m_Font: {fileID: 0}\n    m_FontSize: 0\n    m_FontStyle: 0\n    m_Alignment: 0\n    m_WordWrap: 0\n    m_RichText: 1\n    m_TextClipping: 1\n    m_ImagePosition: 2\n    m_ContentOffset: {x: 0, y: 0}\n    m_FixedWidth: 0\n    m_FixedHeight: 15\n    m_StretchWidth: 1\n    m_StretchHeight: 0\n  m_horizontalScrollbarThumb:\n    m_Name: horizontalscrollbarthumb\n    m_Normal:\n      m_Background: {fileID: 11007, guid: 0000000000000000e000000000000000, type: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_Hover:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_Active:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_Focused:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_OnNormal:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_OnHover:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_OnActive:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_OnFocused:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_Border:\n      m_Left: 6\n      m_Right: 6\n      m_Top: 6\n      m_Bottom: 6\n    m_Margin:\n      m_Left: 0\n      m_Right: 0\n      m_Top: 0\n      m_Bottom: 0\n    m_Padding:\n      m_Left: 6\n      m_Right: 6\n      m_Top: 0\n      m_Bottom: 0\n    m_Overflow:\n      m_Left: 0\n      m_Right: 0\n      m_Top: -1\n      m_Bottom: 1\n    m_Font: {fileID: 0}\n    m_FontSize: 0\n    m_FontStyle: 0\n    m_Alignment: 0\n    m_WordWrap: 0\n    m_RichText: 1\n    m_TextClipping: 1\n    m_ImagePosition: 0\n    m_ContentOffset: {x: 0, y: 0}\n    m_FixedWidth: 0\n    m_FixedHeight: 13\n    m_StretchWidth: 1\n    m_StretchHeight: 0\n  m_horizontalScrollbarLeftButton:\n    m_Name: horizontalscrollbarleftbutton\n    m_Normal:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_Hover:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_Active:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_Focused:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_OnNormal:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_OnHover:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_OnActive:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_OnFocused:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_Border:\n      m_Left: 0\n      m_Right: 0\n      m_Top: 0\n      m_Bottom: 0\n    m_Margin:\n      m_Left: 0\n      m_Right: 0\n      m_Top: 0\n      m_Bottom: 0\n    m_Padding:\n      m_Left: 0\n      m_Right: 0\n      m_Top: 0\n      m_Bottom: 0\n    m_Overflow:\n      m_Left: 0\n      m_Right: 0\n      m_Top: 0\n      m_Bottom: 0\n    m_Font: {fileID: 0}\n    m_FontSize: 0\n    m_FontStyle: 0\n    m_Alignment: 0\n    m_WordWrap: 0\n    m_RichText: 1\n    m_TextClipping: 1\n    m_ImagePosition: 0\n    m_ContentOffset: {x: 0, y: 0}\n    m_FixedWidth: 0\n    m_FixedHeight: 0\n    m_StretchWidth: 1\n    m_StretchHeight: 0\n  m_horizontalScrollbarRightButton:\n    m_Name: horizontalscrollbarrightbutton\n    m_Normal:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_Hover:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_Active:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_Focused:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_OnNormal:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_OnHover:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_OnActive:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_OnFocused:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_Border:\n      m_Left: 0\n      m_Right: 0\n      m_Top: 0\n      m_Bottom: 0\n    m_Margin:\n      m_Left: 0\n      m_Right: 0\n      m_Top: 0\n      m_Bottom: 0\n    m_Padding:\n      m_Left: 0\n      m_Right: 0\n      m_Top: 0\n      m_Bottom: 0\n    m_Overflow:\n      m_Left: 0\n      m_Right: 0\n      m_Top: 0\n      m_Bottom: 0\n    m_Font: {fileID: 0}\n    m_FontSize: 0\n    m_FontStyle: 0\n    m_Alignment: 0\n    m_WordWrap: 0\n    m_RichText: 1\n    m_TextClipping: 1\n    m_ImagePosition: 0\n    m_ContentOffset: {x: 0, y: 0}\n    m_FixedWidth: 0\n    m_FixedHeight: 0\n    m_StretchWidth: 1\n    m_StretchHeight: 0\n  m_verticalScrollbar:\n    m_Name: verticalscrollbar\n    m_Normal:\n      m_Background: {fileID: 11020, guid: 0000000000000000e000000000000000, type: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_Hover:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_Active:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_Focused:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_OnNormal:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_OnHover:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_OnActive:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_OnFocused:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_Border:\n      m_Left: 0\n      m_Right: 0\n      m_Top: 9\n      m_Bottom: 9\n    m_Margin:\n      m_Left: 1\n      m_Right: 4\n      m_Top: 4\n      m_Bottom: 4\n    m_Padding:\n      m_Left: 0\n      m_Right: 0\n      m_Top: 1\n      m_Bottom: 1\n    m_Overflow:\n      m_Left: 0\n      m_Right: 0\n      m_Top: 0\n      m_Bottom: 0\n    m_Font: {fileID: 0}\n    m_FontSize: 0\n    m_FontStyle: 0\n    m_Alignment: 0\n    m_WordWrap: 0\n    m_RichText: 1\n    m_TextClipping: 1\n    m_ImagePosition: 0\n    m_ContentOffset: {x: 0, y: 0}\n    m_FixedWidth: 15\n    m_FixedHeight: 0\n    m_StretchWidth: 1\n    m_StretchHeight: 0\n  m_verticalScrollbarThumb:\n    m_Name: verticalscrollbarthumb\n    m_Normal:\n      m_Background: {fileID: 11019, guid: 0000000000000000e000000000000000, type: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_Hover:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_Active:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_Focused:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_OnNormal:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_OnHover:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_OnActive:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_OnFocused:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_Border:\n      m_Left: 6\n      m_Right: 6\n      m_Top: 6\n      m_Bottom: 6\n    m_Margin:\n      m_Left: 0\n      m_Right: 0\n      m_Top: 0\n      m_Bottom: 0\n    m_Padding:\n      m_Left: 0\n      m_Right: 0\n      m_Top: 6\n      m_Bottom: 6\n    m_Overflow:\n      m_Left: -1\n      m_Right: -1\n      m_Top: 0\n      m_Bottom: 0\n    m_Font: {fileID: 0}\n    m_FontSize: 0\n    m_FontStyle: 0\n    m_Alignment: 0\n    m_WordWrap: 0\n    m_RichText: 1\n    m_TextClipping: 1\n    m_ImagePosition: 2\n    m_ContentOffset: {x: 0, y: 0}\n    m_FixedWidth: 15\n    m_FixedHeight: 0\n    m_StretchWidth: 0\n    m_StretchHeight: 1\n  m_verticalScrollbarUpButton:\n    m_Name: verticalscrollbarupbutton\n    m_Normal:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_Hover:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_Active:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_Focused:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_OnNormal:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_OnHover:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_OnActive:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_OnFocused:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_Border:\n      m_Left: 0\n      m_Right: 0\n      m_Top: 0\n      m_Bottom: 0\n    m_Margin:\n      m_Left: 0\n      m_Right: 0\n      m_Top: 0\n      m_Bottom: 0\n    m_Padding:\n      m_Left: 0\n      m_Right: 0\n      m_Top: 0\n      m_Bottom: 0\n    m_Overflow:\n      m_Left: 0\n      m_Right: 0\n      m_Top: 0\n      m_Bottom: 0\n    m_Font: {fileID: 0}\n    m_FontSize: 0\n    m_FontStyle: 0\n    m_Alignment: 0\n    m_WordWrap: 0\n    m_RichText: 1\n    m_TextClipping: 1\n    m_ImagePosition: 0\n    m_ContentOffset: {x: 0, y: 0}\n    m_FixedWidth: 0\n    m_FixedHeight: 0\n    m_StretchWidth: 1\n    m_StretchHeight: 0\n  m_verticalScrollbarDownButton:\n    m_Name: verticalscrollbardownbutton\n    m_Normal:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_Hover:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_Active:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_Focused:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_OnNormal:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_OnHover:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_OnActive:\n      m_Background: {fileID: 0}\n      m_ScaledBackgrounds: []\n      m_TextColor: {r: 0, g: 0, b: 0, a: 1}\n    m_OnFocused:\n      m_Background: {fileID: 0}\n    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    "path": "Assets/Plugins/Behavior Designer Movement/Scripts/BehaviorSelection.cs",
    "content": "using UnityEngine;\nusing System.Collections;\nusing System.Collections.Generic;\nusing System.Text.RegularExpressions;\nusing BehaviorDesigner.Runtime;\n\npublic class BehaviorSelection : MonoBehaviour\n{\n    public GameObject marker;\n    public GameObject mainBot;\n    public GameObject flockGroup;\n    public GameObject followGroup;\n    public GameObject queueGroup;\n    public GameObject[] waypoints;\n    public GameObject[] waypointsA;\n    public GUISkin descriptionGUISkin;\n\n    private Vector3[] flockGroupPosition;\n    private Vector3[] followGroupPosition;\n    private Vector3[] queueGroupPosition;\n    private Quaternion[] flockGroupRotation;\n    private Quaternion[] followGroupRotation; \n    private Quaternion[] queueGroupRotation;\n\n    private Dictionary<int, BehaviorTree> behaviorTreeGroup = new Dictionary<int, BehaviorTree>();\n\n    private enum BehaviorSelectionType { MoveTowards, RotateTowards, Seek, Flee, Pursue, Evade, Patrol, Cover, Wander, Search, WithinDistance, CanSeeObject, CanHearObject, Flock, LeaderFollow, Queue, Last }\n    private BehaviorSelectionType selectionType = BehaviorSelectionType.MoveTowards;\n    private BehaviorSelectionType prevSelectionType = BehaviorSelectionType.MoveTowards;\n\n    public void Start()\n    {\n        var behaviorTrees = mainBot.GetComponents<BehaviorTree>();\n        for (int i = 0; i < behaviorTrees.Length; ++i) {\n            behaviorTreeGroup.Add(behaviorTrees[i].Group, behaviorTrees[i]);\n        }\n        behaviorTrees = Camera.main.GetComponents<BehaviorTree>();\n        for (int i = 0; i < behaviorTrees.Length; ++i) {\n            behaviorTreeGroup.Add(behaviorTrees[i].Group, behaviorTrees[i]);\n        }\n\n        flockGroupPosition = new Vector3[flockGroup.transform.childCount];\n        flockGroupRotation = new Quaternion[flockGroup.transform.childCount];\n        for (int i = 0; i < flockGroup.transform.childCount; ++i) {\n            flockGroup.transform.GetChild(i).gameObject.SetActive(false);\n            flockGroupPosition[i] = flockGroup.transform.GetChild(i).transform.position;\n            flockGroupRotation[i] = flockGroup.transform.GetChild(i).transform.rotation;\n        }\n        followGroupPosition = new Vector3[followGroup.transform.childCount];\n        followGroupRotation = new Quaternion[followGroup.transform.childCount];\n        for (int i = 0; i < followGroup.transform.childCount; ++i) {\n            followGroup.transform.GetChild(i).gameObject.SetActive(false);\n            followGroupPosition[i] = followGroup.transform.GetChild(i).transform.position;\n            followGroupRotation[i] = followGroup.transform.GetChild(i).transform.rotation;\n        }\n        queueGroupPosition = new Vector3[queueGroup.transform.childCount];\n        queueGroupRotation = new Quaternion[queueGroup.transform.childCount];\n        for (int i = 0; i < queueGroup.transform.childCount; ++i) {\n            queueGroup.transform.GetChild(i).gameObject.SetActive(false);\n            queueGroupPosition[i] = queueGroup.transform.GetChild(i).transform.position;\n            queueGroupRotation[i] = queueGroup.transform.GetChild(i).transform.rotation;\n        }\n\n        SelectionChanged();\n    }\n\n    public void OnGUI()\n    {\n        GUILayout.BeginVertical(GUILayout.Width(300));\n        GUILayout.BeginHorizontal();\n        if (GUILayout.Button(\"<-\")) {\n            prevSelectionType = selectionType;\n            selectionType = (BehaviorSelectionType)(((int)selectionType - 1) % (int)BehaviorSelectionType.Last);\n            if ((int)selectionType < 0) selectionType = BehaviorSelectionType.Queue;\n            SelectionChanged();\n        }\n        GUILayout.Box(SplitCamelCase(selectionType.ToString()), GUILayout.Width(220));\n        if (GUILayout.Button(\"->\")) {\n            prevSelectionType = selectionType;\n            selectionType = (BehaviorSelectionType)(((int)selectionType + 1) % (int)BehaviorSelectionType.Last);\n            SelectionChanged();\n        }\n        GUILayout.EndHorizontal();\n        GUILayout.Box(Description(), descriptionGUISkin.box);\n        if (selectionType == BehaviorSelectionType.CanHearObject) {\n            if (GUILayout.Button(\"Play Sound\")) {\n                marker.GetComponent<AudioSource>().Play();\n            }\n        }\n        GUILayout.EndVertical();\n    }\n\n\tprivate string Description()\n    {\n        string desc = \"\";\n        switch (selectionType) {\n            case BehaviorSelectionType.MoveTowards:\n                desc = \"The Move Towards task will move the agent towards the target (without pathfinding). In this example the green agent is moving towards the red dot.\";\n                break;\n            case BehaviorSelectionType.RotateTowards:\n                desc = \"The Rotate Towards task rotate the agent towards the target. In this example the green agent is rotating towards the red dot.\";\n                break;\n            case BehaviorSelectionType.Seek:\n                desc = \"The Seek task will move the agent towards the target with pathfinding. In this example the green agent is seeking the red dot (which moves).\";\n                break;\n            case BehaviorSelectionType.Flee:\n                desc = \"The Flee task will move the agent away from the target with pathfinding. In this example the green agent is fleeing from red dot (which moves).\";\n                break;\n            case BehaviorSelectionType.Pursue:\n                desc = \"The Pursue task is similar to the Seek task except the Pursue task predicts where the target is going to be in the future. This allows the agent to arrive at the target earlier than it would have with the Seek task.\";\n                break;\n            case BehaviorSelectionType.Evade:\n                desc = \"The Evade task is similar to the Flee task except the Evade task predicts where the target is going to be in the future. This allows the agent to flee from the target earlier than it would have with the Flee task.\";\n                break;\n            case BehaviorSelectionType.Patrol:\n                desc = \"The Patrol task moves from waypoint to waypint. In this example the green agent is patrolling with four different waypoints (the white dots).\";\n                break;\n            case BehaviorSelectionType.Cover:\n                desc = \"The Cover task will move the agent into cover from its current position. In this example the agent sees cover in front of it so takes cover behind the wall.\";\n                break;\n            case BehaviorSelectionType.Wander:\n                desc = \"The Wander task moves the agent randomly throughout the map with pathfinding.\";\n                break;\n            case BehaviorSelectionType.Search:\n                desc = \"The Search task will search the map by wandering until it finds the target. It can find the target by seeing or hearing the target. In this example the Search task is looking for the red dot.\";\n                break;\n            case BehaviorSelectionType.WithinDistance:\n                desc = \"The Within Distance task is a conditional task that returns success when another object comes within distance of the current agent. In this example the Within Distance task is paired with the Seek task so the agent will move towards the target as soon as the target within distance.\";\n                break;\n            case BehaviorSelectionType.CanSeeObject:\n                desc = \"The Can See Object task is a conditional task that returns success when it sees an object in front of the current agent. In this example the Can See Object task is paired with the Seek task so the agent will move towards the target as soon as the target is seen.\";\n                break;\n            case BehaviorSelectionType.CanHearObject:\n                desc = \"The Can Hear Object task is a conditional task that returns success when it hears another object. Press the \\\"Play\\\" button to emit a sound from the red dot. If the red dot is within range of the agent when the sound is played then the agent will move towards the red dot with the Seek task.\";\n                break;\n            case BehaviorSelectionType.Flock:\n                desc = \"The Flock task moves a group of objects together in a pattern (which can be adjusted). In this example the Flock task is controlling all 30 objects. There are no colliders on the objects - the Flock task is completing managing the position of all of the objects\";\n                break;\n            case BehaviorSelectionType.LeaderFollow:\n                desc = \"The Leader Follow task moves a group of objects behind a leader object. There are two behavior trees running in this example - one for the leader (who is patrolling the area) and one for the group of objects. Again, there is are no colliders on the objects.\";\n                break;\n            case BehaviorSelectionType.Queue:\n                desc = \"The Queue task will move a group of objects through a small space in an organized way. In this example the Queue task is controlling all of the objects. Another way to move all of the objects through the doorway is with the seek task, however with this approach the objects would group up at the doorway.\";\n                break;\n        }\n        return desc;\n    }\n\n    private static string SplitCamelCase(string s)\n    {\n        var r = new Regex(@\"(?<=[A-Z])(?=[A-Z][a-z])|(?<=[^A-Z])(?=[A-Z])|(?<=[A-Za-z])(?=[^A-Za-z])\", RegexOptions.IgnorePatternWhitespace);\n        s = r.Replace(s, \" \");\n        return (char.ToUpper(s[0]) + s.Substring(1)).Trim();\n    }\n\n    private void SelectionChanged()\n    {\n        DisableAll();\n        switch (selectionType) {\n            case BehaviorSelectionType.MoveTowards:\n                marker.transform.position = new Vector3(20, 1, -20);\n                marker.SetActive(true);\n                mainBot.transform.position = new Vector3(-20, 1, -20);\n                mainBot.transform.eulerAngles = new Vector3(0, 180, 0);\n                mainBot.SetActive(true);\n                break;\n            case BehaviorSelectionType.RotateTowards:\n                marker.transform.position = new Vector3(20, 1, 10);\n                marker.SetActive(true);\n                mainBot.transform.position = new Vector3(0, 1, -20);\n                mainBot.transform.eulerAngles = new Vector3(0, 180, 0);\n                mainBot.SetActive(true);\n                break;\n            case BehaviorSelectionType.Seek:\n                marker.transform.position = new Vector3(20, 1, 20);\n                marker.SetActive(true);\n                marker.GetComponent<Animation>()[\"MarkerSeek\"].time = 0;\n                marker.GetComponent<Animation>()[\"MarkerSeek\"].speed = 1;\n                marker.GetComponent<Animation>().Play(\"MarkerSeek\");\n                mainBot.transform.position = new Vector3(-20, 1, -20);\n                mainBot.transform.eulerAngles = new Vector3(0, 180, 0);\n                mainBot.SetActive(true);\n                break;\n            case BehaviorSelectionType.Flee:\n                marker.transform.position = new Vector3(20, 1, 20);\n                marker.SetActive(true);\n                marker.GetComponent<Animation>()[\"MarkerFlee\"].time = 0;\n                marker.GetComponent<Animation>()[\"MarkerFlee\"].speed = 1;\n                marker.GetComponent<Animation>().Play(\"MarkerFlee\");\n                mainBot.transform.position = new Vector3(10, 1, 18);\n                mainBot.transform.eulerAngles = new Vector3(0, 180, 0);\n                mainBot.SetActive(true);\n                break;\n            case BehaviorSelectionType.Pursue:\n                marker.transform.position = new Vector3(20, 1, 20);\n                marker.SetActive(true);\n                marker.GetComponent<Animation>()[\"MarkerPersue\"].time = 0;\n                marker.GetComponent<Animation>()[\"MarkerPersue\"].speed = 1;\n                marker.GetComponent<Animation>().Play(\"MarkerPersue\");\n                mainBot.transform.position = new Vector3(-20, 1, 0);\n                mainBot.transform.eulerAngles = new Vector3(0, 90, 0);\n                mainBot.SetActive(true);\n                break;\n            case BehaviorSelectionType.Evade:\n                marker.transform.position = new Vector3(20, 1, 20);\n                marker.SetActive(true);\n                marker.GetComponent<Animation>()[\"MarkerEvade\"].time = 0;\n                marker.GetComponent<Animation>()[\"MarkerEvade\"].speed = 1;\n                marker.GetComponent<Animation>().Play(\"MarkerEvade\");\n                mainBot.transform.position = new Vector3(0, 1, 18);\n                mainBot.transform.eulerAngles = new Vector3(0, 180, 0);\n                mainBot.SetActive(true);\n                break;\n            case BehaviorSelectionType.Patrol:\n                for (int i = 0; i < waypoints.Length; ++i) {\n                    waypoints[i].SetActive(true);\n                }\n                mainBot.transform.position = new Vector3(-20, 1, 20);\n                mainBot.transform.eulerAngles = new Vector3(0, 180, 0);\n                mainBot.SetActive(true);\n                break;\n            case BehaviorSelectionType.Cover:\n                mainBot.transform.position = new Vector3(-5, 1, -10);\n                mainBot.transform.eulerAngles = new Vector3(0, 0, 0);\n                mainBot.SetActive(true);\n                break;\n            case BehaviorSelectionType.Wander:\n                mainBot.transform.position = new Vector3(-20, 1, -20);\n                mainBot.transform.eulerAngles = new Vector3(0, 0, 0);\n                mainBot.SetActive(true);\n                break;\n            case BehaviorSelectionType.Search:\n                marker.transform.position = new Vector3(20, 1, 20);\n                marker.SetActive(true);\n                mainBot.transform.position = new Vector3(-20, 1, -20);\n                mainBot.transform.eulerAngles = new Vector3(0, 0, 0);\n                mainBot.SetActive(true);\n                break;\n            case BehaviorSelectionType.WithinDistance:\n                marker.transform.position = new Vector3(20, 1, 20);\n                marker.GetComponent<Animation>()[\"MarkerPersue\"].time = 0;\n                marker.GetComponent<Animation>()[\"MarkerPersue\"].speed = 1;\n                marker.GetComponent<Animation>().Play(\"MarkerPersue\");\n                marker.SetActive(true);\n                mainBot.transform.position = new Vector3(-15, 1, 2);\n                mainBot.transform.eulerAngles = new Vector3(0, 0, 0);\n                mainBot.SetActive(true);\n                break;\n            case BehaviorSelectionType.CanSeeObject:\n                marker.transform.position = new Vector3(20, 1, 20);\n                marker.GetComponent<Animation>()[\"MarkerPersue\"].time = 0;\n                marker.GetComponent<Animation>()[\"MarkerPersue\"].speed = 1;\n                marker.GetComponent<Animation>().Play(\"MarkerPersue\");\n                marker.SetActive(true);\n                mainBot.transform.position = new Vector3(-15, 1, -10);\n                mainBot.transform.eulerAngles = new Vector3(0, 0, 0);\n                mainBot.SetActive(true);\n                break;\n            case BehaviorSelectionType.CanHearObject:\n                marker.transform.position = new Vector3(20, 1, 20);\n                marker.GetComponent<Animation>()[\"MarkerPersue\"].time = 0;\n                marker.GetComponent<Animation>()[\"MarkerPersue\"].speed = 1;\n                marker.GetComponent<Animation>().Play(\"MarkerPersue\");\n                marker.SetActive(true);\n                mainBot.transform.position = new Vector3(-15, 1, -10);\n                mainBot.transform.eulerAngles = new Vector3(0, 0, 0);\n                mainBot.SetActive(true);\n                break;\n            case BehaviorSelectionType.Flock:\n                Camera.main.transform.position = new Vector3(0, 90, -150);\n                for (int i = 0; i < flockGroup.transform.childCount; ++i) {\n                    flockGroup.transform.GetChild(i).gameObject.SetActive(true);\n                }\n                break;\n            case BehaviorSelectionType.LeaderFollow:\n                for (int i = 0; i < waypointsA.Length; ++i) {\n                    waypointsA[i].SetActive(true);\n                }\n                mainBot.transform.position = new Vector3(0, 1, -130);\n                mainBot.SetActive(true);\n                Camera.main.transform.position = new Vector3(0, 90, -150);\n                for (int i = 0; i < followGroup.transform.childCount; ++i) {\n                    followGroup.transform.GetChild(i).gameObject.SetActive(true);\n                }\n                break;\n            case BehaviorSelectionType.Queue:\n                marker.transform.position = new Vector3(45, 1, 0);\n                for (int i = 0; i < queueGroup.transform.childCount; ++i) {\n                    queueGroup.transform.GetChild(i).gameObject.SetActive(true);\n                }\n                break;\n        }\n        StartCoroutine(\"EnableBehavior\");\n    }\n\n    private void DisableAll()\n    {\n        StopCoroutine(\"EnableBehavior\");\n        behaviorTreeGroup[(int)prevSelectionType].DisableBehavior();\n        // enable the leader as well\n        if (prevSelectionType == BehaviorSelectionType.LeaderFollow) {\n            behaviorTreeGroup[(int)BehaviorSelectionType.Last].DisableBehavior();\n        }\n        marker.GetComponent<Animation>().Stop();\n        marker.SetActive(false);\n        mainBot.SetActive(false);\n        Camera.main.transform.position = new Vector3(0, 90, 0);\n        for (int i = 0; i < flockGroup.transform.childCount; ++i) {\n            flockGroup.transform.GetChild(i).gameObject.SetActive(false);\n            flockGroup.transform.GetChild(i).transform.position = flockGroupPosition[i];\n            flockGroup.transform.GetChild(i).transform.rotation = flockGroupRotation[i];\n        }\n        for (int i = 0; i < followGroup.transform.childCount; ++i) {\n            followGroup.transform.GetChild(i).gameObject.SetActive(false);\n            followGroup.transform.GetChild(i).transform.position = followGroupPosition[i];\n            followGroup.transform.GetChild(i).transform.rotation = followGroupRotation[i];\n        }\n        for (int i = 0; i < queueGroup.transform.childCount; ++i) {\n            queueGroup.transform.GetChild(i).gameObject.SetActive(false);\n            queueGroup.transform.GetChild(i).transform.position = queueGroupPosition[i];\n            queueGroup.transform.GetChild(i).transform.rotation = queueGroupRotation[i];\n        }\n        for (int i = 0; i < waypoints.Length; ++i) {\n            waypoints[i].SetActive(false);\n        }\n        for (int i = 0; i < waypointsA.Length; ++i) {\n            waypointsA[i].SetActive(false);\n        }\n    }\n\n    private IEnumerator EnableBehavior()\n    {\n        yield return new WaitForSeconds(0.5f);\n\n        behaviorTreeGroup[(int)selectionType].EnableBehavior();\n\n        // enable the leader as well\n        if (selectionType == BehaviorSelectionType.LeaderFollow) {\n            behaviorTreeGroup[(int)BehaviorSelectionType.Last].EnableBehavior();\n        }\n    }\n}\n"
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    "path": "Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/CanHearObject.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Movement\n{\n    [TaskDescription(\"Check to see if the any objects are within hearing range of the current agent.\")]\n    [TaskCategory(\"Movement\")]\n    [HelpURL(\"http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=12\")]\n    [TaskIcon(\"Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}CanHearObjectIcon.png\")]\n    public class CanHearObject : Conditional\n    {\n#if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2)\n        [Tooltip(\"Should the 2D version be used?\")]\n        public bool usePhysics2D;\n#endif\n        [Tooltip(\"The object that we are searching for. If this value is null then the objectLayerMask will be used\")]\n        public SharedTransform targetObject;\n        [Tooltip(\"The LayerMask of the objects that we are searching for\")]\n        public LayerMask objectLayerMask;\n        [Tooltip(\"How far away the unit can hear\")]\n        public SharedFloat hearingRadius = 50;\n        [Tooltip(\"The furtuer away a sound source is the less likely the agent will be able to hear it. \" +\n                 \"Set a threshold for the the minimum audibility level that the agent can hear\")]\n        public SharedFloat linearAudibilityThreshold = 0.05f;\n        [Tooltip(\"The offset relative to the pivot position\")]\n        public SharedVector3 offset;\n        [Tooltip(\"The returned object that is heard\")]\n        public SharedTransform objectHeard;\n\n        // Returns success if an object was found otherwise failure\n        public override TaskStatus OnUpdate()\n        {\n            // If the target object is null then determine if there are any objects within hearing range based on the layer mask\n            if (targetObject.Value == null) {\n#if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2)\n                if (usePhysics2D) {\n                    objectHeard.Value = MovementUtility.WithinHearingRange2D(transform, offset.Value, linearAudibilityThreshold.Value, hearingRadius.Value, objectLayerMask);\n                } else {\n#endif\n                    objectHeard.Value = MovementUtility.WithinHearingRange(transform, offset.Value, linearAudibilityThreshold.Value, hearingRadius.Value, objectLayerMask);\n#if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2)\n                }\n#endif\n            } else { // If the target is not null then determine if that object is within sight\n                objectHeard.Value = MovementUtility.WithinHearingRange(transform, offset.Value, linearAudibilityThreshold.Value, targetObject.Value);\n            }\n            if (objectHeard.Value != null) {\n                // Return success if an object was heard\n                return TaskStatus.Success;\n            }\n            // An object is not within heard so return failure\n            return TaskStatus.Failure;\n        }\n\n        // Reset the public variables\n        public override void OnReset()\n        {\n            hearingRadius = 50;\n            linearAudibilityThreshold = 0.05f;\n        }\n\n        // Draw the hearing radius\n        public override void OnDrawGizmos()\n        {\n#if UNITY_EDITOR\n            if (hearingRadius == null) {\n                return;\n            }\n            var oldColor = UnityEditor.Handles.color;\n            UnityEditor.Handles.color = Color.yellow;\n            UnityEditor.Handles.DrawWireDisc(Owner.transform.position, Owner.transform.up, hearingRadius.Value);\n            UnityEditor.Handles.color = oldColor;\n#endif\n        }\n    }\n}"
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    "path": "Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/CanHearObject.cs.meta",
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  {
    "path": "Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/CanSeeObject.cs",
    "content": "using UnityEngine;\nusing System.Collections.Generic;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Movement\n{\n    [TaskDescription(\"Check to see if the any objects are within sight of the agent.\")]\n    [TaskCategory(\"Movement\")]\n    [HelpURL(\"http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=11\")]\n    [TaskIcon(\"Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}CanSeeObjectIcon.png\")]\n    public class CanSeeObject : Conditional\n    {\n#if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2)\n        [Tooltip(\"Should the 2D version be used?\")]\n        public bool usePhysics2D;\n#endif\n        [Tooltip(\"The object that we are searching for. If this value is null then the objectLayerMask will be used\")]\n        public SharedTransform targetObject;\n        [Tooltip(\"The LayerMask of the objects that we are searching for\")]\n        public LayerMask objectLayerMask;\n        [Tooltip(\"The field of view angle of the agent (in degrees)\")]\n        public SharedFloat fieldOfViewAngle = 90;\n        [Tooltip(\"The distance that the agent can see \")]\n        public SharedFloat viewDistance = 1000;\n        [Tooltip(\"The offset relative to the pivot position\")]\n        public SharedVector3 offset;\n        [Tooltip(\"The object that is within sight\")]\n        public SharedTransform objectInSight;\n\n        // Returns success if an object was found otherwise failure\n        public override TaskStatus OnUpdate()\n        {\n#if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2)\n            if (usePhysics2D) {\n                // If the target object is null then determine if there are any objects within sight based on the layer mask\n                if (targetObject.Value == null) {\n                    objectInSight.Value = MovementUtility.WithinSight2D(transform, offset.Value, fieldOfViewAngle.Value, viewDistance.Value, objectLayerMask);\n                } else { // If the target is not null then determine if that object is within sight\n                    objectInSight.Value = MovementUtility.WithinSight2D(transform, offset.Value, fieldOfViewAngle.Value, viewDistance.Value, targetObject.Value);\n                }\n            } else {\n#endif\n                // If the target object is null then determine if there are any objects within sight based on the layer mask\n                if (targetObject.Value == null) {\n                    objectInSight.Value = MovementUtility.WithinSight(transform, offset.Value, fieldOfViewAngle.Value, viewDistance.Value, objectLayerMask);\n                } else { // If the target is not null then determine if that object is within sight\n                    objectInSight.Value = MovementUtility.WithinSight(transform, offset.Value, fieldOfViewAngle.Value, viewDistance.Value, targetObject.Value);\n                }\n#if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2)\n            }\n#endif\n            if (objectInSight.Value != null) {\n                // Return success if an object was found\n                return TaskStatus.Success;\n            }\n            // An object is not within sight so return failure\n            return TaskStatus.Failure;\n        }\n\n        // Reset the public variables\n        public override void OnReset()\n        {\n            fieldOfViewAngle = 90;\n            viewDistance = 1000;\n            offset = Vector3.zero;\n        }\n\n        // Draw the line of sight representation within the scene window\n        public override void OnDrawGizmos()\n        {\n            if (fieldOfViewAngle == null || viewDistance == null) {\n                return;\n            }\n\n            bool is2D = false;\n#if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2)\n            is2D = usePhysics2D;\n#endif\n            MovementUtility.DrawLineOfSight(Owner.transform, offset.Value, fieldOfViewAngle.Value, viewDistance.Value, is2D);\n        }\n    }\n}"
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  {
    "path": "Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/Cover.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Movement\n{\n    [TaskDescription(\"Find a place to hide and move to it using the Unity NavMesh.\")]\n    [TaskCategory(\"Movement\")]\n    [HelpURL(\"http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=8\")]\n    [TaskIcon(\"Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}CoverIcon.png\")]\n    public class Cover : Action\n    {\n        [Tooltip(\"The speed of the agent\")]\n        public SharedFloat speed;\n        [Tooltip(\"Angular speed of the agent\")]\n        public SharedFloat angularSpeed;\n        [Tooltip(\"The agent has arrived when the square magnitude is less than this value\")]\n        public SharedFloat arriveDistance = 0.1f;\n        [Tooltip(\"The distance to search for cover\")]\n        public SharedFloat maxCoverDistance = 1000;\n        [Tooltip(\"The layermask of the available cover positions\")]\n        public LayerMask availableLayerCovers;\n        [Tooltip(\"The maximum number of raycasts that should be fired before the agent gives up looking for an agent to find cover behind\")]\n        public SharedInt maxRaycasts = 100;\n        [Tooltip(\"How large the step should be between raycasts\")]\n        public SharedFloat rayStep = 1;\n        [Tooltip(\"Once a cover point has been found, multiply this offset by the normal to prevent the agent from hugging the wall\")]\n        public SharedFloat coverOffset = 2;\n        [Tooltip(\"Should the agent look at the cover point after it has arrived?\")]\n        public SharedBool lookAtCoverPoint = false;\n        [Tooltip(\"The agent is done rotating to the cover point when the square magnitude is less than this value\")]\n        public SharedFloat rotationEpsilon = 0.5f;\n        [Tooltip(\"Max rotation delta if lookAtCoverPoint\")]\n        public SharedFloat maxLookAtRotationDelta;\n\n        // A cache of the NavMeshAgent\n        private UnityEngine.AI.NavMeshAgent navMeshAgent;\n\n        private Vector3 coverPoint;\n\n        public override void OnAwake()\n        {\n            // cache for quick lookup\n            navMeshAgent = gameObject.GetComponent<UnityEngine.AI.NavMeshAgent>();\n        }\n\n        public override void OnStart()\n        {\n            // set the speed, angular speed, and destination then enable the agent\n            navMeshAgent.speed = speed.Value;\n            navMeshAgent.angularSpeed = angularSpeed.Value;\n            navMeshAgent.enabled = true;\n            navMeshAgent.destination = Target();\n        }\n\n        // Seek to the cover point. Return success as soon as the location is reached or the agent is looking at the cover point\n        public override TaskStatus OnUpdate()\n        {\n            if (!navMeshAgent.pathPending && navMeshAgent.remainingDistance < arriveDistance.Value) {\n                var rotation = Quaternion.LookRotation(coverPoint - transform.position);\n                // Return success if the agent isn't going to look at hte cover point or it has completely rotated to look at the cover point\n                if (!lookAtCoverPoint.Value || Quaternion.Angle(transform.rotation, rotation) < rotationEpsilon.Value) {\n                    return TaskStatus.Success;\n                } else {\n                    // Still needs to rotate towards the target\n                    transform.rotation = Quaternion.RotateTowards(transform.rotation, rotation, maxLookAtRotationDelta.Value);\n                }\n            }\n\n            // Return running until the agent has arrived\n            return TaskStatus.Running;\n        }\n\n        public override void OnEnd()\n        {\n            // Disable the nav mesh\n            navMeshAgent.enabled = false;\n        }\n\n        // Find a place to hide by firing a ray \n        private Vector3 Target()\n        {\n            RaycastHit hit;\n            int raycastCount = 0;\n            var direction = transform.forward;\n            float step = 0;\n            // Keep firing a ray until too many rays have been fired\n            while (raycastCount < maxRaycasts.Value) {\n                var ray = new Ray(transform.position, direction);\n                if (Physics.Raycast(ray, out hit, maxCoverDistance.Value, availableLayerCovers)) {\n                    // A suitable agent has been found. Find the opposite side of that agent by shooting a ray in the opposite direction from a point far away\n                    if (hit.collider.Raycast(new Ray(hit.point - hit.normal * maxCoverDistance.Value, hit.normal), out hit, Mathf.Infinity)) {\n                        coverPoint = hit.point;\n                        return hit.point + hit.normal * coverOffset.Value;\n                    }\n                }\n                // Keep sweeiping along the y axis\n                step += rayStep.Value;\n                direction = Quaternion.Euler(0, transform.eulerAngles.y + step, 0) * Vector3.forward;\n                raycastCount++;\n            }\n            // The agent wasn't found - return zero\n            return Vector3.zero;\n        }\n\n        // Reset the public variables\n        public override void OnReset()\n        {\n            arriveDistance = 0.1f;\n            maxCoverDistance = 1000;\n            maxRaycasts = 100;\n            rayStep = 1;\n            coverOffset = 2;\n            lookAtCoverPoint = false;\n            rotationEpsilon = 0.5f;\n        }\n    }\n}"
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  {
    "path": "Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/Evade.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Movement\n{\n    [TaskDescription(\"Evade the target specified using the Unity NavMesh.\")]\n    [TaskCategory(\"Movement\")]\n    [HelpURL(\"http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=6\")]\n    [TaskIcon(\"Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}EvadeIcon.png\")]\n    public class Evade : Action\n    {\n        [Tooltip(\"The speed of the agent\")]\n        public SharedFloat speed;\n        [Tooltip(\"Angular speed of the agent\")]\n        public SharedFloat angularSpeed;\n        [Tooltip(\"The agent has fleed when the square magnitude is greater than this value\")]\n        public SharedFloat fleedDistance = 10;\n        [Tooltip(\"The distance to look ahead when fleeing\")]\n        public SharedFloat lookAheadDistance = 5;\n        [Tooltip(\"How far to predict the distance ahead of the target. Lower values indicate less distance should be predicated\")]\n        public SharedFloat targetDistPrediction = 20;\n        [Tooltip(\"Multiplier for predicting the look ahead distance\")]\n        public SharedFloat targetDistPredictionMult = 20;\n        [Tooltip(\"The transform that the agent is evading\")]\n        public SharedTransform targetTransform;\n\n        // The position of the target at the last frame\n        private Vector3 targetPosition;\n        // A cache of the NavMeshAgent\n        private UnityEngine.AI.NavMeshAgent navMeshAgent;\n\n        public override void OnAwake()\n        {\n            // cache for quick lookup\n            navMeshAgent = gameObject.GetComponent<UnityEngine.AI.NavMeshAgent>();\n        }\n\n        public override void OnStart()\n        {\n            targetPosition = targetTransform.Value.position;\n\n            // set the speed, angular speed, and destination then enable the agent\n            navMeshAgent.speed = speed.Value;\n            navMeshAgent.angularSpeed = angularSpeed.Value;\n            navMeshAgent.enabled = true;\n            navMeshAgent.destination = Target();\n        }\n\n        // Evade from the target. Return success once the agent has fleed the target by moving far enough away from it\n        // Return running if the agent is still fleeing\n        public override TaskStatus OnUpdate()\n        {\n            if (!navMeshAgent.pathPending && Vector3.SqrMagnitude(transform.position - targetTransform.Value.position) > fleedDistance.Value) {\n                return TaskStatus.Success;\n            }\n\n            navMeshAgent.destination = FleePosition();\n\n            return TaskStatus.Running;\n        }\n\n        public override void OnEnd()\n        {\n            // Disable the nav mesh\n            navMeshAgent.enabled = false;\n        }\n\n        private Vector3 Target()\n        {\n            // Calculate the current distance to the target and the current speed\n            var distance = (targetTransform.Value.position - transform.position).magnitude;\n            var speed = navMeshAgent.velocity.magnitude;\n\n            float futurePrediction = 0;\n            // Set the future prediction to max prediction if the speed is too small to give an accurate prediction\n            if (speed <= distance / targetDistPrediction.Value) {\n                futurePrediction = targetDistPrediction.Value;\n            } else {\n                futurePrediction = (distance / speed) * targetDistPredictionMult.Value; // the prediction should be accurate enough\n            }\n\n            // Predict the future by taking the velocity of the target and multiply it by the future prediction\n            var prevTargetPosition = targetPosition;\n            targetPosition = targetTransform.Value.position;\n            return targetPosition + (targetPosition - prevTargetPosition) * futurePrediction;\n        }\n\n        // Evade in the opposite direction\n        private Vector3 FleePosition()\n        {\n            return transform.position + (transform.position - Target()).normalized * lookAheadDistance.Value;\n        }\n\n        // Reset the public variables\n        public override void OnReset()\n        {\n            fleedDistance = 10;\n            lookAheadDistance = 5;\n            targetDistPrediction = 20;\n            targetDistPredictionMult = 20;\n        }\n    }\n}"
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  {
    "path": "Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/Flee.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Movement\n{\n    [TaskDescription(\"Flee from the target specified using the Unity NavMesh.\")]\n    [TaskCategory(\"Movement\")]\n    [HelpURL(\"http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=4\")]\n    [TaskIcon(\"Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}FleeIcon.png\")]\n    public class Flee : Action\n    {\n        [Tooltip(\"The speed of the agent\")]\n        public SharedFloat speed;\n        [Tooltip(\"Angular speed of the agent\")]\n        public SharedFloat angularSpeed;\n        [Tooltip(\"The agent has fleed when the square magnitude is greater than this value\")]\n        public SharedFloat fleedDistance = 20;\n        [Tooltip(\"The distance to look ahead when fleeing\")]\n        public SharedFloat lookAheadDistance = 5;\n        [Tooltip(\"The transform that the agent is fleeing from\")]\n        public SharedTransform targetTransform;\n        [Tooltip(\"If target is null then use the target position\")]\n        public SharedVector3 targetPosition;\n\n        // True if the target is a transform\n        private bool dynamicTarget;\n        // A cache of the NavMeshAgent\n        private UnityEngine.AI.NavMeshAgent navMeshAgent;\n\n        public override void OnAwake()\n        {\n            // cache for quick lookup\n            navMeshAgent = gameObject.GetComponent<UnityEngine.AI.NavMeshAgent>();\n        }\n\n        public override void OnStart()\n        {\n            // the target is dynamic if the target transform is not null and has a valid\n            dynamicTarget = (targetTransform != null && targetTransform.Value != null);\n\n            // set the speed, angular speed, and destination then enable the agent\n            navMeshAgent.speed = speed.Value;\n            navMeshAgent.angularSpeed = angularSpeed.Value;\n            navMeshAgent.enabled = true;\n            navMeshAgent.destination = Target();\n        }\n\n        // Flee from the target. Return success once the agent has fleed the target by moving far enough away from it\n        // Return running if the agent is still fleeing\n        public override TaskStatus OnUpdate()\n        {\n            if (!navMeshAgent.pathPending && Vector3.SqrMagnitude(transform.position - Target()) > fleedDistance.Value) {\n                return TaskStatus.Success;\n            }\n\n            navMeshAgent.destination = FleePosition();\n            return TaskStatus.Running;\n        }\n\n        public override void OnEnd()\n        {\n            // Disable the nav mesh\n            navMeshAgent.enabled = false;\n        }\n\n        // return targetPosition if targetTransform is null\n        private Vector3 Target()\n        {\n            if (dynamicTarget) {\n                return targetTransform.Value.position;\n            }\n            return targetPosition.Value;\n        }\n\n        // Flee in the opposite direction\n        private Vector3 FleePosition()\n        {\n            return transform.position + (transform.position - Target()).normalized * lookAheadDistance.Value;\n        }\n\n        // Reset the public variables\n        public override void OnReset()\n        {\n            speed = 10;\n            angularSpeed = 10;\n            fleedDistance = 20;\n            lookAheadDistance = 5;\n        }\n    }\n}"
  },
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  {
    "path": "Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/Flock.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Movement\n{\n    [TaskDescription(\"Flock around the scene using the Unity NavMesh.\")]\n    [TaskCategory(\"Movement\")]\n    [HelpURL(\"http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=13\")]\n    [TaskIcon(\"Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}FlockIcon.png\")]\n    public class Flock : Action\n    {\n        [Tooltip(\"The speed of the agents\")]\n        public SharedFloat speed;\n        [Tooltip(\"Angular speed of the agents\")]\n        public SharedFloat angularSpeed;\n        [Tooltip(\"Agents less than this distance apart are neighbors\")]\n        public SharedFloat neighborDistance = 100;\n        [Tooltip(\"How far the agent should look ahead when determine its pathfinding destination\")]\n        public SharedFloat lookAheadDistance = 5;\n        [Tooltip(\"The greater the alignmentWeight is the more likely it is that the agents will be facing the same direction\")]\n        public SharedFloat alignmentWeight = 0.4f;\n        [Tooltip(\"The greater the cohesionWeight is the more likely it is that the agents will be moving towards a common position\")]\n        public SharedFloat cohesionWeight = 0.5f;\n        [Tooltip(\"The greater the separationWeight is the more likely it is that the agents will be separated\")]\n        public SharedFloat separationWeight = 0.6f;\n        [Tooltip(\"All of the agents that should be flocking\")]\n        public UnityEngine.AI.NavMeshAgent[] agents;\n\n        // The corresponding transforms of the agents\n        private Transform[] agentTransforms;\n\n        public override void OnAwake()\n        {\n            agentTransforms = new Transform[agents.Length];\n            // Cache the transform of the agents\n            for (int i = 0; i < agents.Length; ++i) {\n                agentTransforms[i] = agents[i].transform;\n            }\n        }\n\n        public override void OnStart()\n        {\n            for (int i = 0; i < agents.Length; ++i) {\n                agents[i].enabled = true;\n                agents[i].speed = speed.Value;\n                agents[i].angularSpeed = angularSpeed.Value;\n            }\n        }\n\n        // The agents will always be flocking so always return running\n        public override TaskStatus OnUpdate()\n        {\n            // Determine a destination for each agent\n            for (int i = 0; i < agents.Length; ++i) {\n                Vector3 alignment, cohesion, separation;\n                // determineFlockAttributes will determine which direction to head, which common position to move toward, and how far apart each agent is from one another,\n                DetermineFlockParameters(i, out alignment, out cohesion, out separation);\n                // Weigh each parameter to give one more of an influence than another\n                var velocity = alignment * alignmentWeight.Value + cohesion * cohesionWeight.Value + separation * separationWeight.Value;\n                // Set the destination based on the velocity multiplied by the look ahead distance\n                agents[i].destination = agentTransforms[i].position + velocity * lookAheadDistance.Value;\n            }\n            return TaskStatus.Running;\n        }\n\n        public override void OnEnd()\n        {\n            // Disable the nav mesh\n            for (int i = 0; i < agents.Length; ++i) {\n                if (agents[i] != null)\n                    agents[i].enabled = false;\n            }\n        }\n\n        // Determine the three flock parameters: alignment, cohesion, and separation.\n        // Alignment: determines which direction to move\n        // Cohesion: Determines a common position to move towards\n        // Separation: Determines how far apart the agent is from all other agents\n        private void DetermineFlockParameters(int agentIndex, out Vector3 alignment, out Vector3 cohesion, out Vector3 separation)\n        {\n            alignment = cohesion = separation = Vector3.zero;\n            int neighborCount = 0;\n            var agentTransform = agentTransforms[agentIndex];\n            // Loop through each agent to determine the alignment, cohesion, and separation\n            for (int i = 0; i < agents.Length; ++i) {\n                // The agent can't compare against itself\n                if (agentIndex != i) {\n                    // Only determine the parameters if the other agent is its neighbor\n                    if (Vector3.SqrMagnitude(agentTransforms[i].position - agentTransform.position) < neighborDistance.Value) {\n                        // This agent is the neighbor of the original agent so add the alignment, cohesion, and separation\n                        alignment += agents[i].velocity;\n                        cohesion += agentTransforms[i].position;\n                        separation += agentTransforms[i].position - agentTransform.position;\n                        neighborCount++;\n                    }\n                }\n            }\n\n            // Don't move if there are no neighbors\n            if (neighborCount == 0) {\n                return;\n            }\n            // Normalize all of the values\n            alignment = (alignment / neighborCount).normalized;\n            cohesion = ((cohesion / neighborCount) - agentTransform.position).normalized;\n            separation = ((separation / neighborCount) * -1).normalized;\n        }\n\n        // Reset the public variables\n        public override void OnReset()\n        {\n            speed = 10;\n            angularSpeed = 10;\n            neighborDistance = 100;\n            lookAheadDistance = 5;\n            alignmentWeight = 0.4f;\n            cohesionWeight = 0.5f;\n            separationWeight = 0.6f;\n        }\n    }\n}"
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  {
    "path": "Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/LeaderFollow.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Movement\n{\n    [TaskDescription(\"Follow the leader using the Unity NavMesh.\")]\n    [TaskCategory(\"Movement\")]\n    [HelpURL(\"http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=14\")]\n    [TaskIcon(\"Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}LeaderFollowIcon.png\")]\n    public class LeaderFollow : Action\n    {\n        [Tooltip(\"The speed of the agents\")]\n        public SharedFloat speed;\n        [Tooltip(\"Angular speed of the agents\")]\n        public SharedFloat angularSpeed;\n        [Tooltip(\"Agents less than this distance apart are neighbors\")]\n        public SharedFloat neighborDistance = 10;\n        [Tooltip(\"How far behind the leader the agents should follow the leader\")]\n        public SharedFloat leaderBehindDistance = 2;\n        [Tooltip(\"The distance that the agents should be separated\")]\n        public SharedFloat separationDistance = 2;\n        [Tooltip(\"The agent is getting too close to the front of the leader if they are within the aheadDistance\")]\n        public SharedFloat aheadDistance = 2;\n        [Tooltip(\"The leader to follow\")]\n        public UnityEngine.AI.NavMeshAgent leader = null;\n        [Tooltip(\"All of the agents that should be following\")]\n        public UnityEngine.AI.NavMeshAgent[] agents = null;\n\n        // The transform of the leader\n        private Transform leaderTransform;\n        // The corresponding transforms of the agents\n        private Transform[] agentTransforms;\n\n        public override void OnAwake()\n        {\n            leaderTransform = leader.transform;\n            agentTransforms = new Transform[agents.Length];\n            // Cache the transform of the agents\n            for (int i = 0; i < agents.Length; ++i) {\n                agentTransforms[i] = agents[i].transform;\n            }\n        }\n\n        public override void OnStart()\n        {\n            // Enable the nav mesh\n            for (int i = 0; i < agents.Length; ++i) {\n                agents[i].enabled = true;\n                agents[i].speed = speed.Value;\n                agents[i].angularSpeed = angularSpeed.Value;\n            }\n        }\n\n        // The agents will always be following the leader so always return running\n        public override TaskStatus OnUpdate()\n        {\n            var behindPosition = LeaderBehindPosition();\n            // Determine a destination for each agent\n            for (int i = 0; i < agents.Length; ++i) {\n                // Get out of the way of the leader if the leader is currently looking at the agent and is getting close\n                if (LeaderLookingAtAgent(i) && Vector3.SqrMagnitude(leaderTransform.position - agentTransforms[i].position) < aheadDistance.Value) {\n                    agents[i].destination = transform.position + (transform.position - leaderTransform.position).normalized * aheadDistance.Value;\n                } else {\n                    // The destination is the behind position added to the separation vector\n                    agents[i].destination = behindPosition + DetermineSeparation(i);\n                }\n            }\n            return TaskStatus.Running;\n        }\n\n        public override void OnEnd()\n        {\n            // Disable the nav mesh\n            for (int i = 0; i < agents.Length; ++i) {\n                if (agents[i] != null)\n                    agents[i].enabled = false;\n            }\n        }\n\n        private Vector3 LeaderBehindPosition()\n        {\n            // The behind position is the normalized inverse of the leader's velocity multiplied by the leaderBehindDistance\n            return leaderTransform.position + (-leader.velocity).normalized * leaderBehindDistance.Value;\n        }\n\n        // Determine the separation between the current agent and all of the other agents also following the leader\n        private Vector3 DetermineSeparation(int agentIndex)\n        {\n            var separation = Vector3.zero;\n            int neighborCount = 0;\n            var agentTransform = agentTransforms[agentIndex];\n            // Loop through each agent to determine the separation\n            for (int i = 0; i < agents.Length; ++i) {\n                // The agent can't compare against itself\n                if (agentIndex != i) {\n                    // Only determine the parameters if the other agent is its neighbor\n                    if (Vector3.SqrMagnitude(agentTransforms[i].position - agentTransform.position) < neighborDistance.Value) {\n                        // This agent is the neighbor of the original agent so add the separation\n                        separation += agentTransforms[i].position - agentTransform.position;\n                        neighborCount++;\n                    }\n                }\n            }\n\n            // Don't move if there are no neighbors\n            if (neighborCount == 0) {\n                return Vector3.zero;\n            }\n            // Normalize the value\n            return ((separation / neighborCount) * -1).normalized * separationDistance.Value;\n        }\n\n        // Use the dot product to determine if the leader is looking at the current agent\n        public bool LeaderLookingAtAgent(int agentIndex)\n        {\n            return Vector3.Dot(leaderTransform.forward, agentTransforms[agentIndex].forward) < -0.5f;\n        }\n\n        // Reset the public variables\n        public override void OnReset()\n        {\n            speed = 10;\n            angularSpeed = 10;\n            neighborDistance = 10;\n            leaderBehindDistance = 2;\n            separationDistance = 2;\n            aheadDistance = 2;\n            leader = null;\n            agents = null;\n        }\n    }\n}"
  },
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    "path": "Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/LeaderFollow.cs.meta",
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  {
    "path": "Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/MoveTowards.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Movement\n{\n    [TaskDescription(\"Move towards the specified position. The position can either be specified by a transform or position. If the transform \" +\n                     \"is used then the position will not be used.\")]\n    [TaskCategory(\"Movement\")]\n    [HelpURL(\"http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=1\")]\n    [TaskIcon(\"Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}MoveTowardsIcon.png\")]\n    public class MoveTowards : Action\n    {\n        [Tooltip(\"The speed of the agent\")]\n        public SharedFloat speed;\n        [Tooltip(\"The agent has arrived when the square magnitude is less than this value\")]\n        public SharedFloat arriveDistance = 0.1f;\n        [Tooltip(\"Should the agent be looking at the target position?\")]\n        public SharedBool lookAtTarget = true;\n        [Tooltip(\"Max rotation delta if lookAtTarget is enabled\")]\n        public SharedFloat maxLookAtRotationDelta;\n        [Tooltip(\"The transform that the agent is moving towards\")]\n        public SharedTransform targetTransform;\n        [Tooltip(\"If target is null then use the target position\")]\n        public SharedVector3 targetPosition;\n        \n        public override void OnStart()\n        {\n            if ((targetTransform == null || targetTransform.Value == null) && targetPosition == null) {\n                Debug.LogError(\"Error: A MoveTowards target value is not set.\");\n                targetPosition = new SharedVector3(); // create a new SharedVector3 to prevent repeated errors\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            var position = Target();\n            // Return a task status of success once we've reached the target\n            if (Vector3.SqrMagnitude(transform.position - position) < arriveDistance.Value) {\n                return TaskStatus.Success;\n            }\n            // We haven't reached the target yet so keep moving towards it\n            transform.position = Vector3.MoveTowards(transform.position, position, speed.Value * Time.deltaTime);\n            if (lookAtTarget.Value) {\n                transform.rotation = Quaternion.RotateTowards(transform.rotation, Quaternion.LookRotation(position - transform.position), maxLookAtRotationDelta.Value);\n            }\n            return TaskStatus.Running;\n        }\n\n        // Return targetPosition if targetTransform is null\n        private Vector3 Target()\n        {\n            if (targetTransform == null || targetTransform.Value == null) {\n                return targetPosition.Value;\n            }\n            return targetTransform.Value.position;\n        }\n\n        // Reset the public variables\n        public override void OnReset()\n        {\n            arriveDistance = 0.1f;\n            lookAtTarget = true;\n        }\n    }\n}"
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    "path": "Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/MoveTowards.cs.meta",
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  },
  {
    "path": "Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/MovementUtility.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Movement\n{\n    public static class MovementUtility\n    {\n        // Cast a sphere with the desired distance. Check each collider hit to see if it is within the field of view. Set objectFound\n        // to the object that is most directly in front of the agent\n        public static Transform WithinSight(Transform transform, Vector3 positionOffset, float fieldOfViewAngle, float viewDistance, LayerMask objectLayerMask)\n        {\n            Transform objectFound = null;\n            var hitColliders = Physics.OverlapSphere(transform.position, viewDistance, objectLayerMask);\n            if (hitColliders != null) {\n                float minAngle = Mathf.Infinity;\n                for (int i = 0; i < hitColliders.Length; ++i) {\n                    float angle;\n                    Transform obj;\n                    // Call the WithinSight function to determine if this specific object is within sight\n                    if ((obj = WithinSight(transform, positionOffset, fieldOfViewAngle, viewDistance, hitColliders[i].transform, false, out angle)) != null) {\n                        // This object is within sight. Set it to the objectFound GameObject if the angle is less than any of the other objects\n                        if (angle < minAngle) {\n                            minAngle = angle;\n                            objectFound = obj;\n                        }\n                    }\n                }\n            }\n            return objectFound;\n        }\n\n\n\n#if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2)\n        // Cast a circle with the desired distance. Check each collider hit to see if it is within the field of view. Set objectFound\n        // to the object that is most directly in front of the agent\n        public static Transform WithinSight2D(Transform transform, Vector3 positionOffset, float fieldOfViewAngle, float viewDistance, LayerMask objectLayerMask)\n        {\n            Transform objectFound = null;\n            var hitColliders = Physics2D.OverlapCircleAll(transform.position, viewDistance, objectLayerMask);\n            if (hitColliders != null) {\n                float minAngle = Mathf.Infinity;\n                for (int i = 0; i < hitColliders.Length; ++i) {\n                    float angle;\n                    Transform obj;\n                    // Call the 2D WithinSight function to determine if this specific object is within sight\n                    if ((obj = WithinSight(transform, positionOffset, fieldOfViewAngle, viewDistance, hitColliders[i].transform, true, out angle)) != null) {\n                        // This object is within sight. Set it to the objectFound GameObject if the angle is less than any of the other objects\n                        if (angle < minAngle) {\n                            minAngle = angle;\n                            objectFound = obj;\n                        }\n                    }\n                }\n            }\n            return objectFound;\n        }\n#endif\n\n        // Public helper function that will automatically create an angle variable that is not used. This function is useful if the calling call doesn't\n        // care about the angle between transform and targetObject\n        public static Transform WithinSight(Transform transform, Vector3 positionOffset, float fieldOfViewAngle, float viewDistance, Transform targetObject)\n        {\n            float angle;\n            return WithinSight(transform, positionOffset, fieldOfViewAngle, viewDistance, targetObject, false, out angle);\n        }\n\n        // Public helper function that will automatically create an angle variable that is not used. This function is useful if the calling call doesn't\n        // care about the angle between transform and targetObject\n        public static Transform WithinSight2D(Transform transform, Vector3 positionOffset, float fieldOfViewAngle, float viewDistance, Transform targetObject)\n        {\n            float angle;\n            return WithinSight(transform, positionOffset, fieldOfViewAngle, viewDistance, targetObject, true, out angle);\n        }\n\n        // Determines if the targetObject is within sight of the transform. It will set the angle regardless of whether or not the object is within sight\n        private static Transform WithinSight(Transform transform, Vector3 positionOffset, float fieldOfViewAngle, float viewDistance, Transform targetObject, bool usePhysics2D, out float angle)\n        {\n            // The target object needs to be within the field of view of the current object\n            var direction = targetObject.position - (transform.position + positionOffset);\n            if (usePhysics2D) {\n                angle = Vector3.Angle(direction, transform.up);\n            } else {\n                angle = Vector3.Angle(direction, transform.forward);\n            }\n            if (direction.magnitude < viewDistance && angle < fieldOfViewAngle * 0.5f) {\n                // The hit agent needs to be within view of the current agent\n                if (LineOfSight(transform, positionOffset, targetObject, usePhysics2D) != null) {\n                    return targetObject; // return the target object meaning it is within sight\n                } else if (targetObject.GetComponent<Collider>() == null) {\n                    // If the linecast doesn't hit anything then that the target object doesn't have a collider and there is nothing in the way\n                    if (targetObject.gameObject.activeSelf)\n                        return targetObject;\n                }\n            }\n            // return null if the target object is not within sight\n            return null;\n        }\n\n        public static Transform LineOfSight(Transform transform, Vector3 positionOffset, Transform targetObject, bool usePhysics2D)\n        {\n#if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2)\n            if (usePhysics2D) {\n                RaycastHit2D hit;\n                if ((hit = Physics2D.Linecast(transform.TransformPoint(positionOffset), targetObject.position))) {\n                    if (hit.transform.Equals(targetObject)) {\n                        return targetObject; // return the target object meaning it is within sight\n                    }\n                }\n            } else {\n#endif\n                RaycastHit hit;\n                if (Physics.Linecast(transform.TransformPoint(positionOffset), targetObject.position, out hit)) {\n                    if (hit.transform.Equals(targetObject)) {\n                        return targetObject; // return the target object meaning it is within sight\n                    }\n                }\n#if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2)\n            }\n#endif\n            return null;\n        }\n\n        // Cast a sphere with the desired radius. Check each object's audio source to see if audio is playing. If audio is playing\n        // and its audibility is greater than the audibility threshold then return the object heard\n        public static Transform WithinHearingRange(Transform transform, Vector3 positionOffset, float linearAudibilityThreshold, float hearingRadius, LayerMask objectLayerMask)\n        {\n            Transform objectHeard = null;\n            var hitColliders = Physics.OverlapSphere(transform.TransformPoint(positionOffset), hearingRadius, objectLayerMask);\n            if (hitColliders != null) {\n                float maxAudibility = 0;\n                for (int i = 0; i < hitColliders.Length; ++i) {\n                    float audibility = 0;\n                    Transform obj;\n                    // Call the WithinHearingRange function to determine if this specific object is within hearing range\n                    if ((obj = WithinHearingRange(transform, positionOffset, linearAudibilityThreshold, hitColliders[i].transform, ref audibility)) != null) {\n                        // This object is within hearing range. Set it to the objectHeard GameObject if the audibility is less than any of the other objects\n                        if (audibility > maxAudibility) {\n                            maxAudibility = audibility;\n                            objectHeard = obj;\n                        }\n                    }\n                }\n            }\n            return objectHeard;\n        }\n        \n#if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2)\n        // Cast a circle with the desired radius. Check each object's audio source to see if audio is playing. If audio is playing\n        // and its audibility is greater than the audibility threshold then return the object heard\n        public static Transform WithinHearingRange2D(Transform transform, Vector3 positionOffset, float linearAudibilityThreshold, float hearingRadius, LayerMask objectLayerMask)\n        {\n            Transform objectHeard = null;\n            var hitColliders = Physics2D.OverlapCircleAll(transform.TransformPoint(positionOffset), hearingRadius, objectLayerMask);\n            if (hitColliders != null) {\n                float maxAudibility = 0;\n                for (int i = 0; i < hitColliders.Length; ++i) {\n                    float audibility = 0;\n                    Transform obj;\n                    // Call the WithinHearingRange function to determine if this specific object is within hearing range\n                    if ((obj = WithinHearingRange(transform, positionOffset, linearAudibilityThreshold, hitColliders[i].transform, ref audibility)) != null) {\n                        // This object is within hearing range. Set it to the objectHeard GameObject if the audibility is less than any of the other objects\n                        if (audibility > maxAudibility) {\n                            maxAudibility = audibility;\n                            objectHeard = obj;\n                        }\n                    }\n                }\n            }\n            return objectHeard;\n        }\n#endif\n\n        // Public helper function that will automatically create an audibility variable that is not used. This function is useful if the calling call doesn't\n        // care about the audibility value\n        public static Transform WithinHearingRange(Transform transform, Vector3 positionOffset, float linearAudibilityThreshold, Transform targetObject)\n        {\n            float audibility = 0;\n            return WithinHearingRange(transform, positionOffset, linearAudibilityThreshold, targetObject, ref audibility);\n        }\n\n        private static Transform WithinHearingRange(Transform transform, Vector3 positionOffset, float linearAudibilityThreshold, Transform targetObject, ref float audibility)\n        {\n            AudioSource colliderAudioSource;\n            // Check to see if the hit agent has an audio source and that audio source is playing\n            if ((colliderAudioSource = targetObject.GetComponent<AudioSource>()) != null && colliderAudioSource.isPlaying) {\n                // The audio source is playing. Make sure the sound can be heard from the agent's current position\n                audibility = colliderAudioSource.volume / Vector3.Distance(transform.position, targetObject.position);\n                if (audibility > linearAudibilityThreshold) {\n                    return targetObject;\n                }\n            }\n            return null;\n        }\n\n        // Draws the line of sight representation\n        public static void DrawLineOfSight(Transform transform, Vector3 positionOffset, float fieldOfViewAngle, float viewDistance, bool usePhysics2D)\n        {\n#if UNITY_EDITOR\n            var oldColor = UnityEditor.Handles.color;\n            var color = Color.yellow;\n            color.a = 0.1f;\n            UnityEditor.Handles.color = color;\n\n            var halfFOV = fieldOfViewAngle * 0.5f;\n            var beginDirection = Quaternion.AngleAxis(-halfFOV, (usePhysics2D ? Vector3.right : Vector3.up)) * (usePhysics2D ? transform.up : transform.forward);\n            UnityEditor.Handles.DrawSolidArc(transform.TransformPoint(positionOffset), (usePhysics2D ? transform.right : transform.up), beginDirection, fieldOfViewAngle, viewDistance);\n\n            UnityEditor.Handles.color = oldColor;\n#endif\n        }\n        public static void DrawLineOfSightColor(Transform transform, Vector3 positionOffset, float fieldOfViewAngle, float viewDistance, bool usePhysics2D, Color color)\n        {\n#if UNITY_EDITOR\n            var oldColor = UnityEditor.Handles.color;\n            color.a = 0.1f;\n            UnityEditor.Handles.color = color;\n\n            var halfFOV = fieldOfViewAngle * 0.5f;\n            var beginDirection = Quaternion.AngleAxis(-halfFOV, (usePhysics2D ? Vector3.right : Vector3.up)) * (usePhysics2D ? transform.up : transform.forward);\n            UnityEditor.Handles.DrawSolidArc(transform.TransformPoint(positionOffset), (usePhysics2D ? transform.right : transform.up), beginDirection, fieldOfViewAngle, viewDistance);\n\n            UnityEditor.Handles.color = oldColor;\n#endif\n        }\n    }\n}"
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  {
    "path": "Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/Patrol.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Movement\n{\n    [TaskDescription(\"Patrol around the specified waypoints using the Unity NavMesh.\")]\n    [TaskCategory(\"Movement\")]\n    [HelpURL(\"http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=7\")]\n    [TaskIcon(\"Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}PatrolIcon.png\")]\n    public class Patrol : Action\n    {\n        [Tooltip(\"The speed of the agent\")]\n        public SharedFloat speed;\n        [Tooltip(\"Angular speed of the agent\")]\n        public SharedFloat angularSpeed;\n        [Tooltip(\"The agent has arrived when the square magnitude is less than this value\")]\n        public SharedFloat arriveDistance = 0.1f;\n        [Tooltip(\"Should the agent patrol the waypoints randomly?\")]\n        public SharedBool randomPatrol = false;\n        [Tooltip(\"The waypoints to move to\")]\n        public SharedTransformList waypoints;\n\n        // A cache of the NavMeshAgent\n        private UnityEngine.AI.NavMeshAgent navMeshAgent;\n        // The current index that we are heading towards within the waypoints array\n        private int waypointIndex;\n\n        public override void OnAwake()\n        {\n            // cache for quick lookup\n            navMeshAgent = gameObject.GetComponent<UnityEngine.AI.NavMeshAgent>();\n        }\n\n        public override void OnStart()\n        {\n            // initially move towards the closest waypoint\n            float distance = Mathf.Infinity;\n            float localDistance;\n            for (int i = 0; i < waypoints.Value.Count; ++i) {\n                if ((localDistance = Vector3.Magnitude(transform.position - waypoints.Value[i].position)) < distance) {\n                    distance = localDistance;\n                    waypointIndex = i;\n                }\n            }\n\n            // set the speed, angular speed, and destination then enable the agent\n            navMeshAgent.speed = speed.Value;\n            navMeshAgent.angularSpeed = angularSpeed.Value;\n            navMeshAgent.enabled = true;\n            navMeshAgent.destination = Target();\n        }\n\n        // Patrol around the different waypoints specified in the waypoint array. Always return a task status of running. \n        public override TaskStatus OnUpdate()\n        {\n            if (!navMeshAgent.pathPending) {\n                var thisPosition = transform.position;\n                thisPosition.y = navMeshAgent.destination.y; // ignore y\n                if (Vector3.SqrMagnitude(thisPosition - navMeshAgent.destination) < arriveDistance.Value) {\n                    if (randomPatrol.Value) {\n                        waypointIndex = Random.Range(0, waypoints.Value.Count);\n                    } else {\n                        waypointIndex = (waypointIndex + 1) % waypoints.Value.Count;\n                    }\n                    navMeshAgent.destination = Target();\n                }\n            }\n\n            return TaskStatus.Running;\n        }\n\n        public override void OnEnd()\n        {\n            // Disable the nav mesh\n            navMeshAgent.enabled = false;\n        }\n\n        // Return the current waypoint index position\n        private Vector3 Target()\n        {\n            return waypoints.Value[waypointIndex].position;\n        }\n\n        // Reset the public variables\n        public override void OnReset()\n        {\n            arriveDistance = 0.1f;\n            waypoints = null;\n            randomPatrol = false;\n        }\n\n        // Draw a gizmo indicating a patrol \n        public override void OnDrawGizmos()\n        {\n#if UNITY_EDITOR\n            if (waypoints == null) {\n                return;\n            }\n            var oldColor = UnityEditor.Handles.color;\n            UnityEditor.Handles.color = Color.yellow;\n            for (int i = 0; i < waypoints.Value.Count; ++i) {\n                UnityEditor.Handles.SphereCap(0, waypoints.Value[i].position, waypoints.Value[i].rotation, 1);\n            }\n            UnityEditor.Handles.color = oldColor;\n#endif\n        }\n    }\n}"
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  {
    "path": "Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/Pursue.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Movement\n{\n    [TaskDescription(\"Pursue the target specified using the Unity NavMesh.\")]\n    [TaskCategory(\"Movement\")]\n    [HelpURL(\"http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=5\")]\n    [TaskIcon(\"Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}PursueIcon.png\")]\n    public class Pursue : Action\n    {\n        [Tooltip(\"The speed of the agent\")]\n        public SharedFloat speed;\n        [Tooltip(\"Angular speed of the agent\")]\n        public SharedFloat angularSpeed;\n        [Tooltip(\"The agent has arrived when the square magnitude is less than this value\")]\n        public SharedFloat arriveDistance = 0.1f;\n        [Tooltip(\"How far to predict the distance ahead of the target. Lower values indicate less distance should be predicated\")]\n        public SharedFloat targetDistPrediction = 20;\n        [Tooltip(\"Multiplier for predicting the look ahead distance\")]\n        public SharedFloat targetDistPredictionMult = 20;\n        [Tooltip(\"The transform that the agent is pursuing\")]\n        public SharedTransform targetTransform;\n\n        // The position of the target at the last frame\n        private Vector3 targetPosition;\n        // A cache of the NavMeshAgent\n        private UnityEngine.AI.NavMeshAgent navMeshAgent;\n\n        public override void OnAwake()\n        {\n            // cache for quick lookup\n            navMeshAgent = gameObject.GetComponent<UnityEngine.AI.NavMeshAgent>();\n        }\n\n        public override void OnStart()\n        {\n            targetPosition = targetTransform.Value.position;\n\n            // set the speed, angular speed, and destination then enable the agent\n            navMeshAgent.speed = speed.Value;\n            navMeshAgent.angularSpeed = angularSpeed.Value;\n            navMeshAgent.enabled = true;\n            navMeshAgent.destination = Target();\n        }\n\n        // Pursue the destination. Return success once the agent has reached the destination.\n        // Return running if the agent hasn't reached the destination yet\n        public override TaskStatus OnUpdate()\n        {\n            if (!navMeshAgent.pathPending && navMeshAgent.remainingDistance < arriveDistance.Value) {\n                return TaskStatus.Success;\n            }\n\n            // Target will return the predicated position\n            navMeshAgent.destination = Target();\n\n            return TaskStatus.Running;\n        }\n\n        public override void OnEnd()\n        {\n            // Disable the nav mesh\n            navMeshAgent.enabled = false;\n        }\n\n        // Predict the position of the target\n        private Vector3 Target()\n        {\n            // Calculate the current distance to the target and the current speed\n            var distance = (targetTransform.Value.position - transform.position).magnitude;\n            var speed = navMeshAgent.velocity.magnitude;\n\n            float futurePrediction = 0;\n            // Set the future prediction to max prediction if the speed is too small to give an accurate prediction\n            if (speed <= distance / targetDistPrediction.Value) {\n                futurePrediction = targetDistPrediction.Value;\n            } else {\n                futurePrediction = (distance / speed) * targetDistPredictionMult.Value; // the prediction should be accurate enough\n            }\n\n            // Predict the future by taking the velocity of the target and multiply it by the future prediction\n            var prevTargetPosition = targetPosition;\n            targetPosition = targetTransform.Value.position;\n            return targetPosition + (targetPosition - prevTargetPosition) * futurePrediction;\n        }\n\n        // Reset the public variables\n        public override void OnReset()\n        {\n            arriveDistance = 0.1f;\n            targetDistPrediction = 20;\n            targetDistPredictionMult = 20;\n        }\n    }\n}"
  },
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  {
    "path": "Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/Queue.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Movement\n{\n    [TaskDescription(\"Queue in a line using the Unity NavMesh.\")]\n    [TaskCategory(\"Movement\")]\n    [HelpURL(\"http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=15\")]\n    [TaskIcon(\"Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}QueueIcon.png\")]\n    public class Queue : Action\n    {\n        [Tooltip(\"The speed of the agents\")]\n        public SharedFloat speed;\n        [Tooltip(\"Angular speed of the agents\")]\n        public SharedFloat angularSpeed;\n        [Tooltip(\"Agents less than this distance apart are neighbors\")]\n        public SharedFloat neighborDistance = 10;\n        [Tooltip(\"The distance that the agents should be separated\")]\n        public SharedFloat separationDistance = 2;\n        [Tooltip(\"The distance the the agent should look ahead to see if another agent is in the way\")]\n        public SharedFloat maxQueueAheadDistance = 2;\n        [Tooltip(\"The radius that the agent should check to see if another agent is in the way\")]\n        public SharedFloat maxQueueRadius = 20;\n        [Tooltip(\"The multiplier to slow down if an agent is in front of the current agent\")]\n        public SharedFloat slowDownSpeed = 0.15f;\n        [Tooltip(\"The target to seek towards\")]\n        public SharedTransform seekPosition;\n        [Tooltip(\"All of the agents that should be queuing\")]\n        public UnityEngine.AI.NavMeshAgent[] agents = null;\n\n        // The corresponding transforms of the agents\n        private Transform[] agentTransforms;\n\n        public override void OnAwake()\n        {\n            agentTransforms = new Transform[agents.Length];\n            // Cache the transform of the agents\n            for (int i = 0; i < agents.Length; ++i) {\n                agentTransforms[i] = agents[i].transform;\n            }\n        }\n\n        public override void OnStart()\n        {\n            for (int i = 0; i < agents.Length; ++i) {\n                agents[i].enabled = true;\n                agents[i].speed = speed.Value;\n                agents[i].angularSpeed = angularSpeed.Value;\n            }\n        }\n\n        // The agents will always be flocking so always return running\n        public override TaskStatus OnUpdate()\n        {\n            // Determine a destination for each agent\n            for (int i = 0; i < agents.Length; ++i) {\n                if (AgentAhead(i)) {\n                    agents[i].destination = agentTransforms[i].position + agentTransforms[i].forward * slowDownSpeed.Value + DetermineSeparation(i);\n                } else {\n                    agents[i].destination = seekPosition.Value.position;\n                }\n            }\n            return TaskStatus.Running;\n        }\n\n        public override void OnEnd()\n        {\n            // Disable the nav mesh\n            for (int i = 0; i < agents.Length; ++i) {\n                if (agents[i] != null)\n                    agents[i].enabled = false;\n            }\n        }\n\n        // Returns the agent that is ahead of the current agent\n        private UnityEngine.AI.NavMeshAgent AgentAhead(int agentIndex)\n        {\n            // queueAhead is the distance in front of the current agent\n            var queueAhead = agents[agentIndex].velocity * maxQueueAheadDistance.Value;\n            for (int i = 0; i < agents.Length; ++i) {\n                // Return the first agent that is ahead of the current agent\n                if (agentIndex != i && Vector3.SqrMagnitude(queueAhead - agentTransforms[i].position) < maxQueueRadius.Value) {\n                    return agents[i];\n                }\n            }\n            return null;\n        }\n\n        // Determine the separation between the current agent and all of the other agents also queuing\n        private Vector3 DetermineSeparation(int agentIndex)\n        {\n            var separation = Vector3.zero;\n            int neighborCount = 0;\n            var agentTransform = agentTransforms[agentIndex];\n            // Loop through each agent to determine the separation\n            for (int i = 0; i < agents.Length; ++i) {\n                // The agent can't compare against itself\n                if (agentIndex != i) {\n                    // Only determine the parameters if the other agent is its neighbor\n                    if (Vector3.SqrMagnitude(agentTransforms[i].position - agentTransform.position) < neighborDistance.Value) {\n                        // This agent is the neighbor of the original agent so add the separation\n                        separation += agentTransforms[i].position - agentTransform.position;\n                        neighborCount++;\n                    }\n                }\n            }\n\n            // Don't move if there are no neighbors\n            if (neighborCount == 0) {\n                return Vector3.zero;\n            }\n            // Normalize the value\n            return ((separation / neighborCount) * -1).normalized * separationDistance.Value;\n        }\n\n        // Reset the public variables\n        public override void OnReset()\n        {\n            speed = 10;\n            angularSpeed = 10;\n            neighborDistance = 10;\n            separationDistance = 2;\n            maxQueueAheadDistance = 2;\n            maxQueueRadius = 20;\n            slowDownSpeed = 0.15f;\n            agents = null;\n        }\n    }\n}"
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  {
    "path": "Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/RotateTowards.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Movement\n{\n    [TaskDescription(\"Rotates towards the specified rotation. The rotation can either be specified by a transform or rotation. If the transform \"+\n                     \"is used then the rotation will not be used.\")]\n    [TaskCategory(\"Movement\")]\n    [HelpURL(\"http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=2\")]\n    [TaskIcon(\"Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}RotateTowardsIcon.png\")]\n    public class RotateTowards : Action\n    {\n        [Tooltip(\"The agent is done rotating when the square magnitude is less than this value\")]\n        public SharedFloat rotationEpsilon = 0.5f;\n        [Tooltip(\"Max rotation delta\")]\n        public SharedFloat maxLookAtRotationDelta;\n        [Tooltip(\"Should the rotation only affect the Y axis?\")]\n        public SharedBool onlyY;\n        [Tooltip(\"The transform that the agent is rotating towards\")]\n        public SharedTransform targetTransform;\n        [Tooltip(\"If target is null then use the target rotation\")]\n        public SharedVector3 targetRotation;\n\n        public override void OnStart()\n        {\n            if ((targetTransform == null || targetTransform.Value == null) && targetRotation == null) {\n                Debug.LogError(\"Error: A RotateTowards target value is not set.\");\n                targetRotation = new SharedVector3(); // create a new SharedQuaternion to prevent repeated errors\n            }\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            var rotation = Target();\n            // Return a task status of success once we are done rotating\n            if (Quaternion.Angle(transform.rotation, rotation) < rotationEpsilon.Value) {\n                return TaskStatus.Success;\n            }\n            // We haven't reached the target yet so keep rotating towards it\n            transform.rotation = Quaternion.RotateTowards(transform.rotation, rotation, maxLookAtRotationDelta.Value);\n            return TaskStatus.Running;\n        }\n\n        // Return targetPosition if targetTransform is null\n        private Quaternion Target()\n        {\n            if (targetTransform == null || targetTransform.Value == null) {\n                return Quaternion.Euler(targetRotation.Value);\n            }\n            var position = targetTransform.Value.position - transform.position;\n            if (onlyY.Value) {\n                position.y = 0;\n            }\n            return Quaternion.LookRotation(position);\n        }\n\n        // Reset the public variables\n        public override void OnReset()\n        {\n            rotationEpsilon = 0.5f;\n        }\n    }\n}"
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  {
    "path": "Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/Search.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Movement\n{\n    [TaskDescription(\"Search for a target by combining the wander, within hearing range, and the within seeing range tasks using the Unity NavMesh.\")]\n    [TaskCategory(\"Movement\")]\n    [HelpURL(\"http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=10\")]\n    [TaskIcon(\"Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}SearchIcon.png\")]\n    public class Search : Action\n    {\n        [Tooltip(\"The speed of the agent\")]\n        public SharedFloat speed;\n        [Tooltip(\"Angular speed of the agent\")]\n        public SharedFloat angularSpeed;\n        [Tooltip(\"How far ahead of the current position to look ahead for a wander\")]\n        public SharedFloat wanderDistance = 10;\n        [Tooltip(\"The amount that the agent rotates direction\")]\n        public SharedFloat wanderRate = 1;\n        [Tooltip(\"The field of view angle of the agent (in degrees)\")]\n        public SharedFloat fieldOfViewAngle = 90;\n        [Tooltip(\"The distance that the agent can see\")]\n        public SharedFloat viewDistance = 30;\n        [Tooltip(\"Should the search end if audio was heard?\")]\n        public SharedBool senseAudio = true;\n        [Tooltip(\"How far away the unit can hear\")]\n        public SharedFloat hearingRadius = 30;\n        [Tooltip(\"The offset relative to the pivot position\")]\n        public SharedVector3 offset;\n        [Tooltip(\"The LayerMask of the objects that we are searching for\")]\n        public LayerMask objectLayerMask;\n        [Tooltip(\"The furtuer away a sound source is the less likely the agent will be able to hear it. \" +\n                 \"Set a threshold for the the minimum audibility level that the agent can hear\")]\n        public SharedFloat linearAudibilityThreshold = 0.03f;\n        [Tooltip(\"The object that is within sight\")]\n        public SharedTransform objectFound;\n\n        // A cache of the NavMeshAgent\n        private UnityEngine.AI.NavMeshAgent navMeshAgent;\n\n        public override void OnAwake()\n        {\n            // cache for quick lookup\n            navMeshAgent = gameObject.GetComponent<UnityEngine.AI.NavMeshAgent>();\n        }\n\n        public override void OnStart()\n        {\n            // set the speed, angular speed, and destination then enable the agent\n            navMeshAgent.speed = speed.Value;\n            navMeshAgent.angularSpeed = angularSpeed.Value;\n            navMeshAgent.enabled = true;\n            navMeshAgent.destination = Target();\n        }\n\n        // Keep searching until an object is seen or heard (if senseAudio is enabled)\n        public override TaskStatus OnUpdate()\n        {\n            navMeshAgent.destination = Target();\n            // Detect if any objects are within sight\n            objectFound.Value = MovementUtility.WithinSight(transform, offset.Value, fieldOfViewAngle.Value, viewDistance.Value, objectLayerMask);\n            // If an object was seen then return success\n            if (objectFound.Value != null) {\n                return TaskStatus.Success;\n            }\n            // Detect if any object are within audio range (if enabled)\n            if (senseAudio.Value) {\n                objectFound.Value = MovementUtility.WithinHearingRange(transform, offset.Value, linearAudibilityThreshold.Value, hearingRadius.Value, objectLayerMask);\n                // If an object was heard then return success\n                if (objectFound.Value != null) {\n                    return TaskStatus.Success;\n                }\n            }\n\n            // No object has been seen or heard so keep searching\n            return TaskStatus.Running;\n        }\n\n        public override void OnEnd()\n        {\n            // Disable the nav mesh\n            navMeshAgent.enabled = false;\n        }\n\n        // Return targetPosition if targetTransform is null\n        private Vector3 Target()\n        {\n            // point in a new random direction and then multiply that by the wander distance\n            var direction = transform.forward + Random.insideUnitSphere * wanderRate.Value;\n            return transform.position + direction.normalized * wanderDistance.Value;\n        }\n\n        // Reset the public variables\n        public override void OnReset()\n        {\n            wanderDistance = 10;\n            wanderRate = 1;\n            fieldOfViewAngle = 90;\n            viewDistance = 30;\n            senseAudio = true;\n            hearingRadius = 30;\n            linearAudibilityThreshold = 0.03f;\n        }\n    }\n}"
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  {
    "path": "Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/Seek.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Movement\n{\n    [TaskDescription(\"Seek the target specified using the Unity NavMesh.\")]\n    [TaskCategory(\"Movement\")]\n    [HelpURL(\"http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=3\")]\n    [TaskIcon(\"Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}SeekIcon.png\")]\n    public class Seek : Action\n    {\n        [Tooltip(\"The speed of the agent\")]\n        public SharedFloat speed;\n        [Tooltip(\"Angular speed of the agent\")]\n        public SharedFloat angularSpeed;\n        [Tooltip(\"The agent has arrived when the magnitude is less than this value\")]\n        public SharedFloat arriveDistance = 0.1f;\n        [Tooltip(\"The transform that the agent is moving towards\")]\n        public SharedTransform targetTransform;\n        [Tooltip(\"If target is null then use the target position\")]\n        public SharedVector3 targetPosition;\n\n        // True if the target is a transform\n        private bool dynamicTarget;\n        // A cache of the NavMeshAgent\n        private UnityEngine.AI.NavMeshAgent navMeshAgent;\n\n        public override void OnAwake()\n        {\n            // cache for quick lookup\n            navMeshAgent = gameObject.GetComponent<UnityEngine.AI.NavMeshAgent>();\n        }\n\n        public override void OnStart()\n        {\n            // the target is dynamic if the target transform is not null and has a valid\n            dynamicTarget = (targetTransform != null && targetTransform.Value != null);\n\n            // set the speed, angular speed, and destination then enable the agent\n            navMeshAgent.speed = speed.Value;\n            navMeshAgent.angularSpeed = angularSpeed.Value;\n            navMeshAgent.enabled = true;\n            navMeshAgent.destination = Target();\n        }\n\n        // Seek the destination. Return success once the agent has reached the destination.\n        // Return running if the agent hasn't reached the destination yet\n        public override TaskStatus OnUpdate()\n        {\n            if (!navMeshAgent.pathPending && navMeshAgent.remainingDistance < arriveDistance.Value) {\n                return TaskStatus.Success;\n            }\n\n            // Update the destination if the target is a transform because that agent could move\n            if (dynamicTarget) {\n                navMeshAgent.destination = Target();\n            }\n            return TaskStatus.Running;\n        }\n\n        public override void OnEnd()\n        {\n            // Disable the nav mesh\n            navMeshAgent.enabled = false;\n        }\n\n        // Return targetPosition if targetTransform is null\n        private Vector3 Target()\n        {\n            if (dynamicTarget) {\n                return targetTransform.Value.position;\n            }\n            return targetPosition.Value;\n        }\n\n        // Reset the public variables\n        public override void OnReset()\n        {\n            arriveDistance = 0.1f;\n        }\n    }\n}"
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    "path": "Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/Wander.cs",
    "content": "using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Movement\n{\n    [TaskDescription(\"Wander using the Unity NavMesh.\")]\n    [TaskCategory(\"Movement\")]\n    [HelpURL(\"http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=9\")]\n    [TaskIcon(\"Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}WanderIcon.png\")]\n    public class Wander : Action\n    {\n        [Tooltip(\"The speed of the agent\")]\n        public SharedFloat speed;\n        [Tooltip(\"Angular speed of the agent\")]\n        public SharedFloat angularSpeed;\n        [Tooltip(\"How far ahead of the current position to look ahead for a wander\")]\n        public SharedFloat wanderDistance = 20;\n        [Tooltip(\"The amount that the agent rotates direction\")]\n        public SharedFloat wanderRate = 2;\n\n        // A cache of the NavMeshAgent\n        private UnityEngine.AI.NavMeshAgent navMeshAgent;\n\n        public override void OnAwake()\n        {\n            // cache for quick lookup\n            navMeshAgent = gameObject.GetComponent<UnityEngine.AI.NavMeshAgent>();\n        }\n\n        public override void OnStart()\n        {\n            // set the speed, angular speed, and destination then enable the agent\n            navMeshAgent.speed = speed.Value;\n            navMeshAgent.angularSpeed = angularSpeed.Value;\n            navMeshAgent.enabled = true;\n            navMeshAgent.destination = Target();\n        }\n\n        // There is no success or fail state with wander - the agent will just keep wandering\n        public override TaskStatus OnUpdate()\n        {\n            navMeshAgent.destination = Target();\n            return TaskStatus.Running;\n        }\n\n        public override void OnEnd()\n        {\n            // Disable the nav mesh\n            navMeshAgent.enabled = false;\n        }\n\n        // Return targetPosition if targetTransform is null\n        private Vector3 Target()\n        {\n            // point in a new random direction and then multiply that by the wander distance\n            var direction = transform.forward + Random.insideUnitSphere * wanderRate.Value;\n            return transform.position + direction.normalized * wanderDistance.Value;\n        }\n\n        // Reset the public variables\n        public override void OnReset()\n        {\n            wanderDistance = 20;\n            wanderRate = 2;\n        }\n    }\n}"
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    "path": "Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/WithinDistance.cs",
    "content": "﻿using UnityEngine;\nusing System.Collections.Generic;\n\nnamespace BehaviorDesigner.Runtime.Tasks.Movement\n{\n    [TaskDescription(\"Check to see if the any object specified by the object list or tag is within the distance specified of the current agent.\")]\n    [TaskCategory(\"Movement\")]\n    [HelpURL(\"http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=18\")]\n    [TaskIcon(\"Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}WithinDistanceIcon.png\")]\n    public class WithinDistance : Conditional\n    {\n#if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2)\n        [Tooltip(\"Should the 2D version be used?\")]\n        public bool usePhysics2D;\n#endif\n        [Tooltip(\"The distance that the object needs to be within\")]\n        public SharedFloat magnitude;\n        [Tooltip(\"If true, the object must be within line of sight to be within distance. For example, if this option is enabled then an object behind a wall will not be within distance even though it may \" +\n                 \"be physically close to the other object\")]\n        public SharedBool lineOfSight;\n        [Tooltip(\"The offset relative to the pivot position\")]\n        public SharedVector3 offset;\n        [Tooltip(\"An array of objects to check to see if they are within distance\")]\n        public SharedTransformList objects;\n        [Tooltip(\"If the object list is null then find the potential objects based off of the tag\")]\n        public SharedString objectTag;\n        [Tooltip(\"The object variable that will be set when a object is found what the object is\")]\n        public SharedTransform foundObject;\n\n        // distance * distance, optimization so we don't have to take the square root\n        private float sqrMagnitude;\n\n        public override void OnAwake()\n        {\n            // initialize the variables\n            sqrMagnitude = magnitude.Value * magnitude.Value;\n        }\n\n        public override void OnStart()\n        {\n            // if objects is null then find all of the objects using the objectTag\n            if (!string.IsNullOrEmpty(objectTag.Value) && (objects.Value == null || objects.Value.Count == 0)) {\n                var gameObjects = GameObject.FindGameObjectsWithTag(objectTag.Value);\n                objects.Value = new List<Transform>();\n                for (int i = 0; i < gameObjects.Length; ++i) {\n                    objects.Value.Add(gameObjects[i].transform);\n                }\n            }\n        }\n\n        // returns success if any object is within distance of the current object. Otherwise it will return failure\n        public override TaskStatus OnUpdate()\n        {\n            if (transform == null || objects.Value == null)\n                return TaskStatus.Failure;\n\n            Vector3 direction;\n            // check each object. All it takes is one object to be able to return success\n            for (int i = 0; i < objects.Value.Count; ++i) {\n                direction = objects.Value[i].position - (transform.position + offset.Value);\n                // check to see if the square magnitude is less than what is specified\n                if (Vector3.SqrMagnitude(direction) < sqrMagnitude) {\n                    // the magnitude is less. If lineOfSight is true do one more check\n                    if (lineOfSight.Value) {\n                        bool is2D = false;\n#if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2)\n                        is2D = usePhysics2D;\n#endif\n                        if (MovementUtility.LineOfSight(transform, offset.Value, objects.Value[i], is2D)) {\n                            // the object has a magnitude less than the specified magnitude and is within sight. Set the object and return success\n                            foundObject.Value = objects.Value[i];\n                            return TaskStatus.Success;\n                        }\n                    } else {\n                        // the object has a magnitude less than the specified magnitude. Set the object and return success\n                        foundObject.Value = objects.Value[i];\n                        return TaskStatus.Success;\n                    }\n                }\n            }\n            // no objects are within distance. Return failure\n            return TaskStatus.Failure;\n        }\n\n        public override void OnEnd()\n        {\n            if (!string.IsNullOrEmpty(objectTag.Value)) {\n                objects.Value = null;\n            }\n        }\n\n        // Draw the seeing radius\n        public override void OnDrawGizmos()\n        {\n#if UNITY_EDITOR\n            if (magnitude == null) {\n                return;\n            }\n            var oldColor = UnityEditor.Handles.color;\n            UnityEditor.Handles.color = Color.yellow;\n            UnityEditor.Handles.DrawWireDisc(Owner.transform.position, Owner.transform.up, magnitude.Value);\n            UnityEditor.Handles.color = oldColor;\n#endif\n        }\n    }\n}"
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    "content": "﻿using UnityEngine;\nusing System.Collections;\nusing System.Collections.Generic;\n\npublic class ParticleEffectsLibrary : MonoBehaviour {\n\tpublic static ParticleEffectsLibrary GlobalAccess;\n\tvoid Awake () {\n\t\tGlobalAccess = this;\n\n\t\tcurrentActivePEList = new List<Transform> ();\n\n\t\tTotalEffects = ParticleEffectPrefabs.Length;\n\n\t\tCurrentParticleEffectNum = 1;\n\n\t\t// Warn About Lengths of Arrays not matching\n\t\tif (ParticleEffectSpawnOffsets.Length != TotalEffects) {\n\t\t\tDebug.LogError (\"ParticleEffectsLibrary-ParticleEffectSpawnOffset: Not all arrays match length, double check counts.\");\n\t\t}\n\t\tif (ParticleEffectPrefabs.Length != TotalEffects) {\n\t\t\tDebug.LogError (\"ParticleEffectsLibrary-ParticleEffectPrefabs: Not all arrays match length, double check counts.\");\n\t\t}\n\n\t\t// Setup Starting PE Name String\n\t\teffectNameString = ParticleEffectPrefabs [CurrentParticleEffectIndex].name + \" (\" + CurrentParticleEffectNum.ToString() + \" of \" + TotalEffects.ToString() + \")\";\n\t}\n\n\t// Stores total number of effects in arrays - NOTE: All Arrays must match length.\n\tpublic int TotalEffects = 0;\n\tpublic int CurrentParticleEffectIndex = 0;\n\tpublic int CurrentParticleEffectNum = 0;\n//\tpublic string[] ParticleEffectDisplayNames;\n\tpublic Vector3[] ParticleEffectSpawnOffsets;\n\t// How long until Particle Effect is Destroyed - 0 = never\n\tpublic float[] ParticleEffectLifetimes;\n\tpublic GameObject[] ParticleEffectPrefabs;\n\n\t// Storing for deleting if looping particle effect\n\tprivate string effectNameString = \"\";\n\tprivate List<Transform> currentActivePEList;\n\n\tvoid Start () {\n\t}\n\n\tpublic string GetCurrentPENameString() {\n\t\treturn ParticleEffectPrefabs [CurrentParticleEffectIndex].name + \" (\" + CurrentParticleEffectNum.ToString() + \" of \" + TotalEffects.ToString() + \")\";\n\t}\n\n\tpublic void PreviousParticleEffect() {\n\t\t// Destroy Looping Particle Effects\n\t\tif (ParticleEffectLifetimes [CurrentParticleEffectIndex] == 0) {\n\t\t\tif (currentActivePEList.Count > 0) {\n\t\t\t\tfor (int i = 0; i < currentActivePEList.Count; i++) {\n\t\t\t\t\tif (currentActivePEList [i] != null) {\n\t\t\t\t\t\tDestroy (currentActivePEList [i].gameObject);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tcurrentActivePEList.Clear ();\n\t\t\t}\n\t\t}\n\n\t\t// Select Previous Particle Effect\n\t\tif (CurrentParticleEffectIndex > 0) {\n\t\t\tCurrentParticleEffectIndex -= 1;\n\t\t} else {\n\t\t\tCurrentParticleEffectIndex = TotalEffects - 1;\n\t\t}\n\t\tCurrentParticleEffectNum = CurrentParticleEffectIndex + 1;\n\n\t\t// Update PE Name String\n\t\teffectNameString = ParticleEffectPrefabs [CurrentParticleEffectIndex].name + \" (\" + CurrentParticleEffectNum.ToString() + \" of \" + TotalEffects.ToString() + \")\";\n\t}\n\tpublic void NextParticleEffect() {\n\t\t// Destroy Looping Particle Effects\n\t\tif (ParticleEffectLifetimes [CurrentParticleEffectIndex] == 0) {\n\t\t\tif (currentActivePEList.Count > 0) {\n\t\t\t\tfor (int i = 0; i < currentActivePEList.Count; i++) {\n\t\t\t\t\tif (currentActivePEList [i] != null) {\n\t\t\t\t\t\tDestroy (currentActivePEList [i].gameObject);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tcurrentActivePEList.Clear ();\n\t\t\t}\n\t\t}\n\n\t\t// Select Next Particle Effect\n\t\tif (CurrentParticleEffectIndex < TotalEffects - 1) {\n\t\t\tCurrentParticleEffectIndex += 1;\n\t\t} else {\n\t\t\tCurrentParticleEffectIndex = 0;\n\t\t}\n\t\tCurrentParticleEffectNum = CurrentParticleEffectIndex + 1;\n\n\t\t// Update PE Name String\n\t\teffectNameString = ParticleEffectPrefabs [CurrentParticleEffectIndex].name + \" (\" + CurrentParticleEffectNum.ToString() + \" of \" + TotalEffects.ToString() + \")\";\n\t}\n\n\tprivate Vector3 spawnPosition = Vector3.zero;\n\tpublic void SpawnParticleEffect(Vector3 positionInWorldToSpawn) {\n\t\t// Spawn Currently Selected Particle Effect\n\t\tspawnPosition = positionInWorldToSpawn + ParticleEffectSpawnOffsets[CurrentParticleEffectIndex];\n\t\tGameObject newParticleEffect = GameObject.Instantiate(ParticleEffectPrefabs[CurrentParticleEffectIndex], spawnPosition, ParticleEffectPrefabs[CurrentParticleEffectIndex].transform.rotation) as GameObject;\n\t\tnewParticleEffect.name = \"PE_\" + ParticleEffectPrefabs[CurrentParticleEffectIndex];\n\t\t// Store Looping Particle Effects Systems\n\t\tif (ParticleEffectLifetimes [CurrentParticleEffectIndex] == 0) {\n\t\t\tcurrentActivePEList.Add (newParticleEffect.transform);\n\t\t}\n\t\tcurrentActivePEList.Add(newParticleEffect.transform);\n\t\t// Destroy Particle Effect After Lifetime expired\n\t\tif (ParticleEffectLifetimes [CurrentParticleEffectIndex] != 0) {\n\t\t\tDestroy(newParticleEffect, ParticleEffectLifetimes[CurrentParticleEffectIndex]);\n\t\t}\n\t}\n}\n"
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  {
    "path": "Assets/Plugins/Epic Toon FX/Demo/ParticleEffectsShowcase/Scripts/UICanvasManager.cs",
    "content": "﻿using UnityEngine;\nusing System.Collections;\nusing UnityEngine.UI;\n\npublic class UICanvasManager : MonoBehaviour {\n\tpublic static UICanvasManager GlobalAccess;\n\tvoid Awake () {\n\t\tGlobalAccess = this;\n\t}\n\n\tpublic bool MouseOverButton = false;\n\tpublic Text PENameText;\n\tpublic Text ToolTipText;\n\n\t// Use this for initialization\n\tvoid Start () {\n\t\tif (PENameText != null)\n\t\t\tPENameText.text = ParticleEffectsLibrary.GlobalAccess.GetCurrentPENameString();\n\t}\n\t\n\t// Update is called once per frame\n\tvoid Update () {\n\t\n\t\t// Mouse Click - Check if mouse over button to prevent spawning particle effects while hovering or using UI buttons.\n\t\tif (!MouseOverButton) {\n\t\t\t// Left Button Click\n\t\t\tif (Input.GetMouseButtonUp (0)) {\n\t\t\t\t// Spawn Currently Selected Particle System\n\t\t\t\tSpawnCurrentParticleEffect();\n\t\t\t}\n\t\t}\n\n\t\tif (Input.GetKeyUp (KeyCode.A)) {\n\t\t\tSelectPreviousPE ();\n\t\t}\n\t\tif (Input.GetKeyUp (KeyCode.D)) {\n\t\t\tSelectNextPE ();\n\t\t}\n\t}\n\n\tpublic void UpdateToolTip(ButtonTypes toolTipType) {\n\t\tif (ToolTipText != null) {\n\t\t\tif (toolTipType == ButtonTypes.Previous) {\n\t\t\t\tToolTipText.text = \"Select Previous Particle Effect\";\n\t\t\t}\n\t\t\telse if (toolTipType == ButtonTypes.Next) {\n\t\t\t\tToolTipText.text = \"Select Next Particle Effect\";\n\t\t\t}\n\t\t}\n\t}\n\tpublic void ClearToolTip() {\n\t\tif (ToolTipText != null) {\n\t\t\tToolTipText.text = \"\";\n\t\t}\n\t}\n\n\tprivate void SelectPreviousPE() {\n\t\t// Previous\n\t\tParticleEffectsLibrary.GlobalAccess.PreviousParticleEffect();\n\t\tif (PENameText != null)\n\t\t\tPENameText.text = ParticleEffectsLibrary.GlobalAccess.GetCurrentPENameString();\n\t}\n\tprivate void SelectNextPE() {\n\t\t// Next\n\t\tParticleEffectsLibrary.GlobalAccess.NextParticleEffect();\n\t\tif (PENameText != null)\n\t\t\tPENameText.text = ParticleEffectsLibrary.GlobalAccess.GetCurrentPENameString();\n\t}\n\n\tprivate RaycastHit rayHit;\n\tprivate void SpawnCurrentParticleEffect() {\n\t\t// Spawn Particle Effect\n\t\tRay mouseRay = Camera.main.ScreenPointToRay(Input.mousePosition);\n\t\tif (Physics.Raycast (mouseRay, out rayHit)) {\n\t\t\tParticleEffectsLibrary.GlobalAccess.SpawnParticleEffect (rayHit.point);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// User interfaces the button click.\n\t/// </summary>\n\t/// <param name=\"buttonTypeClicked\">Button type clicked.</param>\n\tpublic void UIButtonClick(ButtonTypes buttonTypeClicked) {\n\t\tswitch (buttonTypeClicked) {\n\t\tcase ButtonTypes.Previous:\n\t\t\t// Select Previous Prefab\n\t\t\tSelectPreviousPE();\n\t\t\tbreak;\n\t\tcase ButtonTypes.Next:\n\t\t\t// Select Next Prefab\n\t\t\tSelectNextPE();\n\t\t\tbreak;\n\t\tdefault:\n\t\t\t// Nothing\n\t\t\tbreak;\n\t\t}\n\t}\n}\n"
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  },
  {
    "path": "Assets/Plugins/Epic Toon FX/Demo/Scripts/ETFXButtonScript.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.SceneManagement;\nusing UnityEngine.UI;\nusing System.Collections;\nusing System.Collections.Generic;\n\nnamespace EpicToonFX\n{\n\npublic class ETFXButtonScript : MonoBehaviour\n{\n\tpublic GameObject Button;\n\tText MyButtonText;\n\tstring projectileParticleName;\t\t// The variable to update the text component of the button\n\n\tETFXFireProjectile effectScript;\t\t// A variable used to access the list of projectiles\n\tETFXProjectileScript projectileScript;\n\n\tpublic float buttonsX;\n\tpublic float buttonsY;\n\tpublic float buttonsSizeX;\n\tpublic float buttonsSizeY;\n\tpublic float buttonsDistance;\n\t\n\tvoid Start ()\n\t{\n\t\teffectScript = GameObject.Find(\"ETFXFireProjectile\").GetComponent<ETFXFireProjectile>();\n\t\tgetProjectileNames();\n\t\tMyButtonText = Button.transform.Find(\"Text\").GetComponent<Text>();\n\t\tMyButtonText.text = projectileParticleName;\n\t}\n\n\tvoid Update ()\n\t{\n\t\tMyButtonText.text = projectileParticleName;\n//\t\tprint(projectileParticleName);\n\t}\n\n\tpublic void getProjectileNames()\t\t\t// Find and diplay the name of the currently selected projectile\n\t{\n\t\t// Access the currently selected projectile's 'ProjectileScript'\n\t\tprojectileScript = effectScript.projectiles[effectScript.currentProjectile].GetComponent<ETFXProjectileScript>();\n\t\tprojectileParticleName = projectileScript.projectileParticle.name;\t// Assign the name of the currently selected projectile to projectileParticleName\n\t}\n\n\tpublic bool overButton()\t\t// This function will return either true or false\n\t{\n\t\tRect button1 = new Rect(buttonsX, buttonsY, buttonsSizeX, buttonsSizeY);\n\t\tRect button2 = new Rect(buttonsX + buttonsDistance, buttonsY, buttonsSizeX, buttonsSizeY);\n\t\t\n\t\tif(button1.Contains(new Vector2(Input.mousePosition.x, Screen.height - Input.mousePosition.y)) ||\n\t\t   button2.Contains(new Vector2(Input.mousePosition.x, Screen.height - Input.mousePosition.y)))\n\t\t{\n\t\t\treturn true;\n\t\t}\n\t\telse\n\t\t\treturn false;\n\t}\n}\n}"
  },
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    "path": "Assets/Plugins/Epic Toon FX/Demo/Scripts/ETFXButtonScript.cs.meta",
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  },
  {
    "path": "Assets/Plugins/Epic Toon FX/Demo/Scripts/ETFXFireProjectile.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.EventSystems;\nusing System.Collections;\n\nnamespace EpicToonFX\n{\n    public class ETFXFireProjectile : MonoBehaviour\n    {\n        [SerializeField]\n        public GameObject[] projectiles;\n        [Header(\"Missile spawns at attached game object\")]\n        public Transform spawnPosition;\n        [HideInInspector]\n        public int currentProjectile = 0;\n        public float speed = 500;\n\n        //    MyGUI _GUI;\n        ETFXButtonScript selectedProjectileButton;\n\n        void Start()\n        {\n            selectedProjectileButton = GameObject.Find(\"Button\").GetComponent<ETFXButtonScript>();\n        }\n\n        RaycastHit hit;\n\n        void Update()\n        {\n            if (Input.GetKeyDown(KeyCode.RightArrow))\n            {\n                nextEffect();\n            }\n\n            if (Input.GetKeyDown(KeyCode.D))\n            {\n                nextEffect();\n            }\n\n            if (Input.GetKeyDown(KeyCode.A))\n            {\n                previousEffect();\n            }\n            else if (Input.GetKeyDown(KeyCode.LeftArrow))\n            {\n                previousEffect();\n            }\n\n            if (Input.GetKeyDown(KeyCode.Mouse0)) //On left mouse down-click\n            {\n                if (!EventSystem.current.IsPointerOverGameObject()) //Checks if the mouse is not over a UI part\n                {\n                    if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, 100f)) //Finds the point where you click with the mouse\n                    {\n                        GameObject projectile = Instantiate(projectiles[currentProjectile], spawnPosition.position, Quaternion.identity) as GameObject; //Spawns the selected projectile\n                        projectile.transform.LookAt(hit.point); //Sets the projectiles rotation to look at the point clicked\n                        projectile.GetComponent<Rigidbody>().AddForce(projectile.transform.forward * speed); //Set the speed of the projectile by applying force to the rigidbody\n                    }\n                }\n            }\n            Debug.DrawRay(Camera.main.ScreenPointToRay(Input.mousePosition).origin, Camera.main.ScreenPointToRay(Input.mousePosition).direction * 100, Color.yellow);\n        }\n\n        public void nextEffect() //Changes the selected projectile to the next. Used by UI\n        {\n            if (currentProjectile < projectiles.Length - 1)\n                currentProjectile++;\n            else\n                currentProjectile = 0;\n\t\t\tselectedProjectileButton.getProjectileNames();\n        }\n\n        public void previousEffect() //Changes selected projectile to the previous. Used by UI\n        {\n            if (currentProjectile > 0)\n                currentProjectile--;\n            else\n                currentProjectile = projectiles.Length - 1;\n\t\t\tselectedProjectileButton.getProjectileNames();\n        }\n\n        public void AdjustSpeed(float newSpeed) //Used by UI to set projectile speed\n        {\n            speed = newSpeed;\n        }\n    }\n}"
  },
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    "path": "Assets/Plugins/Epic Toon FX/Demo/Scripts/ETFXFireProjectile.cs.meta",
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  },
  {
    "path": "Assets/Plugins/Epic Toon FX/Demo/Scripts/ETFXLoopScript.cs",
    "content": "﻿using UnityEngine;\nusing System.Collections;\n\nnamespace EpicToonFX\n{\n\tpublic class ETFXLoopScript : MonoBehaviour\n\t{\n\t\tpublic GameObject chosenEffect;\n\t\tpublic float loopTimeLimit = 2.0f;\n\t\n\t\t[Header(\"Spawn without\")]\n\t\n\t\tpublic bool spawnWithoutLight = true;\n\t\tpublic bool spawnWithoutSound = true;\n\n\t\tvoid Start ()\n\t\t{\t\n\t\t\tPlayEffect();\n\t\t}\n\n\t\tpublic void PlayEffect()\n\t\t{\n\t\t\tStartCoroutine(\"EffectLoop\");\n\t\t}\n\n\t\tIEnumerator EffectLoop()\n\t\t{\n\t\t\tGameObject effectPlayer = (GameObject) Instantiate(chosenEffect, transform.position, transform.rotation);\n\t\t\n\t\t\tif(spawnWithoutLight = true && effectPlayer.GetComponent<Light>())\n\t\t\t{\n\t\t\t\teffectPlayer.GetComponent<Light>().enabled = false;\n\t\t\t\t//Destroy(gameObject.GetComponent<Light>());\n\n\t\t\t}\n\t\t\n\t\t\tif(spawnWithoutSound = true && effectPlayer.GetComponent<AudioSource>())\n\t\t\t{\n\t\t\t\teffectPlayer.GetComponent<AudioSource>().enabled = false;\n\t\t\t\t//Destroy(gameObject.GetComponent<AudioSource>());\n\t\t\t}\n\t\t\t\t\n\t\t\tyield return new WaitForSeconds(loopTimeLimit);\n\n\t\t\tDestroy (effectPlayer);\n\t\t\tPlayEffect();\n\t\t}\n\t}\n}"
  },
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    "path": "Assets/Plugins/Epic Toon FX/Demo/Scripts/ETFXLoopScript.cs.meta",
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  {
    "path": "Assets/Plugins/Epic Toon FX/Demo/Scripts/ETFXMouseOrbit.cs",
    "content": "﻿using UnityEngine;\nusing System.Collections;\n\nnamespace EpicToonFX\n{\n\npublic class ETFXMouseOrbit : MonoBehaviour\n{\n    public Transform target;\n    public float distance = 5.0f;\n    public float xSpeed = 120.0f;\n    public float ySpeed = 120.0f;\n    public float yMinLimit = -20f;\n    public float yMaxLimit = 80f;\n    public float distanceMin = .5f;\n    public float distanceMax = 15f;\n    public float smoothTime = 2f;\n    float rotationYAxis = 0.0f;\n    float rotationXAxis = 0.0f;\n    float velocityX = 0.0f;\n    float velocityY = 0.0f;\n    // Use this for initialization\n    void Start()\n    {\n        Vector3 angles = transform.eulerAngles;\n        rotationYAxis = angles.y;\n        rotationXAxis = angles.x;\n        // Make the rigid body not change rotation\n        if (GetComponent<Rigidbody>())\n        {\n            GetComponent<Rigidbody>().freezeRotation = true;\n        }\n    }\n    void LateUpdate()\n    {\n        if (target)\n        {\n            if (Input.GetMouseButton(1))\n            {\n                velocityX += xSpeed * Input.GetAxis(\"Mouse X\") * distance * 0.02f;\n                velocityY += ySpeed * Input.GetAxis(\"Mouse Y\") * 0.02f;\n            }\n            rotationYAxis += velocityX;\n            rotationXAxis -= velocityY;\n            rotationXAxis = ClampAngle(rotationXAxis, yMinLimit, yMaxLimit);\n            //Quaternion fromRotation = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, 0);\n            Quaternion toRotation = Quaternion.Euler(rotationXAxis, rotationYAxis, 0);\n            Quaternion rotation = toRotation;\n\n            distance = Mathf.Clamp(distance - Input.GetAxis(\"Mouse ScrollWheel\") * 5, distanceMin, distanceMax);\n            RaycastHit hit;\n            if (Physics.Linecast(target.position, transform.position, out hit))\n            {\n                distance -= hit.distance;\n            }\n            Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);\n            Vector3 position = rotation * negDistance + target.position;\n\n            transform.rotation = rotation;\n            transform.position = position;\n            velocityX = Mathf.Lerp(velocityX, 0, Time.deltaTime * smoothTime);\n            velocityY = Mathf.Lerp(velocityY, 0, Time.deltaTime * smoothTime);\n        }\n    }\n    public static float ClampAngle(float angle, float min, float max)\n    {\n        if (angle < -360F)\n            angle += 360F;\n        if (angle > 360F)\n            angle -= 360F;\n        return Mathf.Clamp(angle, min, max);\n    }\n}\n}"
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  {
    "path": "Assets/Plugins/Epic Toon FX/Demo/Scripts/ETFXProjectileScript.cs",
    "content": "﻿using UnityEngine;\nusing System.Collections;\n\n    public class ETFXProjectileScript : MonoBehaviour\n    {\n        public GameObject impactParticle; // Effect spawned when projectile hits a collider\n        public GameObject projectileParticle; // Effect attached to the gameobject as child\n        public GameObject muzzleParticle; // Effect instantly spawned when gameobject is spawned\n        [Header(\"Adjust if not using Sphere Collider\")]\n        public float colliderRadius = 1f;\n        [Range(0f, 1f)] // This is an offset that moves the impact effect slightly away from the point of impact to reduce clipping of the impact effect\n        public float collideOffset = 0.15f;\n\n        void Start()\n        {\n            projectileParticle = Instantiate(projectileParticle, transform.position, transform.rotation) as GameObject;\n            projectileParticle.transform.parent = transform;\n            if (muzzleParticle)\n            {\n                muzzleParticle = Instantiate(muzzleParticle, transform.position, transform.rotation) as GameObject;\n                Destroy(muzzleParticle, 1.5f); // 2nd parameter is lifetime of effect in seconds\n            }\n        }\n\t\t\n        void FixedUpdate()\n        {\t\n\t\t\tif (GetComponent<Rigidbody>().velocity.magnitude != 0)\n\t\t\t{\n\t\t\t    transform.rotation = Quaternion.LookRotation(GetComponent<Rigidbody>().velocity); // Sets rotation to look at direction of movement\n\t\t\t}\n\t\t\t\n            RaycastHit hit;\n\t\t\t\n            float radius; // Sets the radius of the collision detection\n            if (transform.GetComponent<SphereCollider>())\n                radius = transform.GetComponent<SphereCollider>().radius;\n            else\n                radius = colliderRadius;\n\n            Vector3 direction = transform.GetComponent<Rigidbody>().velocity; // Gets the direction of the projectile, used for collision detection\n            if (transform.GetComponent<Rigidbody>().useGravity)\n                direction += Physics.gravity * Time.deltaTime; // Accounts for gravity if enabled\n            direction = direction.normalized;\n\n            float detectionDistance = transform.GetComponent<Rigidbody>().velocity.magnitude * Time.deltaTime; // Distance of collision detection for this frame\n\n            if (Physics.SphereCast(transform.position, radius, direction, out hit, detectionDistance)) // Checks if collision will happen\n            {\n                transform.position = hit.point + (hit.normal * collideOffset); // Move projectile to point of collision\n\n                GameObject impactP = Instantiate(impactParticle, transform.position, Quaternion.FromToRotation(Vector3.up, hit.normal)) as GameObject; // Spawns impact effect\n\n                ParticleSystem[] trails = GetComponentsInChildren<ParticleSystem>(); // Gets a list of particle systems, as we need to detach the trails\n                //Component at [0] is that of the parent i.e. this object (if there is any)\n                for (int i = 1; i < trails.Length; i++) // Loop to cycle through found particle systems\n                {\n                    ParticleSystem trail = trails[i];\n\n                    if (trail.gameObject.name.Contains(\"Trail\"))\n                    {\n                        trail.transform.SetParent(null); // Detaches the trail from the projectile\n                        Destroy(trail.gameObject, 2f); // Removes the trail after seconds\n                    }\n                }\n\n                Destroy(projectileParticle, 3f); // Removes particle effect after delay\n                Destroy(impactP, 3.5f); // Removes impact effect after delay\n                Destroy(gameObject); // Removes the projectile\n            }\n        }\n    }"
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    "path": "Assets/Plugins/Epic Toon FX/Demo/Scripts/ETFXSceneManager.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.SceneManagement;\nusing UnityEngine.UI;\nusing System.Collections;\nusing System.Collections.Generic;\n\npublic class ETFXSceneManager : MonoBehaviour\n{\n\tpublic bool GUIHide = false;\n\tpublic bool GUIHide2 = false;\n\tpublic bool GUIHide3 = false;\t\n\t\n    public void LoadScene1()  {\n\t\tSceneManager.LoadScene (\"etfx_explosions\");\n\t}\n    public void LoadScene2()  {\n        SceneManager.LoadScene (\"etfx_explosions2\");\n\t}\n    public void LoadScene3()  {\n        SceneManager.LoadScene (\"etfx_portals\");\n\t}\n    public void LoadScene4()  {\n\t\tSceneManager.LoadScene (\"etfx_magic\");\n\t}\n    public void LoadScene5()  {\n        SceneManager.LoadScene (\"etfx_emojis\");\n\t}\n    public void LoadScene6()  {\n        SceneManager.LoadScene (\"etfx_sparkles\");\n\t}\n    public void LoadScene7()  {\n        SceneManager.LoadScene (\"etfx_fireworks\");\n\t}\n    public void LoadScene8()  {\n        SceneManager.LoadScene (\"etfx_powerups\");\n    }\n    public void LoadScene9()  {\n        SceneManager.LoadScene (\"etfx_swordcombat\");\n    }\n    public void LoadScene10() {\n        SceneManager.LoadScene(\"etfx_maindemo\");\n    }\n    public void LoadScene11() {\n        SceneManager.LoadScene(\"etfx_combat\");\n    }\n    public void LoadScene12() {\n        SceneManager.LoadScene(\"etfx_2ddemo\");\n    }\n\tpublic void LoadScene13() {\n        SceneManager.LoadScene(\"etfx_missiles\");\n    }\n\t\n\tvoid Update ()\n\t {\n \n     if(Input.GetKeyDown(KeyCode.L))\n\t {\n         GUIHide = !GUIHide;\n     \n         if (GUIHide)\n\t\t {\n             GameObject.Find(\"CanvasSceneSelect\").GetComponent<Canvas> ().enabled = false;\n         }\n\t\t else\n\t\t {\n             GameObject.Find(\"CanvasSceneSelect\").GetComponent<Canvas> ().enabled = true;\n         }\n     }\n\t      if(Input.GetKeyDown(KeyCode.J))\n\t {\n         GUIHide2 = !GUIHide2;\n     \n         if (GUIHide2)\n\t\t {\n             GameObject.Find(\"Canvas\").GetComponent<Canvas> ().enabled = false;\n         }\n\t\t else\n\t\t {\n             GameObject.Find(\"Canvas\").GetComponent<Canvas> ().enabled = true;\n         }\n     }\n\t\tif(Input.GetKeyDown(KeyCode.H))\n\t {\n         GUIHide3 = !GUIHide3;\n     \n         if (GUIHide3)\n\t\t {\n             GameObject.Find(\"ParticleSysDisplayCanvas\").GetComponent<Canvas> ().enabled = false;\n         }\n\t\t else\n\t\t {\n             GameObject.Find(\"ParticleSysDisplayCanvas\").GetComponent<Canvas> ().enabled = true;\n         }\n     }\n\t}\t\n}"
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    "content": "----------------------------------------\nEPIC TOON FX\n----------------------------------------\n\n1. Introduction\n2. Spawning effects\n3. Scaling effects\n4. FAQ / Problemsolving\n5. Asset Extras\n6. Contact\n7. Credits\n\n----------------------------------------\n1. INTRODUCTION\n----------------------------------------\n\nEffects can be found in the 'Epic Toon FX/Prefabs' folder. Here they are sorted in 3 main categories: Combat, Environment and Interactive.\n\nIn each category folder is a more detailed explanation of what effects you'll find inside.\n\nThere is also a '2D Prefabs' folder which contain some extra effects which are re-designed to work and look better for 2D side-scrolling games. They are mainly different in the way that their collision are pre-set to work with 2D colliders.\n\n----------------------------------------\n2. SPAWNING EFFECTS\n----------------------------------------\n\nIn some cases you can just drag&drop the effect into the scene, otherwise you can spawn them via scripting.\n\nSmall example on spawning an explosion via script:\n\npublic Vector3 effectNormal;\n\nspawnEffect = Instantiate(spawnEffect, transform.position, Quaternion.FromToRotation(Vector3.up, effectNormal)) as GameObject;\n\n----------------------------------------\n3. SCALING\n----------------------------------------\n\nTo scale an effect in the scene, you can simply use the default Scaling tool (Hotkey 'R'). You can also select the effect and set the Scale in the Hierarchy.\n\nPlease remember that some parts of the effects such as Point Lights, Trail Renderers and Audio Sources may have to be manually adjusted afterwards.\n\n----------------------------------------\n4. FAQ / Problemsolving\n----------------------------------------\n\nQ: Particles appear stretched or too thin after scaling\n \nA: This means that one of the effects are using a Stretched Billboard render type. Select the prefab and locate the Renderer tab at the bottom of the Particle System. If you scaled the effect up to be twice as big, you'll also need to multiply the current Length Scale by two.\n\n--------------------\n\nQ: The effects look grey or darker than they're supposed to\n\nA: https://forum.unity.com/threads/epic-toon-fx.390693/#post-3279824\n\n--------------------\n\nQ: Annoying \"Invalid AABB aabb\" errors\n\nA: This seems to be an error that comes and goes in between some versions, possible fix: https://forum.unity.com/threads/epic-toon-fx.390693/#post-3542039\n\n--------------------\n\nQ: I can't find what I'm looking for\n\nA: There are a lot of effects in this pack, I suggest searching the Project folder or send an e-mail if you need a hand.\n\n--------------------\n\nQ: Can you add X effect to this asset?\n\nA: Maybe! Add sufficient details to your request, and I will consider including it for the next update. Please note that it can take weeks or months in between updates.\n\n----------------------------------------\n5. ASSET EXTRAS\n----------------------------------------\n\nIn the 'Epic Toon FX/Scripts' folder you can find some neat scripts that may further help you customize the effects.\n\nETFXLightFade - This lets you fade out lights which are useful for explosions\n\nETFXPitchRandomizer - Randomizes the pitch of sounds, and can help make repetetive sounds less annoying.\n\nETFXRotation - A simple script that applies constant rotation to an object\n\n----------------------------------------\n6. CONTACT\n----------------------------------------\n\nNeed help with anything? \n\nE-Mail : archanor.work@gmail.com\nWebsite: archanor.com\n\nFollow me on Twitter for regular updates and news\n\nTwitter: @Archanor\n\n----------------------------------------\n7. CREDITS\n----------------------------------------\n\nSpecial thanks to:\n\nJan Jrgensen\nDaniel Kole\nJulius Lyngby Forsberg\n"
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    "path": "Assets/Plugins/ExcelToObject/Codes/JsonToObject.cs",
    "content": "using System.Collections;\nusing System.Collections.Generic;\nusing System.IO;\nusing LitJson;\nusing UnityEngine;\n\npublic static class JsonToObject\n{\n    /// <summary>\n    /// 把一个Json文本文件，转成一个对象(Object)\n    /// </summary>\n    /// <typeparam name=\"T\">对象的类型</typeparam>\n    /// <param name=\"filePath\">Json文本文件的地址(需要加上文件名和后缀名)</param>\n    /// <returns></returns>\n    public static List<T> JsonToObject_ByJsonFile<T>(string filePath)\n    {\n        /*直接解析成对象*/\n        //读取Json文本中的内容\n        string json = File.ReadAllText(filePath);\n        //解析Json文本中的内容 -(解析成数组或者List列表都可以)\n        List<T> datas = JsonToObject_ByJsonContent<T>(json);\n        return datas;\n    }\n\n    /// <summary>\n    /// 把一个Json格式的文本，转成一个对象(Object)\n    /// </summary>\n    /// <typeparam name=\"T\">对象的类型</typeparam>\n    /// <param name=\"filePath\">Json文本中的内容</param>\n    /// <returns></returns>\n    public static List<T> JsonToObject_ByJsonContent<T>(string conntent)\n    {\n        /*直接解析成对象*/\n        //解析Json文本中的内容 -(解析成数组或者List列表都可以)\n        T[] datas = JsonMapper.ToObject<T[]>(conntent);\n\n        //把数组封装成List列表\n        List<T> dataList = new List<T>();\n        for (int i = 0; i < datas.Length; i++)\n        {\n            dataList.Add(datas[i]);\n        }\n        return dataList;\n    }\n}\n"
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    "path": "Assets/Plugins/ExcelToObject/Tools/Excel2Unity/Editor/ExcelTools.cs",
    "content": "﻿using UnityEngine;\nusing UnityEditor;\nusing System.Collections;\nusing System.Collections.Generic;\nusing System.Text;\n\npublic class ExcelTools : EditorWindow\n{\n\t/// <summary>\n\t/// 当前编辑器窗口实例\n\t/// </summary>\n\tprivate static ExcelTools instance;\n\n\t/// <summary>\n\t/// Excel文件列表\n\t/// </summary>\n\tprivate static List<string> excelList;\n\n\t/// <summary>\n\t/// 项目根路径\t\n\t/// </summary>\n\tprivate static string pathRoot;\n\n\t/// <summary>\n\t/// 滚动窗口初始位置\n\t/// </summary>\n\tprivate static Vector2 scrollPos;\n\n\t/// <summary>\n\t/// 输出格式索引\n\t/// </summary>\n\tprivate static int indexOfFormat=0;\n\n\t/// <summary>\n\t/// 输出格式\n\t/// </summary>\n\tprivate static string[] formatOption=new string[]{\"JSON\",\"CSV\",\"XML\"};\n\n\t/// <summary>\n\t/// 编码索引\n\t/// </summary>\n\tprivate static int indexOfEncoding=0;\n\n\t/// <summary>\n\t/// 编码选项\n\t/// </summary>\n\tprivate static string[] encodingOption=new string[]{\"UTF-8\",\"GB2312\"};\n\n\t/// <summary>\n\t/// 是否保留原始文件\n\t/// </summary>\n\tprivate static bool keepSource=true;\n\n\t/// <summary>\n\t/// 显示当前窗口\t\n\t/// </summary>\n\t[MenuItem(\"Plugins/ExcelTools\")]\n\tstatic void ShowExcelTools()\n\t{\n\t\tInit();\n\t\t//加载Excel文件\n\t\tLoadExcel();\n\t\tinstance.Show();\n\t}\n\n\tvoid OnGUI()\n\t{\n\t\tDrawOptions();\n\t\tDrawExport();\n\t}\n\n\t/// <summary>\n\t/// 绘制插件界面配置项\n\t/// </summary>\n\tprivate void DrawOptions()\n\t{\n\t\tGUILayout.BeginHorizontal();\n\t\tEditorGUILayout.LabelField(\"请选择格式类型:\",GUILayout.Width(85));\n\t\tindexOfFormat=EditorGUILayout.Popup(indexOfFormat,formatOption,GUILayout.Width(125));\n\t\tGUILayout.EndHorizontal();\n\n\t\tGUILayout.BeginHorizontal();\n\t\tEditorGUILayout.LabelField(\"请选择编码类型:\",GUILayout.Width(85));\n\t\tindexOfEncoding=EditorGUILayout.Popup(indexOfEncoding,encodingOption,GUILayout.Width(125));\n\t\tGUILayout.EndHorizontal();\n\n\t\tkeepSource=GUILayout.Toggle(keepSource,\"保留Excel源文件\");\n\t}\n\n\t/// <summary>\n\t/// 绘制插件界面输出项\n\t/// </summary>\n\tprivate void DrawExport()\n\t{\n\t\tif(excelList==null) return;\n\t\tif(excelList.Count<1)\n\t\t{\n\t\t\tEditorGUILayout.LabelField(\"目前没有Excel文件被选中哦!\");\n\t\t}\n\t\telse\n\t\t{\n\t\t\tEditorGUILayout.LabelField(\"下列项目将被转换为\" + formatOption[indexOfFormat] + \":\");\n\t\t\tGUILayout.BeginVertical();\n\t\t\tscrollPos=GUILayout.BeginScrollView(scrollPos,false,true,GUILayout.Height(150));\n\t\t\tforeach(string s in excelList)\n\t\t\t{\n\t\t\t\tGUILayout.BeginHorizontal();\n\t\t\t\tGUILayout.Toggle(true,s);\n\t\t\t\tGUILayout.EndHorizontal();\n\t\t\t}\n\t\t\tGUILayout.EndScrollView();\n\t\t\tGUILayout.EndVertical();\n\n\t\t\t//输出\n\t\t\tif(GUILayout.Button(\"转换\"))\n\t\t\t{\n\t\t\t\tConvert();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// 转换Excel文件\n\t/// </summary>\n\tprivate static void Convert()\n\t{\n\t\tforeach(string assetsPath in excelList)\n\t\t{\n\t\t\t//获取Excel文件的绝对路径\n\t\t\tstring excelPath=pathRoot + \"/\" + assetsPath;\n\t\t\t//构造Excel工具类\n\t\t\tExcelUtility excel=new ExcelUtility(excelPath);\n\n\t\t\t//判断编码类型\n\t\t\tEncoding encoding=null;\n\t\t\tif(indexOfEncoding==0){\n\t\t\t\tencoding=Encoding.GetEncoding(\"utf-8\");\n\t\t\t}else if(indexOfEncoding==1){\n\t\t\t\tencoding=Encoding.GetEncoding(\"gb2312\");\n\t\t\t}\n\n\t\t\t//判断输出类型\n\t\t\tstring output=\"\";\n\t\t\tif(indexOfFormat==0){\n\t\t\t\toutput=excelPath.Replace(\".xlsx\",\".json\");\n\t\t\t\texcel.ConvertToJson(output,encoding);\n\t\t\t}else if(indexOfFormat==1){\n\t\t\t\toutput=excelPath.Replace(\".xlsx\",\".csv\");\n\t\t\t\texcel.ConvertToCSV(output,encoding);\n\t\t\t}else if(indexOfFormat==2){\n\t\t\t\toutput=excelPath.Replace(\".xlsx\",\".xml\");\n\t\t\t\texcel.ConvertToXml(output);\n\t\t\t}\n\n\t\t\t//判断是否保留源文件\n\t\t\tif(!keepSource)\n\t\t\t{\n\t\t\t\tFileUtil.DeleteFileOrDirectory(excelPath);\n\t\t\t}\n\n\t\t\t//刷新本地资源\n\t\t\tAssetDatabase.Refresh();\n\t\t}\n\n\t\t//转换完后关闭插件\n\t\t//这样做是为了解决窗口\n\t\t//再次点击时路径错误的Bug\n\t\tinstance.Close();\n\n\t}\n\n\t/// <summary>\n\t/// 加载Excel\n\t/// </summary>\n\tprivate static void LoadExcel()\n\t{\n\t\tif(excelList==null) excelList=new List<string>();\n\t\texcelList.Clear();\n\t\t//获取选中的对象\n\t\tobject[] selection=(object[])Selection.objects;\n\t\t//判断是否有对象被选中\n\t\tif(selection.Length==0)\n\t\t\treturn;\n\t\t//遍历每一个对象判断不是Excel文件\n\t\tforeach(Object obj in selection)\n\t\t{\n\t\t\tstring objPath=AssetDatabase.GetAssetPath(obj);\n\t\t\tif(objPath.EndsWith(\".xlsx\"))\n\t\t\t{\n\t\t\t\texcelList.Add(objPath);\n\t\t\t}\n\t\t}\n\t}\n\n\tprivate static void 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    "content": "﻿using UnityEngine;\nusing System.Collections;\nusing System.Collections.Generic;\nusing Excel;\nusing System.Data;\nusing System.IO;\nusing Newtonsoft.Json;\nusing System.Text;\nusing System.Reflection;\nusing System.Reflection.Emit;\nusing System;\n\npublic class ExcelUtility\n{\n\n\t/// <summary>\n\t/// 表格数据集合\n\t/// </summary>\n\tprivate DataSet mResultSet;\n\n\t/// <summary>\n\t/// 构造函数\n\t/// </summary>\n\t/// <param name=\"excelFile\">Excel file.</param>\n\tpublic ExcelUtility (string excelFile)\n\t{\n\t\tFileStream mStream = File.Open (excelFile, FileMode.Open, FileAccess.Read);\n\t\tIExcelDataReader mExcelReader = ExcelReaderFactory.CreateOpenXmlReader (mStream);\n\t\tmResultSet = mExcelReader.AsDataSet ();\n\t}\n\t\t\t\n\t/// <summary>\n\t/// 转换为实体类列表\n\t/// </summary>\n\tpublic List<T> ConvertToList<T> ()\n\t{\n\t\t//判断Excel文件中是否存在数据表\n\t\tif (mResultSet.Tables.Count < 1)\n\t\t\treturn null;\n\t\t//默认读取第一个数据表\n\t\tDataTable mSheet = mResultSet.Tables [0];\n\t\t\t\n\t\t//判断数据表内是否存在数据\n\t\tif (mSheet.Rows.Count < 1)\n\t\t\treturn null;\n\n\t\t//读取数据表行数和列数\n\t\tint rowCount = mSheet.Rows.Count;\n\t\tint colCount = mSheet.Columns.Count;\n\t\t\t\t\n\t\t//准备一个列表以保存全部数据\n\t\tList<T> list = new List<T> ();\n\t\t\t\t\n\t\t//读取数据\n\t\tfor (int i=1; i<rowCount; i++) \n\t\t{\n\t\t\t//创建实例\n\t\t\tType t = typeof(T);\n\t\t\tConstructorInfo ct = t.GetConstructor (System.Type.EmptyTypes);\n\t\t\tT target = (T)ct.Invoke (null);\n\t\t\tfor (int j=0; j<colCount; j++) \n\t\t\t{\n\t\t\t\t//读取第1行数据作为表头字段\n\t\t\t\tstring field = mSheet.Rows [0] [j].ToString ();\n\t\t\t\tobject value = mSheet.Rows [i] [j];\n\t\t\t\t//设置属性值\n\t\t\t\tSetTargetProperty (target, field, value);\n\t\t\t}\n\t\t\t\t\t\n\t\t\t//添加至列表\n\t\t\tlist.Add (target);\n\t\t}\n\t\t\t\t\n\t\treturn list;\n\t}\n\n\t/// <summary>\n\t/// 转换为Json\n\t/// </summary>\n\t/// <param name=\"JsonPath\">Json文件路径</param>\n\t/// <param name=\"Header\">表头行数</param>\n\tpublic void ConvertToJson (string JsonPath, Encoding encoding)\n\t{\n\t\t//判断Excel文件中是否存在数据表\n\t\tif (mResultSet.Tables.Count < 1)\n\t\t\treturn;\n\n\t\t//默认读取第一个数据表\n\t\tDataTable mSheet = mResultSet.Tables [0];\n\n\t\t//判断数据表内是否存在数据\n\t\tif (mSheet.Rows.Count < 1)\n\t\t\treturn;\n\n\t\t//读取数据表行数和列数\n\t\tint rowCount = mSheet.Rows.Count;\n\t\tint colCount = mSheet.Columns.Count;\n\n\t\t//准备一个列表存储整个表的数据\n\t\tList<Dictionary<string, object>> table = new List<Dictionary<string, object>> ();\n\n\t\t//读取数据\n\t\tfor (int i = 1; i < rowCount; i++) {\n\t\t\t//准备一个字典存储每一行的数据\n\t\t\tDictionary<string, object> row = new Dictionary<string, object> ();\n\t\t\tfor (int j = 0; j < colCount; j++) {\n\t\t\t\t//读取第1行数据作为表头字段\n\t\t\t\tstring field = mSheet.Rows [0] [j].ToString ();\n\t\t\t\t//Key-Value对应\n\t\t\t\trow [field] = mSheet.Rows [i] [j];\n\t\t\t}\n\n\t\t\t//添加到表数据中\n\t\t\ttable.Add (row);\n\t\t}\n\n\t\t//生成Json字符串\n\t\tstring json = JsonConvert.SerializeObject (table, Newtonsoft.Json.Formatting.Indented);\n\n\n\t    /*絮大王添加代码：去掉所有的反斜杠+支持数组*/\n\t    json = JsonSupportArray(json);\n\n\n\t\t//写入文件\n\t\tusing (FileStream fileStream=new FileStream(JsonPath,FileMode.Create,FileAccess.Write)) {\n\t\t\tusing (TextWriter textWriter = new StreamWriter(fileStream, encoding)) {\n\t\t\t\ttextWriter.Write (json);\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// 转换为CSV\n\t/// </summary>\n\tpublic void ConvertToCSV (string CSVPath, Encoding encoding)\n\t{\n\t\t//判断Excel文件中是否存在数据表\n\t\tif (mResultSet.Tables.Count < 1)\n\t\t\treturn;\n\n\t\t//默认读取第一个数据表\n\t\tDataTable mSheet = mResultSet.Tables [0];\n\n\t\t//判断数据表内是否存在数据\n\t\tif (mSheet.Rows.Count < 1)\n\t\t\treturn;\n\n\t\t//读取数据表行数和列数\n\t\tint rowCount = mSheet.Rows.Count;\n\t\tint colCount = mSheet.Columns.Count;\n\n\t\t//创建一个StringBuilder存储数据\n\t\tStringBuilder stringBuilder = new StringBuilder ();\n\n\t\t//读取数据\n\t\tfor (int i = 0; i < rowCount; i++) {\n\t\t\tfor (int j = 0; j < colCount; j++) {\n\t\t\t\t//使用\",\"分割每一个数值\n\t\t\t\tstringBuilder.Append (mSheet.Rows [i] [j] + \",\");\n\t\t\t}\n\t\t\t//使用换行符分割每一行\n\t\t\tstringBuilder.Append (\"\\r\\n\");\n\t\t}\n\n\t\t//写入文件\n\t\tusing (FileStream fileStream = new FileStream(CSVPath, FileMode.Create, FileAccess.Write)) {\n\t\t\tusing (TextWriter textWriter = new StreamWriter(fileStream, encoding)) {\n\t\t\t\ttextWriter.Write (stringBuilder.ToString ());\n\t\t\t}\n\t\t}\n\n\t}\n\n\t/// <summary>\n\t/// 导出为Xml\n\t/// </summary>\n\tpublic void ConvertToXml (string XmlFile)\n\t{\n\t\t//判断Excel文件中是否存在数据表\n\t\tif (mResultSet.Tables.Count < 1)\n\t\t\treturn;\n\n\t\t//默认读取第一个数据表\n\t\tDataTable mSheet = mResultSet.Tables [0];\n\n\t\t//判断数据表内是否存在数据\n\t\tif (mSheet.Rows.Count < 1)\n\t\t\treturn;\n\n\t\t//读取数据表行数和列数\n\t\tint rowCount = mSheet.Rows.Count;\n\t\tint colCount = mSheet.Columns.Count;\n\n\t\t//创建一个StringBuilder存储数据\n\t\tStringBuilder stringBuilder = new StringBuilder ();\n\t\t//创建Xml文件头\n\t\tstringBuilder.Append (\"<?xml version=\\\"1.0\\\" encoding=\\\"utf-8\\\"?>\");\n\t\tstringBuilder.Append (\"\\r\\n\");\n\t\t//创建根节点\n\t\tstringBuilder.Append (\"<Table>\");\n\t\tstringBuilder.Append (\"\\r\\n\");\n\t\t//读取数据\n\t\tfor (int i = 1; i < rowCount; i++) {\n\t\t\t//创建子节点\n\t\t\tstringBuilder.Append (\"  <Row>\");\n\t\t\tstringBuilder.Append (\"\\r\\n\");\n\t\t\tfor (int j = 0; j < colCount; j++) {\n\t\t\t\tstringBuilder.Append (\"   <\" + mSheet.Rows [0] [j].ToString () + \">\");\n\t\t\t\tstringBuilder.Append (mSheet.Rows [i] [j].ToString ());\n\t\t\t\tstringBuilder.Append (\"</\" + mSheet.Rows [0] [j].ToString () + \">\");\n\t\t\t\tstringBuilder.Append (\"\\r\\n\");\n\t\t\t}\n\t\t\t//使用换行符分割每一行\n\t\t\tstringBuilder.Append (\"  </Row>\");\n\t\t\tstringBuilder.Append (\"\\r\\n\");\n\t\t}\n\t\t//闭合标签\n\t\tstringBuilder.Append (\"</Table>\");\n\t\t//写入文件\n\t\tusing (FileStream fileStream = new FileStream(XmlFile, FileMode.Create, FileAccess.Write)) {\n\t\t\tusing (TextWriter textWriter = new StreamWriter(fileStream,Encoding.GetEncoding(\"utf-8\"))) {\n\t\t\t\ttextWriter.Write (stringBuilder.ToString ());\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// 设置目标实例的属性\n\t/// </summary>\n\tprivate void SetTargetProperty (object target, string propertyName, object propertyValue)\n\t{\n\t\t//获取类型\n\t\tType mType = target.GetType ();\n\t\t//获取属性集合\n\t\tPropertyInfo[] mPropertys = mType.GetProperties ();\n\t\tforeach (PropertyInfo property in mPropertys) {\n\t\t\tif (property.Name == propertyName) {\n\t\t\t\tproperty.SetValue (target, Convert.ChangeType (propertyValue, property.PropertyType), null);\n\t\t\t}\n\t\t}\n\t}\n\n    /// <summary>\n    /// 让Json支持数组\n    /// 此方法是为了让Excel在转化成Json的时候，支持数组  (格式为[\"元素1\",\"元素2\"])\n    /// * 为什么要这样做？\n    ///   在源代码中，转化后的Json字符串是不支持数组的  (转化后，会变成这样：   \"[\\\"元素1\\\",\\\"元素2\\\"]\")\n    /// * 此方法的做了什么？\n    ///   把Json字符串传递过来，就会返回一个支持数组的Json字符串  (格式为[\"元素1\",\"元素2\"])\n    /// </summary>\n    /// <param name=\"jsonContent\">json的文本内容</param>\n    /// <returns></returns>\n    private string JsonSupportArray(string jsonContent)\n    {\n        //去掉所有的反斜杠  （把\"\\\"替换成\"\"）\n        jsonContent = jsonContent.Replace(\"\\\\\", string.Empty);\n\n        //为了能够支持数组，所以：\n        //把所有的\"[替换成[   \n        //并且把所有的]\"替换成]\n        jsonContent = jsonContent.Replace(\"\\\"[\", \"[\");\n        jsonContent = jsonContent.Replace(\"]\\\"\", \"]\");\n\n        //把所有的\".0\" 替换成 \"\"\n        //不然的话，\"1\"会显示为\"1.0\"\n        jsonContent = jsonContent.Replace(\".0,\", \",\");\n\n        return jsonContent;\n    }\n}\n\n"
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    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\npublic class FSMOnEnter : StateMachineBehaviour\n{\n    public string[] onEnterMessages;\n    public string[] onExitMessages;\n    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state\n    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)\n    {\n        foreach (var msg in onEnterMessages)\n        {\n            //animator.gameObject.SendMessage(msg);\n            animator.gameObject.SendMessageUpwards(msg);\n        }\n    }\n\n    public override void OnStateExit(Animator animator, AnimatorStateInfo animatorStateInfo, int layerIndex)\n    {\n        foreach (var msg in onExitMessages)\n        {\n            //animator.gameObject.SendMessage(msg);\n            animator.gameObject.SendMessageUpwards(msg);\n        }\n    }\n\n    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks\n    //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)\n    //{\n    //    \n    //}\n\n    // OnStateExit is called when a transition ends and the state machine finishes evaluating this state\n    //override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)\n    //{\n    //    \n    //}\n\n    // OnStateMove is called right after Animator.OnAnimatorMove()\n    //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)\n    //{\n    //    // Implement code that processes and affects root motion\n    //}\n\n    // OnStateIK is called right after Animator.OnAnimatorIK()\n    //override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)\n    //{\n    //    // Implement code that sets up animation IK (inverse kinematics)\n    //}\n}\n"
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    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\npublic class FSMOnExit : StateMachineBehaviour\n{\n    public string[] onExitMessages;\n\n    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state\n    //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)\n    //{\n\n    //}\n\n    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks\n    //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)\n    //{\n    //    \n    //}\n\n    // OnStateExit is called when a transition ends and the state machine finishes evaluating this state\n    override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)\n    {\n        foreach (var msg in onExitMessages)\n        {\n            animator.gameObject.SendMessageUpwards(msg);\n        }\n    }\n\n    // OnStateMove is called right after Animator.OnAnimatorMove()\n    //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)\n    //{\n    //    // Implement code that processes and affects root motion\n    //}\n\n    // OnStateIK is called right after Animator.OnAnimatorIK()\n    //override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)\n    //{\n    //    // Implement code that sets up animation IK (inverse kinematics)\n    //}\n}\n"
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    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\npublic class FSMOnUpdate : StateMachineBehaviour\n{\n    public string[] onUpdateMessages;\n    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state\n    //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)\n    //{\n    //    \n    //}\n\n    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks\n    override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)\n    {\n        foreach (var msg in onUpdateMessages)\n        {\n            animator.gameObject.SendMessageUpwards(msg);\n        }\n    }\n\n    // OnStateExit is called when a transition ends and the state machine finishes evaluating this state\n    //override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)\n    //{\n    //    \n    //}\n\n    // OnStateMove is called right after Animator.OnAnimatorMove()\n    //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)\n    //{\n    //    // Implement code that processes and affects root motion\n    //}\n\n    // OnStateIK is called right after Animator.OnAnimatorIK()\n    //override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)\n    //{\n    //    // Implement code that sets up animation IK (inverse kinematics)\n    //}\n}\n"
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    "path": "Assets/Scripts/---PlayerAnimationControll/FSM/TestFSMOnEnter.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\npublic class TestFSMOnEnter : MonoBehaviour\n{\n    public void OnJump()\n    {\n        print(\"ON JUMP\");\n    }\n}\n"
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    "path": "Assets/Scripts/---PlayerAnimationControll/IndividualModelControll.cs",
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    "path": "Assets/Scripts/---PlayerAnimationControll/LeftArmAnimatorFix.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\npublic class LeftArmAnimatorFix : MonoBehaviour {\n    private Animator animator;\n    private PlayerController plac;\n    public Vector3 a;\n\n    void Awake () {\n        animator = GetComponent<Animator> ();\n        plac = GetComponentInParent<PlayerController> ();\n    }\n\n    void OnAnimatorIK () {\n        if (plac.leftIsShield) {\n            if (animator.GetBool (\"defense\") == false) {\n                Transform lefLowerArm = animator.GetBoneTransform (HumanBodyBones.LeftLowerArm);\n                lefLowerArm.localEulerAngles += a;\n                animator.SetBoneLocalRotation (HumanBodyBones.LeftLowerArm, Quaternion.Euler (lefLowerArm.localEulerAngles));\n            }\n        }\n    }\n}"
  },
  {
    "path": "Assets/Scripts/---PlayerAnimationControll/LeftArmAnimatorFix.cs.meta",
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  },
  {
    "path": "Assets/Scripts/---PlayerAnimationControll/LockController.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\n\n/// <summary>\n/// 控制锁定目标器\n/// </summary>\npublic class LockController : MonoBehaviour\n{\n    public bool lockState;\n    public float lockLength = 10f;\n\n    public GameObject player;\n    public GameObject model;\n\n    [HideInInspector]\n    public GameObject lockTarget;\n    [HideInInspector]\n    public float lockTargetHalfHight;\n\n\n\n    void Awake()\n    {\n        lockState = false;\n        Cursor.lockState = CursorLockMode.Locked;\n        Cursor.visible = false;\n    }\n\n    void Update()\n    {\n        if (lockTarget != null)\n        {\n            if (!lockTarget.activeInHierarchy || Vector3.Distance(model.transform.position, lockTarget.transform.position) > lockLength)\n            {\n                lockTarget = null;\n                lockState = false;\n            }\n        }\n    }\n\n    public void LockSwitch()\n    {\n        Vector3 modelOrigin1 = model.transform.position;\n        Vector3 modelOrigin2 = modelOrigin1 + new Vector3(0, 1, 0);\n        Vector3 boxCenter = modelOrigin2 + model.transform.forward * 5.0f;\n        Collider[] cols = Physics.OverlapBox(boxCenter, new Vector3(0.5f, 0.5f, 5f), model.transform.rotation, LayerMask.GetMask(\"Individual\"));\n\n        bool ret = false;\n        foreach (var col in cols)\n        {\n            //若已锁定目标是目标，则解除锁定\n            if (lockTarget != null && lockTarget == col.gameObject)\n            { \n                break;\n            }\n            //目标不是操控者\n            if (col.gameObject != player)\n            {\n                lockTarget = col.gameObject;\n                lockTargetHalfHight = col.bounds.extents.y;\n                lockState = true;\n                ret = true;\n                break;\n            }\n        }\n\n        if (!ret)\n        {\n            lockTarget = null;\n            lockState = false;\n        }\n    }\n}\n"
  },
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    "path": "Assets/Scripts/---PlayerAnimationControll/LockController.cs.meta",
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  },
  {
    "path": "Assets/Scripts/---PlayerAnimationControll/MyButton.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\npublic class MyButton\n{\n    public bool isPressing = false;\n    public bool onPressed = false;\n    public bool onReleased = false;\n    public bool isExtending = false;\n    public bool isDelaying = false;\n\n    public float entendingDuration = 0.20f;\n    public float delayingDuration = 0.20f;//输入延时 \n\n    private bool currentState = false;\n    private bool lastState = false;\n\n    private MyTimer extendingTimer = new MyTimer();\n    private MyTimer delayingTimer = new MyTimer();\n\n    public void Tick(bool input) {\n\n        extendingTimer.TimerTick();\n        delayingTimer.TimerTick();\n\n        currentState = input;\n\n        isPressing = currentState;\n\n        onPressed = false;\n        onReleased = false;\n        isExtending = false;\n        isDelaying = false;\n\n        if (currentState != lastState) {\n            if (currentState == true) {\n                onPressed = true;\n                StartTimer(delayingTimer, delayingDuration);\n            }\n            else {\n                onReleased = true;\n                StartTimer(extendingTimer, entendingDuration);\n            }\n        }\n        lastState = currentState;\n\n        if (extendingTimer.state == MyTimer.STATE.RUN) {\n            isExtending = true;\n        }\n\n        if(delayingTimer.state == MyTimer.STATE.RUN) {\n            isDelaying = true;\n        }\n    }\n    private void StartTimer(MyTimer timer, float duratime) {\n        //if (button.isPressing) {\n            timer.duration = duratime;\n            timer.GoTimer();\n        //}\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/---PlayerAnimationControll/MyButton.cs.meta",
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  },
  {
    "path": "Assets/Scripts/---PlayerAnimationControll/MyTimer.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\npublic class MyTimer\n{\n    public enum STATE\n    {\n        IDLE,\n        RUN,\n        FINISHED\n    }\n\n    public STATE state;\n\n    public float duration = 1.0f;\n\n    private float elapsedTime = 0;\n\n    public void TimerTick() {\n\n        if (state == STATE.IDLE) {\n\n        }\n        else if (state == STATE.RUN) {\n            elapsedTime += Time.deltaTime;\n            if (elapsedTime >= duration) {\n                state = STATE.FINISHED;\n            }\n        }\n        else if (state == STATE.FINISHED) {\n\n        }\n        else {\n            Debug.Log(\"MYTIMEERROR\");\n        }\n    }\n    public void GoTimer() {\n        elapsedTime = 0;\n        state = STATE.RUN;\n    }\n}\n"
  },
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    "path": "Assets/Scripts/---PlayerAnimationControll/MyTimer.cs.meta",
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  },
  {
    "path": "Assets/Scripts/---PlayerAnimationControll/OnGroundSensor.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\npublic class OnGroundSensor : MonoBehaviour\n{\n    public CapsuleCollider capcol;\n    public float offset = 0.1f;\n\n    private Vector3 point1;\n    private Vector3 point2;\n    private float radius;\n\n\n    void Awake()\n    {\n        radius = capcol.radius - 0.05f;\n    }\n\n    void FixedUpdate()\n    {\n        point1 = transform.position + transform.up * (radius - offset);\n        point2 = transform.position + transform.up * (capcol.height - offset) - transform.up * radius;\n        Collider[] outputCols = Physics.OverlapCapsule(point1, point2, radius, LayerMask.GetMask(\"Ground\"));\n        if (outputCols.Length != 0)\n        {\n            //foreach (var col in outputCols)\n            //    print(\"collision:\" + col.name);\n            SendMessageUpwards(\"IsGround\");\n        }\n        else\n            SendMessageUpwards(\"IsNotGround\");\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/---PlayerAnimationControll/OnGroundSensor.cs.meta",
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  },
  {
    "path": "Assets/Scripts/---PlayerAnimationControll/PlayerInput.cs",
    "content": "﻿using UnityEngine;\n\npublic class PlayerInput : MonoBehaviour\n{\n    public Transform player;\n    // Variable\n    [Header(\"KeySettings\")]\n    public string keyUp = \"w\";\n    public string keyDown = \"s\";\n    public string keyLeft = \"a\";\n    public string keyRight = \"d\";\n\n    public string keyRun = \"left shift\";\n    public string keyJump = \"space\";\n    public string keyAttack = \"mouse 0\";\n    public string keyDefense = \"mouse 1\";\n    public string keyLock = \"mouse 2\";\n    public string keyLHand = \"q\";\n    public string keyRHand = \"e\";\n    \n\n    public MyButton buttonRun = new MyButton();\n    public MyButton buttonJump = new MyButton();\n    public MyButton buttonAttack = new MyButton();\n    public MyButton buttonDefense = new MyButton();\n    public MyButton buttonLock = new MyButton();\n    public MyButton buttonLHand = new MyButton();\n    public MyButton buttonRHand = new MyButton();\n\n    public string keyJRight = \"right\";\n    public string keyJLeft = \"left\";\n    public string keyJUp = \"up\";\n    public string keyJDown = \"down\";\n\n    [Header(\"MouseSettings\")]\n    public bool mouseEnable = false;\n    public float mousSensitivityX = 1.0f;\n    public float mousSensitivityY = 1.0f;\n\n    [Header(\"OutputSignals\")]\n    public float Dup;\n    public float Dright;\n    public float Dmag; //Dup，Dright向量合成\n    public Vector3 Dvec;\n\n    public float Jup;\n    public float Jright;\n\n    public bool run;\n    public bool jump;\n    //public bool attack;\n    public bool defense;\n    public bool roll;\n    public bool lockon;\n    public bool lHand;\n    public bool rHand;\n\n    [Header(\"Other\")]\n    public bool inputEnabled = true; //Flag\n\n    private float targetDup;\n    private float targetDright;\n    private float velocityDup;\n    private float velocityDright;\n\n    void Start() {\n\n    }\n\n    void Update() {\n\n        buttonRun.Tick(Input.GetKey(keyRun));//run\n        buttonJump.Tick(Input.GetKey(keyJump));//jump\n        buttonAttack.Tick(Input.GetKey(keyAttack));//attack\n        buttonDefense.Tick(Input.GetKey(keyDefense));//denfese\n        buttonLock.Tick(Input.GetKey(keyLock));//lock\n        buttonLHand.Tick(Input.GetKey(keyLHand));//leftHand\n        buttonRHand.Tick(Input.GetKey(keyRHand));//rightHand\n\n        //延时\n        //print(buttonRun.isExtending || buttonRun.isPressing); \n        //双击\n        //print(buttonRun.isExtending && buttonRun.onPress);\n\n        Jup = (Input.GetKey(keyJUp) ? 1.0f : 0) - (Input.GetKey(keyJDown) ? 1.0f : 0);\n        Jright = (Input.GetKey(keyJRight) ? 1.0f : 0) - (Input.GetKey(keyJLeft) ? 1.0f : 0);\n\n        if (mouseEnable == true) {\n            Jup += Input.GetAxis(\"Mouse Y\") * mousSensitivityX;\n            Jright += Input.GetAxis(\"Mouse X\") * mousSensitivityY;\n        }\n\n        targetDup = (Input.GetKey(keyUp) ? 1.0f : 0) - (Input.GetKey(keyDown) ? 1.0f : 0);\n        targetDright = (Input.GetKey(keyRight) ? 1.0f : 0) - (Input.GetKey(keyLeft) ? 1.0f : 0);\n        if (inputEnabled == false) {\n            targetDup = 0;\n            targetDright = 0;\n        }\n\n        Dup = Mathf.SmoothDamp(Dup, targetDup, ref velocityDup, 0.1f);//MARK SmoothDamp\n        Dright = Mathf.SmoothDamp(Dright, targetDright, ref velocityDright, 0.1f);\n\n        Vector2 tmpDAxis = SquareToCircle(new Vector2(Dright, Dup));\n        float Dright2 = tmpDAxis.x;\n        float Dup2 = tmpDAxis.y;\n        Dmag = new Vector2(Dright2, Dup2).magnitude;\n        Dvec = Dright2 * player.right + Dup2 * player.forward;\n\n        //Button\n        //attack = buttonAttack.onPressed;\n        run = (buttonRun.isPressing && !buttonRun.isDelaying) || buttonRun.isExtending;\n        jump = buttonJump.onPressed;\n        roll = buttonRun.onReleased && buttonRun.isDelaying;\n        lHand = buttonLHand.onPressed;\n        rHand = buttonRHand.onPressed;\n        defense = buttonDefense.isPressing;\n        lockon = buttonLock.onPressed;\n    }\n    private Vector2 SquareToCircle(Vector2 input) {\n        Vector2 output = Vector2.zero;\n        output.x = input.x * Mathf.Sqrt(1 - (input.y * input.y) / 2.0f);\n        output.y = input.y * Mathf.Sqrt(1 - (input.x * input.x) / 2.0f);\n        return output;\n    }\n    //private Vector2 UseNormalized(Vector2 input) {\n    //    Vector2 output = input.normalized;\n    //    return output;\n    //}\n}\n"
  },
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    "path": "Assets/Scripts/---PlayerAnimationControll/PlayerInput.cs.meta",
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  },
  {
    "path": "Assets/Scripts/---PlayerAnimationControll/RootMotoinControl.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\npublic class RootMotoinControl : MonoBehaviour\n{\n    private Animator animator;\n\n    void Awake() {\n        animator = GetComponent<Animator>();\n    }\n\n\n}\n"
  },
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    "path": "Assets/Scripts/---PlayerAnimationControll/RootMotoinControl.cs.meta",
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  },
  {
    "path": "Assets/Scripts/---PlayerAnimationControll/TPScontrollerChara.cs",
    "content": "using System;\nusing System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\npublic class TPScontrollerChara : MonoBehaviour\n{\n    Vector3 movetoPos = Vector3.zero;//当前移动方向\n    public GameObject mycamera;\n    public bool devilMayCry = false;\n    public float moveSpeed = 5.0f;\n    public float visonSpeed = 0.2f;\n    public float jumpForce = 15;\n    public float fallingSpeed = 9.8f;\n    public float rollCD = 0.5f;\n    public float dodgeCD = 0.5f;\n    public float landCD = 0.3f;\n    //[Header(\"闪避加速\")]\n    //public bool dodgeboost = true;\n    //[Header(\"闪避加速倍率\")]\n    //public float dodgeboostrate = 1.5f;\n\n    //Inputs\n    bool inputJump;\n    bool inputAttack1;\n    bool inputAttack2;\n    bool inputUnarmed;\n    bool inputShield;\n    bool inputAiming;\n    bool inputRoll;\n    bool inputDodge;\n    bool inputMoving;\n    float inputHorizontal = 0;\n    float inputVertical = 0;\n\n    //Weapon Models\n    public GameObject twoHandAxe;\n    public GameObject twoHandSword;\n    public GameObject twoHandSpear;\n    public GameObject twoHandBow;\n    public GameObject twoHandCrossbow;\n    public GameObject twoHandClub;\n    public GameObject staff;\n    public GameObject swordL;\n    public GameObject swordR;\n    public GameObject maceL;\n    public GameObject maceR;\n    public GameObject daggerL;\n    public GameObject daggerR;\n    public GameObject itemL;\n    public GameObject itemR;\n    public GameObject shield;\n    public GameObject pistolL;\n    public GameObject pistolR;\n    public GameObject rifle;\n    public GameObject spear;\n    public bool instantWeaponSwitch;\n\n    CharacterController controller;\n    Animator animator;\n    MessageSystem messagesystem;\n    Individual individual;\n    int isAboveHash = Animator.StringToHash(\"IsAbove\");\n\n    private new Rigidbody rigidbody;\n\n    #region camera fllow\n    Vector3 speedDir;\n    Vector3 worldSpeedDir;\n    Vector2 nowPos;\n    Vector2 LastPos;\n    float nowAngle_y;\n    Vector3 basePos0;\n    Vector3 basePos1;\n    Vector3 basePos2;\n    Vector3 basePos3;\n    Vector3 basePos4;\n    Vector3 basePos5;\n    Vector3 basePos6;\n    Vector3 cmaPos;\n    Ray baser0;\n    Ray baser1;\n    Ray baser2;\n    Ray baser3;\n    Ray baser4;\n    Ray baser5;\n    Ray baser6;\n    GameObject onCmaObj;\n    List<GameObject> onCmaCollision;\n    List<GameObject> onRemoveCollision;\n    LayerMask mask;\n    LayerMask mask2;\n    LayerMask mask3;\n    RaycastHit onrcHit;\n    Color lastColor;\n    void cmaDirUpdateSet()//根据鼠标设置Cma的位置\n    {\n\n        if (!Cursor.visible)//鼠标不可见时\n        {\n            nowPos = new Vector2(Input.mousePosition.x, Input.mousePosition.y);\n\n            float rotate_x = (nowPos.x - LastPos.x) * visonSpeed;\n            float rotate_y = (LastPos.y - nowPos.y) * visonSpeed;\n            LastPos = new Vector2(Input.mousePosition.x, Input.mousePosition.y);\n\n            //完成Player x_横向旋转\n            gameObject.transform.Rotate(new Vector3(0, rotate_x, 0));\n            if ((nowAngle_y + rotate_y) > 30f || nowAngle_y + rotate_y < -90f)\n            {\n                return;\n            }\n            nowAngle_y += rotate_y;\n            mycamera.transform.Rotate(new Vector3(rotate_y, 0, 0));\n            //视角旋转 摄像机位置变换数据\n\n\n            //非FPS型\n            if (nowAngle_y > -30f && nowAngle_y <= 30f)\n            {\n                mycamera.transform.localPosition = new Vector3(0, -0.75f + 3.75f * ((nowAngle_y + 30f) / 60f), -5f + 1f * ((nowAngle_y + 30f) / 60f));\n            }\n            else\n            {\n                mycamera.transform.localPosition = new Vector3(0, -0.75f * ((nowAngle_y + 90f) / 60f), -0.75f - 4.25f * ((nowAngle_y + 90f) / 60f));\n            }\n\n            //FPS型\n\n            //if (nowAngle_y > -60f && nowAngle_y <= 30f)\n            //{\n            //  mycamera.transform.localPosition = new Vector3(0, -2f + 5f * ((nowAngle_y + 60f) / 90f), -3f - 1f * ((nowAngle_y + 60f) / 90f));\n            //}\n            //else\n            //{\n            //  mycamera.transform.localPosition = new Vector3(0, -2f * ((nowAngle_y + 90f) / 30f), -0.75f - 3.25f * ((nowAngle_y + 90f) / 30f));\n            //}\n        }\n        else\n        {\n            if (Input.GetMouseButtonDown(0))\n            {\n                Cursor.visible = false;\n                LastPos = new Vector2(Input.mousePosition.x, Input.mousePosition.y);\n            }\n        }\n    }\n    void shelterCheckUpdate()//遮挡透明化处理\n    {\n        basePos0 = gameObject.transform.position;\n        basePos1 = new Vector3(gameObject.transform.position.x, gameObject.transform.position.y + 1f, gameObject.transform.position.z);\n        basePos2 = new Vector3(gameObject.transform.position.x, gameObject.transform.position.y - 0.8f, gameObject.transform.position.z);\n        basePos3 = new Vector3(gameObject.transform.position.x, gameObject.transform.position.y + 2f, gameObject.transform.position.z);\n        basePos4 = new Vector3(gameObject.transform.position.x, gameObject.transform.position.y + 1.5f, gameObject.transform.position.z);\n        basePos5 = new Vector3(gameObject.transform.position.x + 0.5f, gameObject.transform.position.y + 1.5f, gameObject.transform.position.z);\n        basePos6 = new Vector3(gameObject.transform.position.x - 0.5f, gameObject.transform.position.y + 1.5f, gameObject.transform.position.z);\n\n        cmaPos = mycamera.transform.position;\n\n        baser0 = new Ray(cmaPos, basePos0 - cmaPos);\n        baser1 = new Ray(cmaPos, basePos1 - cmaPos);\n        baser2 = new Ray(cmaPos, basePos2 - cmaPos);\n        baser3 = new Ray(cmaPos, basePos3 - cmaPos);\n        baser4 = new Ray(cmaPos, basePos4 - cmaPos);\n        baser5 = new Ray(cmaPos, basePos5 - cmaPos);\n        baser6 = new Ray(cmaPos, basePos6 - cmaPos);\n        //checkOnCmaCollision\n        for (int i = 0; i < onCmaCollision.Count; i++)\n        {\n            onCmaObj = onCmaCollision[i];\n            if (null == onCmaObj)\n            {\n                onRemoveCollision.Add(onCmaObj);\n                continue;\n            }\n            onCmaObj.layer = 11;\n            if (Physics.Raycast(baser0, out onrcHit, Vector3.Distance(cmaPos, basePos0), mask3))\n            {\n                onCmaObj.layer = 10;\n                continue;\n            }\n            if (Physics.Raycast(baser1, out onrcHit, Vector3.Distance(cmaPos, basePos1), mask3))\n            {\n                onCmaObj.layer = 10;\n                continue;\n            }\n            if (Physics.Raycast(baser2, out onrcHit, Vector3.Distance(cmaPos, basePos2), mask3))\n            {\n                onCmaObj.layer = 10;\n                continue;\n            }\n            if (Physics.Raycast(baser3, out onrcHit, Vector3.Distance(cmaPos, basePos3), mask3))\n            {\n                onCmaObj.layer = 10;\n                continue;\n            }\n            if (Physics.Raycast(baser4, out onrcHit, Vector3.Distance(cmaPos, basePos4), mask3))\n            {\n                onCmaObj.layer = 10;\n                continue;\n            }\n            if (Physics.Raycast(baser5, out onrcHit, Vector3.Distance(cmaPos, basePos5), mask3))\n            {\n                onCmaObj.layer = 10;\n                continue;\n            }\n            if (Physics.Raycast(baser6, out onrcHit, Vector3.Distance(cmaPos, basePos6), mask3))\n            {\n                onCmaObj.layer = 10;\n                continue;\n            }\n\n            onCmaObj.layer = 9;\n            onRemoveCollision.Add(onCmaObj);\n        }\n        for (int i = 0; i < onRemoveCollision.Count; i++)\n        {\n            onCmaObj = onRemoveCollision[i];\n            if (null == onCmaObj)\n            {\n                onCmaCollision.Remove(onCmaObj);\n                continue;\n            }\n            lastColor = onCmaObj.GetComponent<MeshRenderer>().material.color;\n            onCmaObj.GetComponent<MeshRenderer>().material.shader = Shader.Find(\"Legacy Shaders/Diffuse\");\n            onCmaObj.GetComponent<MeshRenderer>().material.color = new Color(lastColor.r, lastColor.g, lastColor.b, 1f);\n            onCmaCollision.Remove(onCmaObj);\n        }\n        onRemoveCollision.Clear();\n\n        //addin\n        checkCmaCollision(baser0, cmaPos, basePos0);\n        checkCmaCollision(baser1, cmaPos, basePos1);\n        checkCmaCollision(baser2, cmaPos, basePos2);\n        checkCmaCollision(baser3, cmaPos, basePos3);\n        checkCmaCollision(baser4, cmaPos, basePos4);\n        checkCmaCollision(baser5, cmaPos, basePos5);\n        checkCmaCollision(baser6, cmaPos, basePos6);\n    }\n    void checkCmaCollision(Ray baser0, Vector3 cmaPos, Vector3 basePos0)//检测是否产生遮挡\n    {\n        for (; ; )\n        {\n            if (Physics.Raycast(baser0, out onrcHit, Vector3.Distance(cmaPos, basePos0), mask))\n            {\n                if (onrcHit.collider.gameObject.name == \"Plane\")\n                {\n                    break;\n                }\n                objAddToOnCmaCollision(onrcHit.collider.gameObject);\n            }\n            else\n            {\n                break;\n            }\n        }\n\n    }\n    void objAddToOnCmaCollision(GameObject obj)//添加遮挡物体\n    {\n        obj.layer = 10;\n        Material objm = obj.GetComponent<MeshRenderer>().material;\n        lastColor = objm.color;\n        objm.shader = Shader.Find(\"Legacy Shaders/Transparent/Diffuse\");\n        objm.color = new Color(lastColor.r, lastColor.g, lastColor.b, 0.3f);\n        onCmaCollision.Add(obj);\n    }\n    public void outPCOnDragBegin()\n    {\n        LastPos = new Vector2(Input.mousePosition.x, Input.mousePosition.y);\n        nowAngle_y = mycamera.transform.eulerAngles.x;\n        if (nowAngle_y > 180f || nowAngle_y < -180f)\n        {\n            for (; ; )\n            {\n                if (nowAngle_y > 180f) { nowAngle_y -= 360; }\n                else if (nowAngle_y < -180) { nowAngle_y += 360; }\n\n                if (nowAngle_y < 180f && nowAngle_y > -180f) { break; }\n            }\n        }\n    }\n    #endregion\n\n\n    void Start()\n    {\n        messagesystem = GetComponent<MessageSystem>();\n        individual = GetComponent<Individual>();\n        controller = gameObject.GetComponent<CharacterController>();\n        outPCOnDragBegin();//角色选择初始设置\n        Cursor.visible = false;\n        if (!mycamera)\n        {\n            mycamera = Camera.main.gameObject;\n        }\n\n        onCmaCollision = new List<GameObject>();\n        onRemoveCollision = new List<GameObject>();\n        mask = 1 << (LayerMask.NameToLayer(\"Collision\"));\n        mask2 = 1 << (LayerMask.NameToLayer(\"out\"));\n        mask3 = 1 << (LayerMask.NameToLayer(\"check\"));\n\n        animator = gameObject.GetComponentInChildren<Animator>();\n\n    }\n\n    Vector3 moveDirection = Vector3.zero;\n\n    private static bool canitAction = true;\n    private static bool canitAttack = true;\n    private static bool canitMove = true;\n    private static bool canitJump = true;\n\n    void Inputs()\n    {\n        inputJump = Input.GetButtonDown(\"Jump\");\n        inputAttack1 = Input.GetButtonDown(\"Attack1\");\n        inputAttack2 = Input.GetButtonDown(\"Attack2\");\n        inputUnarmed = Input.GetButtonDown(\"Unarmed\");\n        inputShield = Input.GetButtonDown(\"Shield\");\n        inputHorizontal = Input.GetAxisRaw(\"Horizontal\");\n        inputVertical = Input.GetAxisRaw(\"Vertical\");\n        inputAiming = Input.GetButtonDown(\"Aiming\");\n        inputRoll = Input.GetButtonDown(\"Roll\");\n        inputDodge = Input.GetButtonDown(\"Dodge\");\n        inputMoving = (inputHorizontal != 0f) || (inputVertical != 0f);\n    }\n\n    void Update()\n    {\n        Inputs();\n        //移动\n        float x = inputHorizontal;\n        float z = inputVertical;\n        //bool inputMoving = (x != 0f || z != 0f);\n        if (canitMove)\n        {\n            animator.SetFloat(\"Velocity X\", x);\n            animator.SetFloat(\"Velocity Z\", z);\n        }\n\n        if (inputMoving && canitMove)\n            animator.SetBool(\"Moving\", true);\n        else\n            animator.SetBool(\"Moving\", false);\n\n\n        if(!controller.isGrounded)\n            animator.SetTrigger(\"JumpTrigger\");\n\n        //翻滚&闪避\n        if (controller.isGrounded && canitMove)//在地上 or空战模式开启\n        {\n            if (Input.GetKeyDown(KeyCode.LeftControl) && canitAction == true)//按下LeftControl\n                StartCoroutine(IEaction(x, z, 1));\n\n            if (Input.GetKeyDown(KeyCode.LeftShift) && canitAction == true)//按下shift\n                StartCoroutine(IEaction(x, z, 2));\n        }\n        //跳跃\n        if (controller.isGrounded)//在地上 \n        {\n            animator.SetInteger(\"Jumping\", 0);//滞空状态的Jumping为0\n            moveDirection = new Vector3(x * moveSpeed, 0, z * moveSpeed);\n            moveDirection = transform.TransformDirection(moveDirection);//对齐到镜头坐标系\n            if (inputJump && canitMove)//按下空格\n                StartCoroutine(IEJump());\n        }\n        else//滞空状态\n        {\n            animator.SetInteger(\"Jumping\", 2);//滞空状态的Jumping为非0\n            if (controller.isGrounded)//落地时\n                EventLand();\n        }\n\n        //近战攻击\n        if (canitAction == true && canitAttack == true)\n        {\n            if (inputAttack1)\n            {\n                EventAttack_L1();\n                StartCoroutine(IEattack(1, 1 / individual.attackSpeed));\n            }\n        }\n    }\n\n    private void LateUpdate()\n    {\n        //下落\n        moveDirection.y -= fallingSpeed * Time.deltaTime;\n        controller.Move(moveDirection * Time.deltaTime);\n\n        cmaDirUpdateSet();//摄像机位置设置\n        shelterCheckUpdate();//遮挡透明化处理\n    }\n\n    #region 事件\n    //攻击\n    void EventAttack_L1()\n    {\n        //Debug.Log(\"Attack_L1\");\n        //messagesystem.SendMessage(1, individual.attack, 50);\n    }\n    //落地\n    void EventLand()\n    {\n        //Debug.Log(\"land\");\n        StartCoroutine(IEmove(landCD));\n    }\n    #endregion\n\n    #region 协程\n    IEnumerator IEmove(float CDtime)\n    {\n        canitMove = false;\n        //Debug.Log(\"canitmove = false\");\n        yield return new WaitForSeconds(CDtime);\n        canitMove = true;\n        //Debug.Log(\"canitmove = true\");\n    }\n\n    IEnumerator CD(float CDtime)\n    {\n        yield return new WaitForSeconds(CDtime);\n    }\n\n    IEnumerator IEaction(float x, float z, int actionID)//1Roll,2Dodge\n    {\n        if (actionID == 1)\n        {\n            if (x > 0f)\n                animator.SetTrigger(\"RollRightTrigger\");\n            else if (x < 0f)\n                animator.SetTrigger(\"RollLeftTrigger\");\n            if (z < 0f)\n                animator.SetTrigger(\"RollBackwardTrigger\");\n            else\n                animator.SetTrigger(\"RollForwardTrigger\");\n            canitAction = false;\n            yield return new WaitForSeconds(rollCD);\n            canitAction = true;\n        }\n        else if (actionID == 2)\n        {\n            if (x > 0f)\n                animator.SetTrigger(\"DodgeRightTrigger\");\n            if (x < 0f)\n                animator.SetTrigger(\"DodgeLeftTrigger\");\n            canitAction = false;\n            yield return new WaitForSeconds(dodgeCD);\n            canitAction = true;\n        }\n    }\n\n    IEnumerator IEattack(int attackid, float CDtime)\n    {\n        if (attackid == 1)\n            animator.SetTrigger(\"Attack1Trigger\");\n        canitAttack = false;\n        yield return new WaitForSeconds(CDtime);\n        canitAttack = true;\n    }\n    IEnumerator IEJump()\n    {\n        //animator.SetTrigger(\"JumpTrigger\");\n        moveDirection.y = jumpForce;\n        canitMove = false;\n        yield return new WaitForSeconds(landCD);\n        canitMove = true;\n    }\n    #endregion\n}"
  },
  {
    "path": "Assets/Scripts/---PlayerAnimationControll/TPScontrollerChara.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d7e79ab555f601f41bc44b413ff4d04a\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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  {
    "path": "Assets/Scripts/---PlayerAnimationControll/TpsNew.cs",
    "content": "﻿using UnityEngine;\nusing System.Collections;\nusing System.Runtime.InteropServices;\nusing System.Collections.Generic;\n\npublic enum Weapon\n{\n    UNARMED = 0,\n    TWOHANDSWORD = 1,\n    TWOHANDSPEAR = 2,\n    TWOHANDAXE = 3,\n    TWOHANDBOW = 4,\n    TWOHANDCROSSBOW = 5,\n    STAFF = 6,\n    ARMED = 7,\n    RELAX = 8,\n    RIFLE = 9,\n    TWOHANDCLUB = 10,\n    SHIELD = 11,\n    ARMEDSHIELD = 12\n}\npublic enum CharacterState\n{\n    DEFAULT,\n    BLOCKING,\n    STRAFING,\n    CLIMBING,\n    SWIMMING\n}\n\npublic class TpsNew : MonoBehaviour\n{\n    #region Variables\n\n    //Components\n    [HideInInspector]\n    public UnityEngine.AI.NavMeshAgent navMeshAgent;\n    [HideInInspector]\n    public Rigidbody rb;\n    [HideInInspector]\n    public Vector3 targetDashDirection;\n\n    public Animator animator;\n    public GameObject target;\n    public GameObject mycamera;//camera\n    public float visonSpeed = 0.2f;\n    CapsuleCollider capCollider;\n    ParticleSystem FXSplash;\n    MessageSystem messagesystem;\n    Individual individual;\n    public CharacterState CharacterState = CharacterState.DEFAULT;\n\n    //jumping variables\n    public float gravity = -9.8f;\n    [HideInInspector]\n    public float gravityTemp = 0f;\n    [HideInInspector]\n    public bool canJump;\n    bool isJumping = false;\n    [HideInInspector]\n    public bool isGrounded;\n    public float jumpSpeed = 12;\n    public float doublejumpSpeed = 12;\n    bool doJump = false;\n    bool doublejumping = true;\n    [HideInInspector]\n    public bool canDoubleJump = false;\n    [HideInInspector]\n    public bool isDoubleJumping = false;\n    bool doublejumped = false;\n    bool isFalling;\n    bool startFall;\n    float fallingVelocity = -1f;\n    float fallTimer = 0f;\n    public float fallDelay = 0.2f;\n\n    // Used for continuing momentum while in air\n    public float inAirSpeed = 8f;\n    float maxVelocity = 2f;\n    float minVelocity = -2f;\n\n    //rolling variables\n    public float rollSpeed = 8;\n    bool isRolling = false;\n    public float rollduration;\n\n    //movement variables\n    [HideInInspector]\n    public bool useMeshNav;\n    [HideInInspector]\n    public bool isMoving = false;\n    [HideInInspector]\n    public bool canMove = true;\n    public float walkSpeed = 1.35f;\n    float moveSpeed;\n    public float runSpeed = 6f;\n    float rotationSpeed = 40f;\n    Vector3 inputVec;\n    Vector3 newVelocity;\n\n    //Weapon and Shield\n    public Weapon weapon;\n    [HideInInspector]\n    public int rightWeapon = 0;\n    [HideInInspector]\n    public int leftWeapon = 0;\n    [HideInInspector]\n    public bool isRelax = false;\n    bool isSwitchingFinished = true;\n\n    //isStrafing/action variables\n    public bool hipShooting = false;\n    [HideInInspector]\n    public bool canAction = true;\n    bool isStrafing = false;\n    [HideInInspector]\n    public bool isDead = false;\n    [HideInInspector]\n    public bool isBlocking = false;\n    public float knockbackMultiplier = 1f;\n    bool isKnockback;\n    [HideInInspector]\n    public bool isSitting = false;\n    bool isAiming = false;\n    [HideInInspector]\n    public bool\n    isClimbing = false;\n    [HideInInspector]\n    public bool\n    isNearLadder = false;\n    [HideInInspector]\n    public bool isNearCliff = false;\n    [HideInInspector]\n    public GameObject ladder;\n    [HideInInspector]\n    public GameObject cliff;\n    [HideInInspector]\n    public bool isCasting;\n    public int special = 0;\n    public float aimHorizontal;\n    public float aimVertical;\n    public float bowPull;\n    bool injured;\n\n    //camera\n    Vector3 speedDir;\n    Vector3 worldSpeedDir;\n    Vector2 nowPos;\n    Vector2 LastPos;\n    float nowAngle_y;\n\n    //Swimming variables\n    public float inWaterSpeed = 8f;\n\n    //Weapon Models\n    public GameObject twoHandAxe;\n    public GameObject twoHandSword;\n    public GameObject twoHandSpear;\n    public GameObject twoHandBow;\n    public GameObject twoHandCrossbow;\n    public GameObject twoHandClub;\n    public GameObject staff;\n    public GameObject swordL;\n    public GameObject swordR;\n    public GameObject maceL;\n    public GameObject maceR;\n    public GameObject daggerL;\n    public GameObject daggerR;\n    public GameObject itemL;\n    public GameObject itemR;\n    public GameObject shield;\n    public GameObject pistolL;\n    public GameObject pistolR;\n    public GameObject rifle;\n    public GameObject spear;\n    public bool instantWeaponSwitch;\n\n    //Inputs\n    bool inputJump;\n    bool inputLightHit;\n    bool inputDeath;\n    bool inputUnarmed;\n    bool inputShield;\n    bool inputAttackL;\n    bool inputAttackR;\n    bool inputCastL;\n    bool inputCastR;\n    float inputSwitchUpDown;\n    float inputSwitchLeftRight;\n    bool inputStrafe;\n    float inputTargetBlock = 0;\n    float inputDashVertical = 0;\n    float inputDashHorizontal = 0;\n    float inputHorizontal = 0;\n    float inputVertical = 0;\n    bool inputAiming;\n\n    #endregion\n\n    #region Initialization\n\n    void Awake()\n    {\n        //set the components\n        navMeshAgent = GetComponent<UnityEngine.AI.NavMeshAgent>();\n        animator = GetComponentInChildren<Animator>();\n        rb = GetComponent<Rigidbody>();\n        capCollider = GetComponent<CapsuleCollider>();\n        FXSplash = transform.GetChild(2).GetComponent<ParticleSystem>();\n        HideAllWeapons();\n    }\n\n    void Start()\n    {\n        messagesystem = GetComponent<MessageSystem>();\n        individual = GetComponent<Individual>();\n        outPCOnDragBegin();//角色选择初始设置\n        Cursor.visible = false;\n        if (!mycamera)\n            mycamera = Camera.main.gameObject;\n        onCmaCollision = new List<GameObject>();\n        onRemoveCollision = new List<GameObject>();\n        mask = 1 << (LayerMask.NameToLayer(\"Collision\"));\n        mask2 = 1 << (LayerMask.NameToLayer(\"out\"));\n        mask3 = 1 << (LayerMask.NameToLayer(\"check\"));\n    }\n\n    #endregion\n\n    #region camera\n\n    #region 摄像机变量\n    Vector3 basePos0;\n    Vector3 basePos1;\n    Vector3 basePos2;\n    Vector3 basePos3;\n    Vector3 basePos4;\n    Vector3 basePos5;\n    Vector3 basePos6;\n    Vector3 cmaPos;\n    Ray baser0;\n    Ray baser1;\n    Ray baser2;\n    Ray baser3;\n    Ray baser4;\n    Ray baser5;\n    Ray baser6;\n    GameObject onCmaObj;\n    List<GameObject> onCmaCollision;\n    List<GameObject> onRemoveCollision;\n    LayerMask mask;\n    LayerMask mask2;\n    LayerMask mask3;\n    RaycastHit onrcHit;\n    Color lastColor;\n    #endregion\n\n    void cmaDirUpdateSet()//根据鼠标设置Cma的位置\n    {\n        if (!Cursor.visible)//鼠标不可见时\n        {\n            nowPos = new Vector2(Input.mousePosition.x, Input.mousePosition.y);\n\n            float rotate_x = (nowPos.x - LastPos.x) * visonSpeed;\n            float rotate_y = (LastPos.y - nowPos.y) * visonSpeed;\n            LastPos = new Vector2(Input.mousePosition.x, Input.mousePosition.y);\n\n            //完成Player x_横向旋转\n            gameObject.transform.Rotate(new Vector3(0, rotate_x, 0));\n            if ((nowAngle_y + rotate_y) > 30f || nowAngle_y + rotate_y < -90f)\n            {\n                return;\n            }\n            nowAngle_y += rotate_y;\n            mycamera.transform.Rotate(new Vector3(rotate_y, 0, 0));\n            //视角旋转 摄像机位置变换数据\n\n\n            //非FPS型\n            if (nowAngle_y > -30f && nowAngle_y <= 30f)\n            {\n                mycamera.transform.localPosition = new Vector3(0, -0.75f + 3.75f * ((nowAngle_y + 30f) / 60f), -5f + 1f * ((nowAngle_y + 30f) / 60f));\n            }\n            else\n            {\n                mycamera.transform.localPosition = new Vector3(0, -0.75f * ((nowAngle_y + 90f) / 60f), -0.75f - 4.25f * ((nowAngle_y + 90f) / 60f));\n            }\n\n            //FPS型\n\n            //if (nowAngle_y > -60f && nowAngle_y <= 30f)\n            //{\n            //  mycamera.transform.localPosition = new Vector3(0, -2f + 5f * ((nowAngle_y + 60f) / 90f), -3f - 1f * ((nowAngle_y + 60f) / 90f));\n            //}\n            //else\n            //{\n            //  mycamera.transform.localPosition = new Vector3(0, -2f * ((nowAngle_y + 90f) / 30f), -0.75f - 3.25f * ((nowAngle_y + 90f) / 30f));\n            //}\n        }\n        //else\n        //{\n        //    if (Input.GetMouseButtonDown(0))\n        //    {\n        //        Cursor.visible = false;\n        //        LastPos = new Vector2(Input.mousePosition.x, Input.mousePosition.y);\n        //    }\n        //}\n    }\n    void shelterCheckUpdate()//遮挡透明化处理\n    {\n        basePos0 = gameObject.transform.position;\n        basePos1 = new Vector3(gameObject.transform.position.x, gameObject.transform.position.y + 1f, gameObject.transform.position.z);\n        basePos2 = new Vector3(gameObject.transform.position.x, gameObject.transform.position.y - 0.8f, gameObject.transform.position.z);\n        basePos3 = new Vector3(gameObject.transform.position.x, gameObject.transform.position.y + 2f, gameObject.transform.position.z);\n        basePos4 = new Vector3(gameObject.transform.position.x, gameObject.transform.position.y + 1.5f, gameObject.transform.position.z);\n        basePos5 = new Vector3(gameObject.transform.position.x + 0.5f, gameObject.transform.position.y + 1.5f, gameObject.transform.position.z);\n        basePos6 = new Vector3(gameObject.transform.position.x - 0.5f, gameObject.transform.position.y + 1.5f, gameObject.transform.position.z);\n\n        cmaPos = mycamera.transform.position;\n\n        baser0 = new Ray(cmaPos, basePos0 - cmaPos);\n        baser1 = new Ray(cmaPos, basePos1 - cmaPos);\n        baser2 = new Ray(cmaPos, basePos2 - cmaPos);\n        baser3 = new Ray(cmaPos, basePos3 - cmaPos);\n        baser4 = new Ray(cmaPos, basePos4 - cmaPos);\n        baser5 = new Ray(cmaPos, basePos5 - cmaPos);\n        baser6 = new Ray(cmaPos, basePos6 - cmaPos);\n        //checkOnCmaCollision\n        for (int i = 0; i < onCmaCollision.Count; i++)\n        {\n            onCmaObj = onCmaCollision[i];\n            if (null == onCmaObj)\n            {\n                onRemoveCollision.Add(onCmaObj);\n                continue;\n            }\n            onCmaObj.layer = 11;\n            if (Physics.Raycast(baser0, out onrcHit, Vector3.Distance(cmaPos, basePos0), mask3))\n            {\n                onCmaObj.layer = 10;\n                continue;\n            }\n            if (Physics.Raycast(baser1, out onrcHit, Vector3.Distance(cmaPos, basePos1), mask3))\n            {\n                onCmaObj.layer = 10;\n                continue;\n            }\n            if (Physics.Raycast(baser2, out onrcHit, Vector3.Distance(cmaPos, basePos2), mask3))\n            {\n                onCmaObj.layer = 10;\n                continue;\n            }\n            if (Physics.Raycast(baser3, out onrcHit, Vector3.Distance(cmaPos, basePos3), mask3))\n            {\n                onCmaObj.layer = 10;\n                continue;\n            }\n            if (Physics.Raycast(baser4, out onrcHit, Vector3.Distance(cmaPos, basePos4), mask3))\n            {\n                onCmaObj.layer = 10;\n                continue;\n            }\n            if (Physics.Raycast(baser5, out onrcHit, Vector3.Distance(cmaPos, basePos5), mask3))\n            {\n                onCmaObj.layer = 10;\n                continue;\n            }\n            if (Physics.Raycast(baser6, out onrcHit, Vector3.Distance(cmaPos, basePos6), mask3))\n            {\n                onCmaObj.layer = 10;\n                continue;\n            }\n\n            onCmaObj.layer = 9;\n            onRemoveCollision.Add(onCmaObj);\n        }\n        for (int i = 0; i < onRemoveCollision.Count; i++)\n        {\n            onCmaObj = onRemoveCollision[i];\n            if (null == onCmaObj)\n            {\n                onCmaCollision.Remove(onCmaObj);\n                continue;\n            }\n            lastColor = onCmaObj.GetComponent<MeshRenderer>().material.color;\n            onCmaObj.GetComponent<MeshRenderer>().material.shader = Shader.Find(\"Legacy Shaders/Diffuse\");\n            onCmaObj.GetComponent<MeshRenderer>().material.color = new Color(lastColor.r, lastColor.g, lastColor.b, 1f);\n            onCmaCollision.Remove(onCmaObj);\n        }\n        onRemoveCollision.Clear();\n\n        //addin\n        checkCmaCollision(baser0, cmaPos, basePos0);\n        checkCmaCollision(baser1, cmaPos, basePos1);\n        checkCmaCollision(baser2, cmaPos, basePos2);\n        checkCmaCollision(baser3, cmaPos, basePos3);\n        checkCmaCollision(baser4, cmaPos, basePos4);\n        checkCmaCollision(baser5, cmaPos, basePos5);\n        checkCmaCollision(baser6, cmaPos, basePos6);\n    }\n    void checkCmaCollision(Ray baser0, Vector3 cmaPos, Vector3 basePos0)//检测是否产生遮挡\n    {\n        for (; ; )\n        {\n            if (Physics.Raycast(baser0, out onrcHit, Vector3.Distance(cmaPos, basePos0), mask))\n            {\n                if (onrcHit.collider.gameObject.name == \"Plane\")\n                {\n                    break;\n                }\n                objAddToOnCmaCollision(onrcHit.collider.gameObject);\n            }\n            else\n            {\n                break;\n            }\n        }\n\n    }\n    void objAddToOnCmaCollision(GameObject obj)//添加遮挡物体\n    {\n        obj.layer = 10;\n        Material objm = obj.GetComponent<MeshRenderer>().material;\n        lastColor = objm.color;\n        objm.shader = Shader.Find(\"Legacy Shaders/Transparent/Diffuse\");\n        objm.color = new Color(lastColor.r, lastColor.g, lastColor.b, 0.3f);\n        onCmaCollision.Add(obj);\n    }\n    public void outPCOnDragBegin()\n    {\n        LastPos = new Vector2(Input.mousePosition.x, Input.mousePosition.y);\n        nowAngle_y = mycamera.transform.eulerAngles.x;\n        if (nowAngle_y > 180f || nowAngle_y < -180f)\n        {\n            for (; ; )\n            {\n                if (nowAngle_y > 180f)\n                    nowAngle_y -= 360; \n                else if (nowAngle_y < -180)\n                    nowAngle_y += 360; \n                if (nowAngle_y < 180f && nowAngle_y > -180f)\n                    break; \n            }\n        }\n    }\n\n    #endregion\n\n    #region UpdateAndInput\n    void Inputs()\n    {\n        inputJump = Input.GetButtonDown(\"Jump\");\n        inputLightHit = Input.GetButtonDown(\"LightHit\");\n        inputDeath = Input.GetButtonDown(\"Death\");\n        inputUnarmed = Input.GetButtonDown(\"Unarmed\");\n        inputShield = Input.GetButtonDown(\"Shield\");\n        inputAttackL = Input.GetButtonDown(\"Attack1\");\n        inputAttackR = Input.GetButtonDown(\"Attack2\");\n        inputCastL = Input.GetButtonDown(\"CastL\");\n        inputCastR = Input.GetButtonDown(\"CastR\");\n        inputSwitchUpDown = Input.GetAxis(\"Mouse ScrollWheel\");\n        inputSwitchLeftRight = Input.GetAxisRaw(\"SwitchLeftRight\");\n        inputStrafe = Input.GetKey(KeyCode.LeftShift);\n        inputTargetBlock = Input.GetAxisRaw(\"TargetBlock\");\n        inputDashVertical = Input.GetAxisRaw(\"DashVertical\");\n        inputDashHorizontal = Input.GetAxisRaw(\"DashHorizontal\");\n        inputHorizontal = Input.GetAxisRaw(\"Horizontal\");\n        inputVertical = Input.GetAxisRaw(\"Vertical\");\n        inputAiming = Input.GetButtonDown(\"Aiming\");\n    }\n\n\n\n    void Update()\n    {\n        Inputs();\n        DirectionalAiming();\n        if (canMove && !isBlocking && !isDead && !useMeshNav)\n        {\n            CameraRelativeInput();\n        }\n        else\n        {\n            inputVec = new Vector3(0, 0, 0);\n        }\n        if (inputJump)\n        {\n            doJump = true;\n        }\n        else\n        {\n            doJump = false;\n        }\n        if (CharacterState != CharacterState.SWIMMING)\n        {\n            Rolling();\n            Jumping();\n            Blocking();\n        }\n        if (inputLightHit && canAction && isGrounded && !isBlocking)\n        {\n            GetHit();\n        }\n        if (inputDeath && canAction && isGrounded && !isBlocking)\n        {\n            if (!isDead)\n            {\n                StartCoroutine(_Death());\n            }\n            else\n            {\n                StartCoroutine(_Revive());\n            }\n        }\n        if (inputUnarmed && canAction && isGrounded && !isBlocking && weapon != Weapon.UNARMED)\n        {\n            StartCoroutine(_SwitchWeapon(0));\n        }\n        if (inputShield && canAction && isGrounded && !isBlocking && leftWeapon != 7)\n        {\n            StartCoroutine(_SwitchWeapon(7));\n        }\n        if (inputAttackL && canAction && isGrounded && !isBlocking)\n        {\n            Attack(1);\n        }\n        if (inputAttackL && canAction && isGrounded && isBlocking)\n        {\n            StartCoroutine(_BlockHitReact());\n        }\n        if (inputAttackR && canAction && isGrounded && !isBlocking)\n        {\n            Attack(2);\n        }\n        if (inputAttackR && canAction && isGrounded && isBlocking)\n        {\n            StartCoroutine(_BlockHitReact());\n        }\n        if (inputCastL && canAction && isGrounded && !isBlocking && !isStrafing)\n        {\n            AttackKick(1);\n        }\n        if (inputCastL && canAction && isGrounded && isBlocking)\n        {\n            StartCoroutine(_BlockBreak());\n        }\n        if (inputCastR && canAction && isGrounded && !isBlocking && !isStrafing)\n        {\n            AttackKick(2);\n        }\n        if (inputCastR && canAction && isGrounded && isBlocking)\n        {\n            StartCoroutine(_BlockBreak());\n        }\n        if (inputSwitchUpDown < -0.1f && canAction && !isBlocking && isGrounded && isSwitchingFinished)\n        {\n            SwitchWeaponTwoHand(0);\n        }\n        else if (inputSwitchUpDown > 0.1f && canAction && !isBlocking && isGrounded && isSwitchingFinished)\n        {\n            SwitchWeaponTwoHand(1);\n        }\n        if (inputSwitchLeftRight < -0.1f && canAction && !isBlocking && isGrounded && isSwitchingFinished)\n        {\n            SwitchWeaponLeftRight(0);\n        }\n        else if (inputSwitchLeftRight > 0.1f && canAction && !isBlocking && isGrounded && isSwitchingFinished)\n        {\n            SwitchWeaponLeftRight(1);\n        }\n        if (inputSwitchLeftRight == 0 && inputSwitchUpDown == 0)\n        {\n            isSwitchingFinished = true;\n        }\n        //Strafing\n        if (inputStrafe || inputTargetBlock > 0.1f && canAction && weapon != Weapon.RIFLE)\n        {\n            if (!isRelax)\n            {\n                isStrafing = true;\n                animator.SetBool(\"Strafing\", true);\n            }\n            else\n            {\n                Aiming();\n            }\n            if (inputCastL && canAction && isGrounded && !isBlocking)\n            {\n                Cast(1, \"attack\");\n            }\n            if (inputCastR && canAction && isGrounded && !isBlocking)\n            {\n                Cast(2, \"attack\");\n            }\n        }\n        else\n        {\n            isStrafing = false;\n            animator.SetBool(\"Strafing\", false);\n        }\n        //Aiming\n        if (Input.GetMouseButtonDown(0))\n        {\n            if (useMeshNav)\n            {\n                RaycastHit hit;\n                if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, 100))\n                {\n                    navMeshAgent.destination = hit.point;\n                }\n            }\n            if (weapon == Weapon.RIFLE)\n            {\n                if (hipShooting == true)\n                {\n                    animator.SetTrigger(\"Attack2Trigger\");\n                }\n                else\n                {\n                    animator.SetTrigger(\"Attack1Trigger\");\n                }\n            }\n            if ((weapon == Weapon.TWOHANDBOW || weapon == Weapon.TWOHANDCROSSBOW) && isAiming)\n            {\n                animator.SetTrigger(\"Attack1Trigger\");\n            }\n        }\n        if (Input.GetMouseButtonDown(2))\n        {\n            animator.SetTrigger(\"ReloadTrigger\");\n        }\n        //Aiming switch\n        if (inputAiming)\n        {\n            if (!isAiming)\n            {\n                isAiming = true;\n                animator.SetBool(\"Aiming\", true);\n            }\n            else\n            {\n                isAiming = false;\n                animator.SetBool(\"Aiming\", false);\n            }\n        }\n        //Climbing\n        if (CharacterState == CharacterState.CLIMBING && !isClimbing)\n        {\n            if (inputVertical > 0.1f)\n            {\n                animator.applyRootMotion = true;\n                animator.SetTrigger(\"Climb-UpTrigger\");\n                isClimbing = true;\n            }\n            if (inputVertical < -0.1f)\n            {\n                animator.applyRootMotion = true;\n                animator.SetTrigger(\"Climb-DownTrigger\");\n                isClimbing = true;\n            }\n        }\n        if (CharacterState == CharacterState.CLIMBING && isClimbing)\n        {\n            if (inputVertical == 0)\n            {\n                isClimbing = false;\n            }\n        }\n        //Slow time\n        if (Input.GetKeyDown(KeyCode.T))\n        {\n            if (Time.timeScale != 1)\n            {\n                Time.timeScale = 1;\n            }\n            else\n            {\n                Time.timeScale = 0.15f;\n            }\n        }\n        //Pause\n        if (Input.GetKeyDown(KeyCode.P))\n        {\n            if (Time.timeScale != 1)\n            {\n                Time.timeScale = 1;\n            }\n            else\n            {\n                Time.timeScale = 0f;\n            }\n        }\n        //Injury\n        if (Input.GetKeyDown(KeyCode.I))\n        {\n            if (injured == false)\n            {\n                injured = true;\n                animator.SetBool(\"Injured\", true);\n            }\n            else\n            {\n                injured = false;\n                animator.SetBool(\"Injured\", false);\n            }\n        }\n    }\n\n    #endregion\n\n    #region Fixed/Late Updates\n\n    void FixedUpdate()\n    {\n        if (CharacterState != CharacterState.SWIMMING)\n        {\n            CheckForGrounded();\n            //apply gravity force\n            rb.AddForce(0, gravity, 0, ForceMode.Acceleration);\n            //check if character can move\n            if (canMove && !isBlocking && CharacterState != CharacterState.CLIMBING)\n            {\n                AirControl();\n            }\n            //check if falling\n            if (rb.velocity.y < fallingVelocity && CharacterState != CharacterState.CLIMBING)\n            {\n                isFalling = true;\n                animator.SetInteger(\"Jumping\", 2);\n                canJump = false;\n            }\n            else\n            {\n                isFalling = false;\n            }\n        }\n        else\n        {\n            WaterControl();\n        }\n        moveSpeed = UpdateMovement();\n    }\n\n    //get velocity of rigid body and pass the value to the animator to control the animations\n    void LateUpdate()\n    {\n        //Get local velocity of charcter\n        float velocityXel = transform.InverseTransformDirection(rb.velocity).x;\n        float velocityZel = transform.InverseTransformDirection(rb.velocity).z;\n        //Update animator with movement values\n        animator.SetFloat(\"Velocity X\", velocityXel / runSpeed);\n        animator.SetFloat(\"Velocity Z\", velocityZel / runSpeed);\n        //if character is alive and can move, set our animator\n        if (!isDead && canMove)\n        {\n            if (moveSpeed > 0)\n            {\n                animator.SetBool(\"Moving\", true);\n                isMoving = true;\n            }\n            else\n            {\n                animator.SetBool(\"Moving\", false);\n                isMoving = false;\n            }\n        }\n        //If using Navmesh nagivation, update values\n        if (useMeshNav)\n        {\n            if (navMeshAgent.velocity.sqrMagnitude > 0)\n            {\n                animator.SetBool(\"Moving\", true);\n                animator.SetFloat(\"Velocity Z\", navMeshAgent.velocity.magnitude);\n            }\n        }\n\n        cmaDirUpdateSet();//摄像机位置设置\n        shelterCheckUpdate();//遮挡透明化处理\n\n    }\n\n    #endregion\n\n    #region UpdateMovement\n\n    //Moves the character\n    float UpdateMovement()\n    {\n        Vector3 motion = inputVec;\n        if (isGrounded && CharacterState != CharacterState.CLIMBING)\n        {\n            //reduce input for diagonal movement\n            if (motion.magnitude > 1)\n            {\n                motion.Normalize();\n            }\n            if (canMove && !isBlocking && !useMeshNav)\n            {\n                //set speed by walking / running\n                if ((isStrafing && !isAiming) || injured)\n                {\n                    newVelocity = motion * walkSpeed;\n                }\n                else\n                {\n                    newVelocity = motion * runSpeed;\n                }\n                //if rolling use rolling speed and direction\n                if (isRolling)\n                {\n                    //force the dash movement to 1\n                    targetDashDirection.Normalize();\n                    newVelocity = rollSpeed * targetDashDirection;\n                }\n            }\n        }\n        else\n        {\n            if (CharacterState != CharacterState.SWIMMING)\n            {\n                //if we are falling use momentum\n                newVelocity = rb.velocity;\n            }\n            else\n            {\n                newVelocity = new Vector3(rb.velocity.x, 0, rb.velocity.z);\n            }\n        }\n        if (isStrafing && !isRelax)\n        {\n            //make character point at target\n            Quaternion targetRotation;\n            Vector3 targetPos = target.transform.position;\n            targetRotation = Quaternion.LookRotation(targetPos - new Vector3(transform.position.x, 0, transform.position.z));\n            transform.eulerAngles = Vector3.up * Mathf.MoveTowardsAngle(transform.eulerAngles.y, targetRotation.eulerAngles.y, (rotationSpeed * Time.deltaTime) * rotationSpeed);\n        }\n        else if (isAiming)\n        {\n            Aiming();\n        }\n        else\n        {\n            if (canMove)\n            {\n                //RotateTowardsMovementDir();\n            }\n        }\n        //if we are falling use momentum\n        newVelocity.y = rb.velocity.y;\n        rb.velocity = newVelocity;\n        //return a movement value for the animator\n        return inputVec.magnitude;\n    }\n\n    ////rotate character towards direction moved\n    //void RotateTowardsMovementDir()\n    //{\n    //    if (inputVec != Vector3.zero && !isStrafing && !isAiming && !isRolling && !isBlocking && rpgCharacterState != RPGCharacterState.CLIMBING)\n    //    {\n    //        transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(inputVec), Time.deltaTime * rotationSpeed);\n    //    }\n    //}\n\n    //All movement is based off camera facing\n    void CameraRelativeInput()\n    {\n        //Camera relative movement\n        Transform cameraTransform = mycamera.transform;\n        //Forward vector relative to the camera along the x-z plane   \n        Vector3 forward = cameraTransform.TransformDirection(Vector3.forward);\n        forward.y = 0;\n        forward = forward.normalized;\n        //Right vector relative to the camera always orthogonal to the forward vector\n        Vector3 right = new Vector3(forward.z, 0, -forward.x);\n        //directional inputs\n        if (!isRolling && !isAiming)\n        {\n            targetDashDirection = inputDashHorizontal * right + inputDashVertical * -forward;\n        }\n        inputVec = inputHorizontal * right + inputVertical * forward;\n    }\n\n    #endregion\n\n    #region Aiming / Turning\n\n    void Aiming()\n    {\n        for (int i = 0; i < Input.GetJoystickNames().Length; i++)\n        {\n            //if the right joystick is moved, use that for facing\n            if (Mathf.Abs(inputDashHorizontal) > 0.1 || Mathf.Abs(inputDashVertical) < -0.1)\n            {\n                Vector3 joyDirection = new Vector3(inputDashHorizontal, 0, -inputDashVertical);\n                joyDirection = joyDirection.normalized;\n                Quaternion joyRotation = Quaternion.LookRotation(joyDirection);\n                transform.rotation = joyRotation;\n            }\n        }\n        //no joysticks, use mouse aim\n        if (Input.GetJoystickNames().Length == 0)\n        {\n            Plane characterPlane = new Plane(Vector3.up, transform.position);\n            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);\n            Vector3 mousePosition = new Vector3(0, 0, 0);\n            float hitdist = 0.0f;\n            if (characterPlane.Raycast(ray, out hitdist))\n            {\n                mousePosition = ray.GetPoint(hitdist);\n            }\n            mousePosition = new Vector3(mousePosition.x, transform.position.y, mousePosition.z);\n            Vector3 relativePos = transform.position - mousePosition;\n            Quaternion rotation = Quaternion.LookRotation(-relativePos);\n            transform.rotation = rotation;\n\n        }\n    }\n\n    //Direcitonal aiming used by 2Handed Bow\n    void DirectionalAiming()\n    {\n        //controls\n        if (Input.GetKey(KeyCode.LeftArrow))\n        {\n            aimHorizontal -= 0.05f;\n        }\n        if (Input.GetKey(KeyCode.RightArrow))\n        {\n            aimHorizontal += 0.05f;\n        }\n        if (Input.GetKey(KeyCode.DownArrow))\n        {\n            aimVertical -= 0.05f;\n        }\n        if (Input.GetKey(KeyCode.UpArrow))\n        {\n            aimVertical += 0.05f;\n        }\n        if (aimHorizontal >= 1)\n        {\n            aimHorizontal = 1;\n        }\n        if (aimHorizontal <= -1)\n        {\n            aimHorizontal = -1;\n        }\n        if (aimVertical >= 1)\n        {\n            aimVertical = 1;\n        }\n        if (aimVertical <= -1)\n        {\n            aimVertical = -1;\n        }\n        if (Input.GetKey(KeyCode.B))\n        {\n            bowPull -= 0.05f;\n        }\n        if (Input.GetKey(KeyCode.N))\n        {\n            bowPull += 0.05f;\n        }\n        if (bowPull >= 1)\n        {\n            bowPull = 1;\n        }\n        if (bowPull <= -1)\n        {\n            bowPull = -1;\n        }\n        //Set the animator\n        animator.SetFloat(\"AimHorizontal\", aimHorizontal);\n        animator.SetFloat(\"AimVertical\", aimVertical);\n        animator.SetFloat(\"BowPull\", bowPull);\n    }\n\n    //Turning\n    public IEnumerator _Turning(int direction)\n    {\n        if (direction == 1)\n        {\n            StartCoroutine(_Lock(true, true, true, 0, 0.55f));\n            animator.SetTrigger(\"TurnLeftTrigger\");\n        }\n        if (direction == 2)\n        {\n            StartCoroutine(_Lock(true, true, true, 0, 0.55f));\n            animator.SetTrigger(\"TurnRightTrigger\");\n        }\n        yield return null;\n    }\n\n    //Dodging\n    public IEnumerator _Dodge(int direction)\n    {\n        if (direction == 1)\n        {\n            StartCoroutine(_Lock(true, true, true, 0, 0.55f));\n            animator.SetTrigger(\"DodgeLeftTrigger\");\n        }\n        if (direction == 2)\n        {\n            StartCoroutine(_Lock(true, true, true, 0, 0.55f));\n            animator.SetTrigger(\"DodgeRightTrigger\");\n        }\n        yield return null;\n    }\n\n    #endregion\n\n    #region Swimming\n\n    void OnTriggerEnter(Collider collide)\n    {\n        //If entering a water volume\n        if (collide.gameObject.layer == 4)\n        {\n            CharacterState = CharacterState.SWIMMING;\n            canAction = false;\n            rb.useGravity = false;\n            animator.SetTrigger(\"SwimTrigger\");\n            animator.SetBool(\"Swimming\", true);\n            animator.SetInteger(\"Weapon\", 0);\n            weapon = Weapon.UNARMED;\n            StartCoroutine(_WeaponVisibility(leftWeapon, 0, false));\n            StartCoroutine(_WeaponVisibility(rightWeapon, 0, false));\n            animator.SetInteger(\"RightWeapon\", 0);\n            animator.SetInteger(\"LeftWeapon\", 0);\n            animator.SetInteger(\"LeftRight\", 0);\n            FXSplash.Emit(30);\n        }\n        else if (collide.transform.parent != null)\n        {\n            if (collide.transform.parent.name.Contains(\"Ladder\"))\n            {\n                isNearLadder = true;\n                ladder = collide.gameObject;\n            }\n        }\n        else if (collide.transform.name.Contains(\"Cliff\"))\n        {\n            isNearCliff = true;\n            cliff = collide.gameObject;\n        }\n    }\n\n    void OnTriggerExit(Collider collide)\n    {\n        //If leaving a water volume\n        if (collide.gameObject.layer == 4)\n        {\n            CharacterState = CharacterState.DEFAULT;\n            canAction = true;\n            rb.useGravity = true;\n            animator.SetInteger(\"Jumping\", 2);\n            animator.SetBool(\"Swimming\", false);\n            capCollider.radius = 0.5f;\n        }\n        //If leaving a ladder\n        else if (collide.transform.parent != null)\n        {\n            if (collide.transform.parent.name.Contains(\"Ladder\"))\n            {\n                isNearLadder = false;\n                ladder = null;\n            }\n        }\n    }\n\n    //Movement when in water volume\n    void WaterControl()\n    {\n        AscendDescend();\n        Vector3 motion = inputVec;\n        //dampen vertical water movement\n        Vector3 dampenVertical = new Vector3(rb.velocity.x, (rb.velocity.y * 0.985f), rb.velocity.z);\n        rb.velocity = dampenVertical;\n        Vector3 waterDampen = new Vector3((rb.velocity.x * 0.98f), rb.velocity.y, (rb.velocity.z * 0.98f));\n        //If swimming, don't dampen movement, and scale capsule collider\n        if (moveSpeed < 0.1f)\n        {\n            rb.velocity = waterDampen;\n            capCollider.radius = 0.5f;\n        }\n        else\n        {\n            capCollider.radius = 1.5f;\n        }\n        rb.velocity = waterDampen;\n        //clamp diagonal movement so its not faster\n        motion *= (Mathf.Abs(inputVec.x) == 1 && Mathf.Abs(inputVec.z) == 1) ? 0.7f : 1;\n        rb.AddForce(motion * inWaterSpeed, ForceMode.Acceleration);\n        //limit the amount of velocity we can achieve to water speed\n        float velocityX = 0;\n        float velocityZ = 0;\n        if (rb.velocity.x > inWaterSpeed)\n        {\n            velocityX = GetComponent<Rigidbody>().velocity.x - inWaterSpeed;\n            if (velocityX < 0)\n            {\n                velocityX = 0;\n            }\n            rb.AddForce(new Vector3(-velocityX, 0, 0), ForceMode.Acceleration);\n        }\n        if (rb.velocity.x < minVelocity)\n        {\n            velocityX = rb.velocity.x - minVelocity;\n            if (velocityX > 0)\n            {\n                velocityX = 0;\n            }\n            rb.AddForce(new Vector3(-velocityX, 0, 0), ForceMode.Acceleration);\n        }\n        if (rb.velocity.z > inWaterSpeed)\n        {\n            velocityZ = rb.velocity.z - maxVelocity;\n            if (velocityZ < 0)\n            {\n                velocityZ = 0;\n            }\n            rb.AddForce(new Vector3(0, 0, -velocityZ), ForceMode.Acceleration);\n        }\n        if (rb.velocity.z < minVelocity)\n        {\n            velocityZ = rb.velocity.z - minVelocity;\n            if (velocityZ > 0)\n            {\n                velocityZ = 0;\n            }\n            rb.AddForce(new Vector3(0, 0, -velocityZ), ForceMode.Acceleration);\n        }\n    }\n\n    //Swim up and down\n    void AscendDescend()\n    {\n        if (doJump)\n        {\n            //swim down with left control\n            if (isStrafing)\n            {\n                animator.SetBool(\"Strafing\", true);\n                animator.SetTrigger(\"JumpTrigger\");\n                rb.velocity -= inWaterSpeed * Vector3.up;\n            }\n            else\n            {\n                animator.SetTrigger(\"JumpTrigger\");\n                rb.velocity += inWaterSpeed * Vector3.up;\n            }\n        }\n    }\n\n    #endregion\n\n    #region Jumping\n\n    //checks if character is within a certain distance from the ground, and markes it IsGrounded\n    void CheckForGrounded()\n    {\n        float distanceToGround;\n        float threshold = .45f;\n        RaycastHit hit;\n        Vector3 offset = new Vector3(0, 0.4f, 0);\n        if (Physics.Raycast((transform.position + offset), -Vector3.up, out hit, 100f))\n        {\n            distanceToGround = hit.distance;\n            if (distanceToGround < threshold)\n            {\n                isGrounded = true;\n                canJump = true;\n                startFall = false;\n                doublejumped = false;\n                canDoubleJump = false;\n                isFalling = false;\n                fallTimer = 0;\n                if (!isJumping)\n                {\n                    animator.SetInteger(\"Jumping\", 0);\n                }\n                //exit climbing on ground\n                if (CharacterState == CharacterState.CLIMBING)\n                {\n                    animator.SetTrigger(\"Climb-Off-BottomTrigger\");\n                    gravity = gravityTemp;\n                    rb.useGravity = true;\n                    CharacterState = CharacterState.DEFAULT;\n                }\n            }\n            else\n            {\n                fallTimer += 0.009f;\n                if (fallTimer >= fallDelay)\n                {\n                    isGrounded = false;\n                }\n            }\n        }\n    }\n\n    void Jumping()\n    {\n        if (isGrounded)\n        {\n            if (canJump && doJump)\n            {\n                StartCoroutine(_Jump());\n            }\n        }\n        else\n        {\n            canDoubleJump = true;\n            canJump = false;\n            if (isFalling)\n            {\n                //set the animation back to falling\n                animator.SetInteger(\"Jumping\", 2);\n                //prevent from going into land animation while in air\n                if (!startFall)\n                {\n                    animator.SetTrigger(\"JumpTrigger\");\n                    startFall = true;\n                }\n            }\n            if (canDoubleJump && doublejumping && Input.GetButtonDown(\"Jump\") && !doublejumped && isFalling)\n            {\n                // Apply the current movement to launch velocity\n                rb.velocity += doublejumpSpeed * Vector3.up;\n                animator.SetInteger(\"Jumping\", 3);\n                doublejumped = true;\n            }\n        }\n    }\n\n    public IEnumerator _Jump()\n    {\n        isJumping = true;\n        animator.SetInteger(\"Jumping\", 1);\n        animator.SetTrigger(\"JumpTrigger\");\n        // Apply the current movement to launch velocity\n        rb.velocity += jumpSpeed * Vector3.up;\n        canJump = false;\n        yield return new WaitForSeconds(0.5f);\n        isJumping = false;\n    }\n\n    void AirControl()\n    {\n        if (!isGrounded)\n        {\n            Vector3 motion = inputVec;\n            motion *= (Mathf.Abs(inputVec.x) == 1 && Mathf.Abs(inputVec.z) == 1) ? 0.7f : 1;\n            rb.AddForce(motion * inAirSpeed, ForceMode.Acceleration);\n            //limit the amount of velocity we can achieve\n            float velocityX = 0;\n            float velocityZ = 0;\n            if (rb.velocity.x > maxVelocity)\n            {\n                velocityX = GetComponent<Rigidbody>().velocity.x - maxVelocity;\n                if (velocityX < 0)\n                {\n                    velocityX = 0;\n                }\n                rb.AddForce(new Vector3(-velocityX, 0, 0), ForceMode.Acceleration);\n            }\n            if (rb.velocity.x < minVelocity)\n            {\n                velocityX = rb.velocity.x - minVelocity;\n                if (velocityX > 0)\n                {\n                    velocityX = 0;\n                }\n                rb.AddForce(new Vector3(-velocityX, 0, 0), ForceMode.Acceleration);\n            }\n            if (rb.velocity.z > maxVelocity)\n            {\n                velocityZ = rb.velocity.z - maxVelocity;\n                if (velocityZ < 0)\n                {\n                    velocityZ = 0;\n                }\n                rb.AddForce(new Vector3(0, 0, -velocityZ), ForceMode.Acceleration);\n            }\n            if (rb.velocity.z < minVelocity)\n            {\n                velocityZ = rb.velocity.z - minVelocity;\n                if (velocityZ > 0)\n                {\n                    velocityZ = 0;\n                }\n                rb.AddForce(new Vector3(0, 0, -velocityZ), ForceMode.Acceleration);\n            }\n        }\n    }\n\n    #endregion\n\n    #region MiscMethods\n\n    public void Climbing()\n    {\n        CharacterState = CharacterState.CLIMBING;\n    }\n\n    public void EndClimbing()\n    {\n        CharacterState = CharacterState.DEFAULT;\n        gravity = gravityTemp;\n        rb.useGravity = true;\n        animator.applyRootMotion = false;\n        canMove = true;\n        isClimbing = false;\n    }\n\n    //0 = No side\n    //1 = Left\n    //2 = Right\n    //3 = Dual\n    //weaponNumber 0 = Unarmed\n    //weaponNumber 1 = 2H Sword\n    //weaponNumber 2 = 2H Spear\n    //weaponNumber 3 = 2H Axe\n    //weaponNumber 4 = 2H Bow\n    //weaponNumber 5 = 2H Crowwbow\n    //weaponNumber 6 = 2H Staff\n    //weaponNumber 7 = Shield\n    //weaponNumber 8 = L Sword\n    //weaponNumber 9 = R Sword\n    //weaponNumber 10 = L Mace\n    //weaponNumber 11 = R Mace\n    //weaponNumber 12 = L Dagger\n    //weaponNumber 13 = R Dagger\n    //weaponNumber 14 = L Item\n    //weaponNumber 15 = R Item\n    //weaponNumber 16 = L Pistol\n    //weaponNumber 17 = R Pistol\n    //weaponNumber 18 = Rifle\n    //weaponNumber 19 == Right Spear\n    //weaponNumber 20 == 2H Club\n    public void Attack(int attackSide)\n    {\n        if (canAction && isGrounded)\n        {\n            //No controller input\n            if (inputVec.magnitude == 0f)\n            {\n                //Armed or Unarmed\n                if (weapon == Weapon.UNARMED || weapon == Weapon.ARMED || weapon == Weapon.ARMEDSHIELD)\n                {\n                    int maxAttacks = 3;\n                    int attackNumber = 0;\n                    //left attacks\n                    if (attackSide == 1)\n                    {\n                        animator.SetInteger(\"AttackSide\", 1);\n                        //Left sword has 6 attacks\n                        if (leftWeapon == 8)\n                        {\n                            attackNumber = Random.Range(1, 6);\n                        }\n                        else\n                        {\n                            attackNumber = Random.Range(1, maxAttacks);\n                        }\n                    }\n                    //right attacks\n                    else if (attackSide == 2)\n                    {\n                        animator.SetInteger(\"AttackSide\", 2);\n                        //Right spear has 7 attacks\n                        if (rightWeapon == 19)\n                        {\n                            attackNumber = Random.Range(1, 7);\n                        }\n                        //Right sword has 6 attacks\n                        else if (rightWeapon == 9)\n                        {\n                            attackNumber = Random.Range(7, 12);\n                        }\n                        else\n                        {\n                            attackNumber = Random.Range(3, maxAttacks + 3);\n                        }\n                    }\n                    //dual attacks\n                    else if (attackSide == 3)\n                    {\n                        attackNumber = Random.Range(1, maxAttacks);\n                    }\n                    if (attackSide != 3)\n                    {\n                        animator.SetTrigger(\"Attack\" + (attackNumber + 1).ToString() + \"Trigger\");\n                        if (leftWeapon == 12 || leftWeapon == 14 || rightWeapon == 13 || rightWeapon == 15 || rightWeapon == 19)\n                        {\n                            StartCoroutine(_Lock(true, true, true, 0, 0.75f));\n                        }\n                        else\n                        {\n                            StartCoroutine(_Lock(true, true, true, 0, 0.7f));\n                        }\n                    }\n                    //Dual Attacks\n                    else\n                    {\n                        animator.SetTrigger(\"AttackDual\" + (attackNumber + 1).ToString() + \"Trigger\");\n                        StartCoroutine(_Lock(true, true, true, 0, 0.75f));\n                    }\n                }\n                else if (weapon == Weapon.SHIELD)\n                {\n                    int maxAttacks = 1;\n                    int attackNumber = Random.Range(1, maxAttacks);\n                    if (isGrounded)\n                    {\n                        animator.SetTrigger(\"Attack\" + (attackNumber).ToString() + \"Trigger\");\n                        StartCoroutine(_Lock(true, true, true, 0, 1.1f));\n                    }\n                }\n                else if (weapon == Weapon.TWOHANDSPEAR)\n                {\n                    int maxAttacks = 10;\n                    int attackNumber = Random.Range(1, maxAttacks);\n                    if (isGrounded)\n                    {\n                        animator.SetTrigger(\"Attack\" + (attackNumber).ToString() + \"Trigger\");\n                        StartCoroutine(_Lock(true, true, true, 0, 1.1f));\n                    }\n                }\n                else if (weapon == Weapon.TWOHANDCLUB)\n                {\n                    int maxAttacks = 10;\n                    int attackNumber = Random.Range(1, maxAttacks);\n                    if (isGrounded)\n                    {\n                        animator.SetTrigger(\"Attack\" + (attackNumber).ToString() + \"Trigger\");\n                        StartCoroutine(_Lock(true, true, true, 0, 1.1f));\n                    }\n                }\n                else if (weapon == Weapon.TWOHANDSWORD)\n                {\n                    int maxAttacks = 11;\n                    int attackNumber = Random.Range(1, maxAttacks);\n                    if (isGrounded)\n                    {\n                        animator.SetTrigger(\"Attack\" + (attackNumber).ToString() + \"Trigger\");\n                        StartCoroutine(_Lock(true, true, true, 0, 1.1f));\n                    }\n                }\n                else\n                {\n                    int maxAttacks = 6;\n                    int attackNumber = Random.Range(1, maxAttacks);\n                    if (isGrounded)\n                    {\n                        animator.SetTrigger(\"Attack\" + (attackNumber).ToString() + \"Trigger\");\n                        if (weapon == Weapon.TWOHANDSWORD)\n                        {\n                            StartCoroutine(_Lock(true, true, true, 0, 0.85f));\n                        }\n                        else if (weapon == Weapon.TWOHANDAXE)\n                        {\n                            StartCoroutine(_Lock(true, true, true, 0, 1.5f));\n                        }\n                        else if (weapon == Weapon.STAFF)\n                        {\n                            StartCoroutine(_Lock(true, true, true, 0, 1f));\n                        }\n                        else\n                        {\n                            StartCoroutine(_Lock(true, true, true, 0, 0.75f));\n                        }\n                    }\n                }\n            }\n            //Character is Moving, use running attacks.\n            else if (weapon == Weapon.ARMED)\n            {\n                if (attackSide == 1)\n                {\n                    animator.SetTrigger(\"Attack1Trigger\");\n                }\n                if (attackSide == 2)\n                {\n                    animator.SetTrigger(\"Attack4Trigger\");\n                }\n                if (attackSide == 3)\n                {\n                    animator.SetTrigger(\"AttackDual1Trigger\");\n                }\n            }\n            else\n            {\n            }\n        }\n    }\n\n    public void AttackKick(int kickSide)\n    {\n        if (isGrounded)\n        {\n            if (kickSide == 1)\n            {\n                animator.SetTrigger(\"AttackKick1Trigger\");\n            }\n            else\n            {\n                animator.SetTrigger(\"AttackKick2Trigger\");\n            }\n            StartCoroutine(_Lock(true, true, true, 0, 0.8f));\n        }\n    }\n\n    public void Special(int n)\n    {\n        if (special < 1)\n        {\n            animator.SetTrigger(\"Special\" + n.ToString() + \"Trigger\");\n            special = n;\n            canAction = false;\n            if (weapon == Weapon.TWOHANDSWORD)\n            {\n                if (special == 1)\n                {\n                    StartCoroutine(_Lock(false, true, false, 0, 0.6f));\n                }\n            }\n        }\n        else\n        {\n            animator.SetTrigger(\"SpecialEndTrigger\");\n            UnLock(true, true);\n            special = 0;\n        }\n    }\n\n    //0 = No side\n    //1 = Left\n    //2 = Right\n    //3 = Dual\n    public void Cast(int attackSide, string type)\n    {\n        //Cancel current casting\n        if (attackSide == 0)\n        {\n            animator.SetTrigger(\"CastEndTrigger\");\n            isCasting = false;\n            canAction = true;\n            StartCoroutine(_Lock(true, true, true, 0, 0.2f));\n            return;\n        }\n        //Set Left, Right, Dual for variable casts\n        if (attackSide == 4)\n        {\n            if (leftWeapon == 0 && rightWeapon == 0)\n            {\n                animator.SetInteger(\"LeftRight\", 3);\n            }\n            else if (leftWeapon == 0)\n            {\n                animator.SetInteger(\"LeftRight\", 1);\n            }\n            else if (rightWeapon == 0)\n            {\n                animator.SetInteger(\"LeftRight\", 2);\n            }\n        }\n        else\n        {\n            animator.SetInteger(\"LeftRight\", attackSide);\n        }\n        if (weapon == Weapon.UNARMED || weapon == Weapon.STAFF || weapon == Weapon.ARMED)\n        {\n            //Cast Attacks\n            if (type == \"attack\")\n            {\n                int maxAttacks = 3;\n                if (isGrounded)\n                {\n                    int attackNumber = Random.Range(1, maxAttacks + 1);\n                    animator.SetTrigger(\"CastAttack\" + (attackNumber).ToString() + \"Trigger\");\n                    isCasting = true;\n                    canAction = false;\n                    StartCoroutine(_Lock(true, true, false, 0, 0.8f));\n                }\n            }\n            //Cast Buffs, AOE, Summons\n            else\n            {\n                int maxAttacks = 2;\n                int attackNumber = Random.Range(1, maxAttacks + 1);\n                if (isGrounded)\n                {\n                    isCasting = true;\n                    canAction = false;\n                    if (type == \"AOE\")\n                    {\n                        animator.SetTrigger(\"CastAOE\" + (attackNumber).ToString() + \"Trigger\");\n                    }\n                    if (type == \"buff\")\n                    {\n                        animator.SetTrigger(\"CastBuff\" + (attackNumber).ToString() + \"Trigger\");\n                    }\n                    if (type == \"summon\")\n                    {\n                        animator.SetTrigger(\"CastSummon\" + (attackNumber).ToString() + \"Trigger\");\n                    }\n                    StartCoroutine(_Lock(true, true, false, 0, 0.8f));\n                }\n            }\n        }\n    }\n\n    public void Blocking()\n    {\n        if (Input.GetAxisRaw(\"TargetBlock\") < -0.1f && canAction && isGrounded)\n        {\n            if (!isBlocking)\n            {\n                animator.SetTrigger(\"BlockTrigger\");\n            }\n            isBlocking = true;\n            canJump = false;\n            animator.SetBool(\"Blocking\", true);\n            rb.velocity = Vector3.zero;\n            rb.angularVelocity = Vector3.zero;\n            inputVec = Vector3.zero;\n        }\n        else\n        {\n            isBlocking = false;\n            canJump = true;\n            animator.SetBool(\"Blocking\", false);\n        }\n    }\n\n    public void GetHit()\n    {\n        if (weapon != Weapon.RIFLE)\n        {\n            int hits = 5;\n            int hitNumber = Random.Range(0, hits);\n            animator.SetTrigger(\"GetHit\" + (hitNumber + 1).ToString() + \"Trigger\");\n            StartCoroutine(_Lock(true, true, true, 0.1f, 0.4f));\n            //apply directional knockback force\n            if (hitNumber <= 1)\n            {\n                StartCoroutine(_Knockback(-transform.forward, 8, 4));\n            }\n            else if (hitNumber == 2)\n            {\n                StartCoroutine(_Knockback(transform.forward, 8, 4));\n            }\n            else if (hitNumber == 3)\n            {\n                StartCoroutine(_Knockback(transform.right, 8, 4));\n            }\n            else if (hitNumber == 4)\n            {\n                StartCoroutine(_Knockback(-transform.right, 8, 4));\n            }\n        }\n        else\n        {\n            animator.SetTrigger(\"GetHit1Trigger\");\n        }\n    }\n\n    IEnumerator _Knockback(Vector3 knockDirection, int knockBackAmount, int variableAmount)\n    {\n        isKnockback = true;\n        StartCoroutine(_KnockbackForce(knockDirection, knockBackAmount, variableAmount));\n        yield return new WaitForSeconds(.1f);\n        isKnockback = false;\n    }\n\n    IEnumerator _KnockbackForce(Vector3 knockDirection, int knockBackAmount, int variableAmount)\n    {\n        while (isKnockback)\n        {\n            rb.AddForce(knockDirection * ((knockBackAmount + Random.Range(-variableAmount, variableAmount)) * (knockbackMultiplier * 10)), ForceMode.Impulse);\n            yield return null;\n        }\n    }\n\n    public IEnumerator _Death()\n    {\n        animator.SetTrigger(\"Death1Trigger\");\n        StartCoroutine(_Lock(true, true, true, 0.1f, 1.5f));\n        isDead = true;\n        animator.SetBool(\"Moving\", false);\n        inputVec = new Vector3(0, 0, 0);\n        yield return null;\n    }\n\n    public IEnumerator _Revive()\n    {\n        animator.SetTrigger(\"Revive1Trigger\");\n        StartCoroutine(_Lock(true, true, true, 0f, 1.45f));\n        isDead = false;\n        yield return null;\n    }\n\n    #endregion\n\n    #region Rolling\n\n    void Rolling()\n    {\n        if (!isRolling && isGrounded && !isAiming)\n        {\n            if (Input.GetAxis(\"DashVertical\") > 0.5f || Input.GetAxis(\"DashVertical\") < -0.5f || Input.GetAxis(\"DashHorizontal\") > 0.5f || Input.GetAxis(\"DashHorizontal\") < -0.5f)\n            {\n                StartCoroutine(_DirectionalRoll());\n            }\n        }\n    }\n\n    public IEnumerator _DirectionalRoll()\n    {\n        //check which way the dash is pressed relative to the character facing\n        float angle = Vector3.Angle(targetDashDirection, -transform.forward);\n        float sign = Mathf.Sign(Vector3.Dot(transform.up, Vector3.Cross(targetDashDirection, transform.forward)));\n        // angle in [-179,180]\n        float signed_angle = angle * sign;\n        //angle in 0-360\n        float angle360 = (signed_angle + 180) % 360;\n        //deternime the animation to play based on the angle\n        if (angle360 > 315 || angle360 < 45)\n        {\n            StartCoroutine(_Roll(1));\n        }\n        if (angle360 > 45 && angle360 < 135)\n        {\n            StartCoroutine(_Roll(2));\n        }\n        if (angle360 > 135 && angle360 < 225)\n        {\n            StartCoroutine(_Roll(3));\n        }\n        if (angle360 > 225 && angle360 < 315)\n        {\n            StartCoroutine(_Roll(4));\n        }\n        yield return null;\n    }\n\n    public IEnumerator _Roll(int rollNumber)\n    {\n        if (rollNumber == 1)\n        {\n            animator.SetTrigger(\"RollForwardTrigger\");\n        }\n        if (rollNumber == 2)\n        {\n            animator.SetTrigger(\"RollRightTrigger\");\n        }\n        if (rollNumber == 3)\n        {\n            animator.SetTrigger(\"RollBackwardTrigger\");\n        }\n        if (rollNumber == 4)\n        {\n            animator.SetTrigger(\"RollLeftTrigger\");\n        }\n        isRolling = true;\n        canAction = false;\n        yield return new WaitForSeconds(rollduration);\n        isRolling = false;\n        canAction = true;\n    }\n\n    #region 事件\n    public void Hit()\n    {\n    }\n\n    public void Shoot()\n    {\n    }\n\n    public void FootR()\n    {\n    }\n\n    public void FootL()\n    {\n    }\n\n    public void Land()\n    {\n    }\n\n    public void WeaponSwitch()\n    {\n    }\n    #endregion\n\n    #endregion\n\n    #region _Coroutines\n\n    //method to keep character from moving while attacking, etc\n    //timed -1 = infinite, 0 = no, 1 = yes\n    public IEnumerator _Lock(bool lockMovement, bool lockAction, bool timed, float delayTime, float lockTime)\n    {\n        yield return new WaitForSeconds(delayTime);\n        if (lockMovement)\n        {\n            LockMovement();\n        }\n        if (lockAction)\n        {\n            LockAction();\n        }\n        if (timed)\n        {\n            yield return new WaitForSeconds(lockTime);\n            UnLock(lockMovement, lockAction);\n        }\n    }\n\n    //method to keep character from moving while attacking, etc\n    void LockMovement()\n    {\n        canMove = false;\n        animator.SetBool(\"Moving\", false);\n        rb.velocity = Vector3.zero;\n        rb.angularVelocity = Vector3.zero;\n        inputVec = new Vector3(0, 0, 0);\n        animator.applyRootMotion = true;\n    }\n\n    //method to keep character from moving while attacking, etc\n    void LockAction()\n    {\n        canAction = false;\n    }\n\n    //let character move and act again\n    void UnLock(bool movement, bool actions)\n    {\n        if (movement)\n        {\n            canMove = true;\n            animator.applyRootMotion = false;\n        }\n        if (actions)\n        {\n            canAction = true;\n        }\n    }\n\n    //for controller weapon switching\n    void SwitchWeaponTwoHand(int upDown)\n    {\n        if (instantWeaponSwitch)\n        {\n            HideAllWeapons();\n        }\n        isSwitchingFinished = false;\n        int weaponSwitch = (int)weapon;\n        if (upDown == 0)\n        {\n            weaponSwitch--;\n            if (weaponSwitch < 1 || weaponSwitch == 18 || weaponSwitch == 20)\n            {\n                StartCoroutine(_SwitchWeapon(6));\n            }\n            else\n            {\n                StartCoroutine(_SwitchWeapon(weaponSwitch));\n            }\n        }\n        if (upDown == 1)\n        {\n            weaponSwitch++;\n            if (weaponSwitch > 6 && weaponSwitch < 18)\n            {\n                StartCoroutine(_SwitchWeapon(1));\n            }\n            else\n            {\n                StartCoroutine(_SwitchWeapon(weaponSwitch));\n            }\n        }\n    }\n\n    //for controller weapon switching\n    void SwitchWeaponLeftRight(int leftRight)\n    {\n        if (instantWeaponSwitch)\n        {\n            HideAllWeapons();\n        }\n        int weaponSwitch = 0;\n        isSwitchingFinished = false;\n        if (leftRight == 0)\n        {\n            weaponSwitch = leftWeapon;\n            if (weaponSwitch < 16 && weaponSwitch != 0 && leftWeapon != 7)\n            {\n                weaponSwitch += 2;\n            }\n            else\n            {\n                weaponSwitch = 8;\n            }\n        }\n        if (leftRight == 1)\n        {\n            weaponSwitch = rightWeapon;\n            if (weaponSwitch < 17 && weaponSwitch != 0)\n            {\n                weaponSwitch += 2;\n            }\n            else\n            {\n                weaponSwitch = 9;\n            }\n        }\n        StartCoroutine(_SwitchWeapon(weaponSwitch));\n    }\n\n    //function to switch weapons\n    //weaponNumber 0 = Unarmed\n    //weaponNumber 1 = 2H Sword\n    //weaponNumber 2 = 2H Spear\n    //weaponNumber 3 = 2H Axe\n    //weaponNumber 4 = 2H Bow\n    //weaponNumber 5 = 2H Crowwbow\n    //weaponNumber 6 = 2H Staff\n    //weaponNumber 7 = Shield\n    //weaponNumber 8 = L Sword\n    //weaponNumber 9 = R Sword\n    //weaponNumber 10 = L Mace\n    //weaponNumber 11 = R Mace\n    //weaponNumber 12 = L Dagger\n    //weaponNumber 13 = R Dagger\n    //weaponNumber 14 = L Item\n    //weaponNumber 15 = R Item\n    //weaponNumber 16 = L Pistol\n    //weaponNumber 17 = R Pistol\n    //weaponNumber 18 = Rifle\n    //weaponNumber 19 == Right Spear\n    //weaponNumber 20 == 2H Club\n    public IEnumerator _SwitchWeapon(int weaponNumber)\n    {\n        //character is unarmed\n        if (weapon == Weapon.UNARMED)\n        {\n            StartCoroutine(_UnSheathWeapon(weaponNumber));\n        }\n        //character has 2 handed weapon\n        else if (weapon == Weapon.STAFF || weapon == Weapon.TWOHANDAXE || weapon == Weapon.TWOHANDBOW || weapon == Weapon.TWOHANDCROSSBOW || weapon == Weapon.TWOHANDSPEAR || weapon == Weapon.TWOHANDSWORD || weapon == Weapon.RIFLE || weapon == Weapon.TWOHANDCLUB)\n        {\n            StartCoroutine(_SheathWeapon(leftWeapon, weaponNumber));\n            if (!instantWeaponSwitch)\n            {\n                yield return new WaitForSeconds(1.1f);\n            }\n            if (weaponNumber > 0)\n            {\n                StartCoroutine(_UnSheathWeapon(weaponNumber));\n            }\n            //switch to unarmed\n            else\n            {\n                weapon = Weapon.UNARMED;\n                animator.SetInteger(\"Weapon\", 0);\n            }\n        }\n        //character has 1 or 2 1hand weapons and/or shield\n        else if (weapon == Weapon.ARMED || weapon == Weapon.SHIELD || weapon == Weapon.ARMEDSHIELD)\n        {\n            //character is switching to 2 hand weapon or unarmed, put put away all weapons\n            if (weaponNumber < 7 || weaponNumber > 17 || weaponNumber == 20)\n            {\n                //check left hand for weapon\n                if (leftWeapon != 0)\n                {\n                    StartCoroutine(_SheathWeapon(leftWeapon, weaponNumber));\n                    if (!instantWeaponSwitch)\n                    {\n                        yield return new WaitForSeconds(1.05f);\n                    }\n                    if (rightWeapon != 0)\n                    {\n                        StartCoroutine(_SheathWeapon(rightWeapon, weaponNumber));\n                        if (!instantWeaponSwitch)\n                        {\n                            yield return new WaitForSeconds(1.05f);\n                        }\n                        //and right hand weapon\n                        if (weaponNumber != 0)\n                        {\n                            StartCoroutine(_UnSheathWeapon(weaponNumber));\n                        }\n                    }\n                    if (weaponNumber != 0)\n                    {\n                        StartCoroutine(_UnSheathWeapon(weaponNumber));\n                    }\n                }\n                //check right hand for weapon if no left hand weapon\n                if (rightWeapon != 0)\n                {\n                    StartCoroutine(_SheathWeapon(rightWeapon, weaponNumber));\n                    if (!instantWeaponSwitch)\n                    {\n                        yield return new WaitForSeconds(1.05f);\n                    }\n                    if (weaponNumber != 0)\n                    {\n                        StartCoroutine(_UnSheathWeapon(weaponNumber));\n                    }\n                }\n            }\n            //using 1 handed weapon(s)\n            else if (weaponNumber == 7)\n            {\n                if (leftWeapon > 0)\n                {\n                    StartCoroutine(_SheathWeapon(leftWeapon, weaponNumber));\n                    if (!instantWeaponSwitch)\n                    {\n                        yield return new WaitForSeconds(1.05f);\n                    }\n                }\n                StartCoroutine(_UnSheathWeapon(weaponNumber));\n            }\n            //switching left weapon, put away left weapon if equipped\n            else if ((weaponNumber == 8 || weaponNumber == 10 || weaponNumber == 12 || weaponNumber == 14 || weaponNumber == 16))\n            {\n                if (leftWeapon > 0)\n                {\n                    StartCoroutine(_SheathWeapon(leftWeapon, weaponNumber));\n                    if (!instantWeaponSwitch)\n                    {\n                        yield return new WaitForSeconds(1.05f);\n                    }\n                }\n                StartCoroutine(_UnSheathWeapon(weaponNumber));\n            }\n            //switching right weapon, put away right weapon if equipped\n            else if ((weaponNumber == 9 || weaponNumber == 11 || weaponNumber == 13 || weaponNumber == 15 || weaponNumber == 17 || weaponNumber == 19))\n            {\n                if (rightWeapon > 0)\n                {\n                    StartCoroutine(_SheathWeapon(rightWeapon, weaponNumber));\n                    if (!instantWeaponSwitch)\n                    {\n                        yield return new WaitForSeconds(1.05f);\n                    }\n                }\n                StartCoroutine(_UnSheathWeapon(weaponNumber));\n            }\n        }\n        yield return null;\n    }\n\n    public IEnumerator _SheathWeapon(int weaponNumber, int weaponDraw)\n    {\n        if ((weaponNumber == 8 || weaponNumber == 10 || weaponNumber == 12 || weaponNumber == 14 || weaponNumber == 16))\n        {\n            animator.SetInteger(\"LeftRight\", 1);\n        }\n        else if ((weaponNumber == 9 || weaponNumber == 11 || weaponNumber == 13 || weaponNumber == 15 || weaponNumber == 17 || weaponNumber == 19))\n        {\n            animator.SetInteger(\"LeftRight\", 2);\n        }\n        else if (weaponNumber == 7)\n        {\n            animator.SetInteger(\"LeftRight\", 1);\n        }\n        //if switching to unarmed, don't set \"Armed\" until after 2nd weapon sheath\n        if (weaponDraw == 0)\n        {\n            if (leftWeapon == 0 && rightWeapon != 0)\n            {\n                animator.SetBool(\"Armed\", false);\n            }\n            if (rightWeapon == 0 && leftWeapon != 0)\n            {\n                animator.SetBool(\"Armed\", false);\n            }\n        }\n        if (!instantWeaponSwitch)\n        {\n            animator.SetTrigger(\"WeaponSheathTrigger\");\n            yield return new WaitForSeconds(0.1f);\n        }\n        else\n        {\n            animator.SetTrigger(\"InstantSwitchTrigger\");\n        }\n        //Sheath 2 handed weapons\n        if (weaponNumber < 7 || weaponNumber == 18 || weaponNumber == 19 || weaponNumber == 20)\n        {\n            leftWeapon = 0;\n            animator.SetInteger(\"LeftWeapon\", 0);\n            rightWeapon = 0;\n            animator.SetInteger(\"RightWeapon\", 0);\n            animator.SetBool(\"Shield\", false);\n            animator.SetBool(\"Armed\", false);\n        }\n        //Sheath Shield\n        else if (weaponNumber == 7)\n        {\n            leftWeapon = 0;\n            animator.SetInteger(\"LeftWeapon\", 0);\n            animator.SetBool(\"Shield\", false);\n        }\n        //Sheath left weapon\n        else if ((weaponNumber == 8 || weaponNumber == 10 || weaponNumber == 12 || weaponNumber == 14 || weaponNumber == 16))\n        {\n            leftWeapon = 0;\n            animator.SetInteger(\"LeftWeapon\", 0);\n        }\n        //Sheath right weapon\n        else if ((weaponNumber == 9 || weaponNumber == 11 || weaponNumber == 13 || weaponNumber == 15 || weaponNumber == 17 || weaponNumber == 19))\n        {\n            rightWeapon = 0;\n            animator.SetInteger(\"RightWeapon\", 0);\n        }\n        //if switched to unarmed\n        if (leftWeapon == 0 && rightWeapon == 0)\n        {\n            animator.SetBool(\"Armed\", false);\n        }\n        if (leftWeapon == 0 && rightWeapon == 0)\n        {\n            animator.SetInteger(\"LeftRight\", 0);\n            animator.SetInteger(\"Weapon\", 0);\n            animator.SetBool(\"Armed\", false);\n            weapon = Weapon.UNARMED;\n        }\n        if (instantWeaponSwitch)\n        {\n            StartCoroutine(_WeaponVisibility(weaponNumber, 0f, false));\n        }\n        else\n        {\n            StartCoroutine(_WeaponVisibility(weaponNumber, 0.4f, false));\n            StartCoroutine(_Lock(true, true, true, 0, 1));\n        }\n        yield return null;\n    }\n\n    public IEnumerator _UnSheathWeapon(int weaponNumber)\n    {\n        if (!instantWeaponSwitch)\n        {\n            animator.SetInteger(\"Weapon\", -1);\n        }\n        yield return new WaitForEndOfFrame();\n        yield return new WaitForEndOfFrame();\n        yield return new WaitForEndOfFrame();\n        //two handed weapons\n        if (weaponNumber < 7 || weaponNumber == 18 || weaponNumber == 20)\n        {\n            leftWeapon = weaponNumber;\n            animator.SetInteger(\"LeftRight\", 3);\n            if (weaponNumber == 0)\n            {\n                weapon = Weapon.UNARMED;\n            }\n            if (weaponNumber == 1)\n            {\n                weapon = Weapon.TWOHANDSWORD;\n                if (!instantWeaponSwitch)\n                {\n                    StartCoroutine(_WeaponVisibility(weaponNumber, 0.4f, true));\n                }\n            }\n            else if (weaponNumber == 2)\n            {\n                weapon = Weapon.TWOHANDSPEAR;\n                if (!instantWeaponSwitch)\n                {\n                    StartCoroutine(_WeaponVisibility(weaponNumber, 0.5f, true));\n                }\n            }\n            else if (weaponNumber == 3)\n            {\n                weapon = Weapon.TWOHANDAXE;\n                if (!instantWeaponSwitch)\n                {\n                    StartCoroutine(_WeaponVisibility(weaponNumber, 0.5f, true));\n                }\n            }\n            else if (weaponNumber == 4)\n            {\n                weapon = Weapon.TWOHANDBOW;\n                if (!instantWeaponSwitch)\n                {\n                    StartCoroutine(_WeaponVisibility(weaponNumber, 0.55f, true));\n                }\n            }\n            else if (weaponNumber == 5)\n            {\n                weapon = Weapon.TWOHANDCROSSBOW;\n                if (!instantWeaponSwitch)\n                {\n                    StartCoroutine(_WeaponVisibility(weaponNumber, 0.5f, true));\n                }\n            }\n            else if (weaponNumber == 6)\n            {\n                weapon = Weapon.STAFF;\n                if (!instantWeaponSwitch)\n                {\n                    StartCoroutine(_WeaponVisibility(weaponNumber, 0.6f, true));\n                }\n            }\n            else if (weaponNumber == 18)\n            {\n                weapon = Weapon.RIFLE;\n                if (!instantWeaponSwitch)\n                {\n                    StartCoroutine(_WeaponVisibility(weaponNumber, 0.6f, true));\n                }\n            }\n            else if (weaponNumber == 20)\n            {\n                weapon = Weapon.TWOHANDCLUB;\n                if (!instantWeaponSwitch)\n                {\n                    StartCoroutine(_WeaponVisibility(weaponNumber, 0.6f, true));\n                }\n            }\n            if (!instantWeaponSwitch)\n            {\n                animator.SetTrigger(\"WeaponUnsheathTrigger\");\n                StartCoroutine(_Lock(true, true, true, 0, 1.1f));\n            }\n            if (instantWeaponSwitch)\n            {\n                StartCoroutine(_WeaponVisibility(weaponNumber, 0.2f, true));\n                animator.SetTrigger(\"InstantSwitchTrigger\");\n            }\n        }\n        //one handed weapons\n        else\n        {\n            if (weaponNumber == 7)\n            {\n                leftWeapon = 7;\n                animator.SetInteger(\"LeftWeapon\", 7);\n                animator.SetInteger(\"LeftRight\", 1);\n                if (!instantWeaponSwitch)\n                {\n                    StartCoroutine(_WeaponVisibility(weaponNumber, 0.6f, true));\n                    animator.SetTrigger(\"WeaponUnsheathTrigger\");\n                    StartCoroutine(_Lock(true, true, true, 0, 1.1f));\n                }\n                else\n                {\n                    StartCoroutine(_WeaponVisibility(weaponNumber, 0.2f, true));\n                    animator.SetTrigger(\"InstantSwitchTrigger\");\n                }\n                animator.SetBool(\"Shield\", true);\n            }\n            //Left hand weapons\n            else if (weaponNumber == 8 || weaponNumber == 10 || weaponNumber == 12 || weaponNumber == 14 || weaponNumber == 16)\n            {\n                animator.SetInteger(\"LeftRight\", 1);\n                animator.SetInteger(\"LeftWeapon\", weaponNumber);\n                if (!instantWeaponSwitch)\n                {\n                    StartCoroutine(_WeaponVisibility(weaponNumber, 0.6f, true));\n                    animator.SetTrigger(\"WeaponUnsheathTrigger\");\n                    StartCoroutine(_Lock(true, true, true, 0, 1.1f));\n                }\n                else\n                {\n                    StartCoroutine(_WeaponVisibility(weaponNumber, 0.2f, true));\n                    animator.SetTrigger(\"InstantSwitchTrigger\");\n                }\n                leftWeapon = weaponNumber;\n                weaponNumber = 7;\n            }\n            //Right hand weapons\n            else if (weaponNumber == 9 || weaponNumber == 11 || weaponNumber == 13 || weaponNumber == 15 || weaponNumber == 17 || weaponNumber == 19)\n            {\n                animator.SetInteger(\"LeftRight\", 2);\n                animator.SetInteger(\"RightWeapon\", weaponNumber);\n                rightWeapon = weaponNumber;\n                if (!instantWeaponSwitch)\n                {\n                    StartCoroutine(_WeaponVisibility(weaponNumber, 0.6f, true));\n                    animator.SetTrigger(\"WeaponUnsheathTrigger\");\n                    StartCoroutine(_Lock(true, true, true, 0, 1.1f));\n                }\n                else\n                {\n                    StartCoroutine(_WeaponVisibility(weaponNumber, 0.2f, true));\n                    animator.SetTrigger(\"InstantSwitchTrigger\");\n                }\n                weaponNumber = 7;\n                //set shield to false for animator, will reset later\n                if (leftWeapon == 7)\n                {\n                    animator.SetBool(\"Shield\", false);\n                }\n            }\n        }\n        if (weapon == Weapon.RIFLE)\n        {\n            animator.SetInteger(\"Weapon\", 8);\n        }\n        else if (weapon == Weapon.TWOHANDCLUB)\n        {\n            animator.SetInteger(\"Weapon\", 9);\n        }\n        else\n        {\n            animator.SetInteger(\"Weapon\", weaponNumber);\n        }\n        //Shield\n        if (leftWeapon == 7)\n        {\n            if (rightWeapon == 0)\n            {\n                animator.SetBool(\"Shield\", true);\n                weapon = Weapon.SHIELD;\n            }\n            else\n            {\n                animator.SetBool(\"Shield\", true);\n                weapon = Weapon.ARMEDSHIELD;\n            }\n            animator.SetBool(\"Shield\", true);\n        }\n        //Set weapon and animator to Armed\n        if ((leftWeapon > 6 || rightWeapon > 6) && weapon != Weapon.RIFLE && weapon != Weapon.TWOHANDCLUB)\n        {\n            yield return new WaitForSeconds(0.25f);\n            animator.SetBool(\"Armed\", true);\n            if (leftWeapon != 7)\n            {\n                weapon = Weapon.ARMED;\n            }\n        }\n        //For dual blocking\n        if (rightWeapon == 9 || rightWeapon == 11 || rightWeapon == 13 || rightWeapon == 15 || rightWeapon == 17)\n        {\n            if (leftWeapon == 8 || leftWeapon == 10 || leftWeapon == 12 || leftWeapon == 14 || leftWeapon == 16)\n            {\n                yield return new WaitForSeconds(.1f);\n                animator.SetInteger(\"LeftRight\", 3);\n            }\n        }\n        else if (leftWeapon == 8 || leftWeapon == 10 || leftWeapon == 12 || leftWeapon == 14 || leftWeapon == 16)\n        {\n            if (rightWeapon == 9 || rightWeapon == 11 || rightWeapon == 13 || rightWeapon == 15 || rightWeapon == 17)\n            {\n                yield return new WaitForSeconds(.1f);\n                animator.SetInteger(\"LeftRight\", 3);\n            }\n        }\n        if (instantWeaponSwitch)\n        {\n            animator.SetTrigger(\"InstantSwitchTrigger\");\n        }\n        yield return null;\n    }\n\n    public IEnumerator _WeaponVisibility(int weaponNumber, float delayTime, bool visible)\n    {\n        yield return new WaitForSeconds(delayTime);\n        if (weaponNumber == 1)\n        {\n            twoHandSword.SetActive(visible);\n        }\n        if (weaponNumber == 2)\n        {\n            twoHandSpear.SetActive(visible);\n        }\n        if (weaponNumber == 3)\n        {\n            twoHandAxe.SetActive(visible);\n        }\n        if (weaponNumber == 4)\n        {\n            twoHandBow.SetActive(visible);\n        }\n        if (weaponNumber == 5)\n        {\n            twoHandCrossbow.SetActive(visible);\n        }\n        if (weaponNumber == 6)\n        {\n            staff.SetActive(visible);\n        }\n        if (weaponNumber == 7)\n        {\n            shield.SetActive(visible);\n        }\n        if (weaponNumber == 8)\n        {\n            swordL.SetActive(visible);\n        }\n        if (weaponNumber == 9)\n        {\n            swordR.SetActive(visible);\n        }\n        if (weaponNumber == 10)\n        {\n            maceL.SetActive(visible);\n        }\n        if (weaponNumber == 11)\n        {\n            maceR.SetActive(visible);\n        }\n        if (weaponNumber == 12)\n        {\n            daggerL.SetActive(visible);\n        }\n        if (weaponNumber == 13)\n        {\n            daggerR.SetActive(visible);\n        }\n        if (weaponNumber == 14)\n        {\n            itemL.SetActive(visible);\n        }\n        if (weaponNumber == 15)\n        {\n            itemR.SetActive(visible);\n        }\n        if (weaponNumber == 16)\n        {\n            pistolL.SetActive(visible);\n        }\n        if (weaponNumber == 17)\n        {\n            pistolR.SetActive(visible);\n        }\n        if (weaponNumber == 18)\n        {\n            rifle.SetActive(visible);\n        }\n        if (weaponNumber == 19)\n        {\n            spear.SetActive(visible);\n        }\n        if (weaponNumber == 20)\n        {\n            twoHandClub.SetActive(visible);\n        }\n        yield return null;\n    }\n\n    void HideAllWeapons()\n    {\n        if (twoHandAxe != null)\n        {\n            twoHandAxe.SetActive(false);\n        }\n        if (twoHandBow != null)\n        {\n            twoHandBow.SetActive(false);\n        }\n        if (twoHandCrossbow != null)\n        {\n            twoHandCrossbow.SetActive(false);\n        }\n        if (twoHandSpear != null)\n        {\n            twoHandSpear.SetActive(false);\n        }\n        if (twoHandSword != null)\n        {\n            twoHandSword.SetActive(false);\n        }\n        if (twoHandClub != null)\n        {\n            twoHandClub.SetActive(false);\n        }\n        if (staff != null)\n        {\n            staff.SetActive(false);\n        }\n        if (swordL != null)\n        {\n            swordL.SetActive(false);\n        }\n        if (swordR != null)\n        {\n            swordR.SetActive(false);\n        }\n        if (maceL != null)\n        {\n            maceL.SetActive(false);\n        }\n        if (maceR != null)\n        {\n            maceR.SetActive(false);\n        }\n        if (daggerL != null)\n        {\n            daggerL.SetActive(false);\n        }\n        if (daggerR != null)\n        {\n            daggerR.SetActive(false);\n        }\n        if (itemL != null)\n        {\n            itemL.SetActive(false);\n        }\n        if (itemR != null)\n        {\n            itemR.SetActive(false);\n        }\n        if (shield != null)\n        {\n            shield.SetActive(false);\n        }\n        if (pistolL != null)\n        {\n            pistolL.SetActive(false);\n        }\n        if (pistolR != null)\n        {\n            pistolR.SetActive(false);\n        }\n        if (rifle != null)\n        {\n            rifle.SetActive(false);\n        }\n        if (spear != null)\n        {\n            spear.SetActive(false);\n        }\n    }\n\n    public IEnumerator _BlockHitReact()\n    {\n        int hits = 2;\n        int hitNumber = Random.Range(0, hits);\n        animator.SetTrigger(\"BlockGetHit\" + (hitNumber + 1).ToString() + \"Trigger\");\n        StartCoroutine(_Lock(true, true, true, 0.1f, 0.4f));\n        StartCoroutine(_Knockback(-transform.forward, 3, 3));\n        yield return null;\n    }\n\n    public IEnumerator _BlockBreak()\n    {\n        animator.applyRootMotion = true;\n        animator.SetTrigger(\"BlockBreakTrigger\");\n        yield return new WaitForSeconds(1f);\n        animator.applyRootMotion = false;\n    }\n\n    public void Pickup()\n    {\n        animator.SetTrigger(\"PickupTrigger\");\n        StartCoroutine(_Lock(true, true, true, 0, 1.4f));\n    }\n\n    public void Activate()\n    {\n        animator.SetTrigger(\"ActivateTrigger\");\n        StartCoroutine(_Lock(true, true, true, 0, 1.2f));\n    }\n\n    public void SetSheathLocation(int location)\n    {\n        animator.SetInteger(\"SheathLocation\", location);\n    }\n\n    #endregion\n}"
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    "path": "Assets/Scripts/---PlayerAnimationControll/WeaponTriggerEvent.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\n\n/// <summary>\n/// 玩家武器触发事件\n/// </summary>\npublic class WeaponTriggerEvent : MonoBehaviour {\n    private Individual master;\n    private List<GameObject> attackedObjects = new List<GameObject>();\n    private bool attackable = false;\n\n    private void Awake()\n    {\n        master = GetComponentInParent<Individual>();\n    }\n\n    private void OnEnable()\n    {\n        attackable = true;\n    }\n\n    private void OnDisable()\n    {\n        attackable = false;\n    }\n\n    private void OnTriggerEnter (Collider other) {\n        if (!attackable) return;\n\n        var otherGo = other.gameObject;\n\n        //武器打到的是自己,武器打到的是非个体单位\n        if (otherGo == master.gameObject || LayerMask.LayerToName(otherGo.layer) != \"Individual\" )\n            return;\n\n        //已经对某目标触发过攻击，则不再触发\n        if (attackedObjects.Contains(otherGo))\n            return;\n        \n        //添加被攻击对象 到 已攻击目标\n        attackedObjects.Add(otherGo);\n\n        Individual target = otherGo.GetComponent<Individual>();\n        master.GetComponent<BaseIndividualController>().Attack(target);\n    }\n\n    public void StartAttack()\n    {\n        this.enabled = true;\n        attackedObjects.Clear();\n    }\n\n    public void EndAttack()\n    {\n        this.enabled = false;\n    }\n}"
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  {
    "path": "Assets/Scripts/BehaviorTasks/Cast.cs",
    "content": "using System.Collections;\nusing UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"ӵΪ\")]\n    [TaskCategory(\"Cast\")]\n    [TaskIcon(\"Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}gatlingIcon.png\")]\n    public class Cast : Action\n    {\n        public SharedTransform target;\n        public GameObject bullet;\n        public GameObject bulletPoint;\n        public float bulletSpeed;\n        public float attackRate;\n\n        private Individual master;          //\n        private bool attacking = false;     //ڽ\n        private float gravity = 9.8f;       //\n\n        IEnumerator Attack()\n        {\n            attacking = true;//ʼ\n\n            GameObject bulletObj = GameObject.Instantiate(bullet,\n                bulletPoint.transform.position, Quaternion.identity);\n\n            //ӵűֵ\n            bulletObj.GetComponent<BulletTriggerEvent>().tower = master;\n\n            Vector3 dt = target.Value.position - bulletPoint.transform.position;\n\n            float distance = Mathf.Sqrt(dt.x * dt.x + dt.z * dt.z);\n            float time = distance / bulletSpeed;\n\n            float dh = Mathf.Abs(dt.y);\n\n            float vh = 2.0f * dh / time +  gravity * time / 4.0f;\n\n            Vector2 vv = new Vector2(dt.x, dt.z);\n            vv.Normalize();\n            vv *= bulletSpeed;\n\n            Vector3 fireVelocity = new Vector3(vv.x,vh,vv.y);\n\n            bulletObj.GetComponent<Rigidbody>().velocity = transform.TransformDirection(fireVelocity);\n\n            yield return new WaitForSeconds(attackRate);\n\n            attacking = false;//׼һι\n        }\n\n        public override void OnStart()\n        {\n            master = gameObject.GetComponent<Individual>();\n            //ʼĹٶ  = 1s / ٶ\n            attackRate = 1.0f / master.GetComponent<Individual>().attackSpeed;\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (target.Value == null)\n            {\n                return TaskStatus.Failure;\n            }\n\n            //ĿǷȷCanSeeMonsterѾ˵Monster\n            //ûڽйԽһιΪ\n            if (!attacking)\n            {\n                StartCoroutine(Attack());\n            }\n            return TaskStatus.Success;\n        }\n    }\n}"
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    "path": "Assets/Scripts/BehaviorTasks/Conditional/CanSeeEnemy.cs",
    "content": "﻿using BehaviorDesigner.Runtime.Tasks.Movement;\nusing System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"看到视野范围内的怪物\")]\n    [TaskCategory(\"ATDConditional\")]\n    [TaskIcon(\"Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}CanSeeObjectIcon.png\")]\n    public class CanSeeEnemy : Conditional\n    {\n\n        [Tooltip(\"Should the 2D version be used?\")]\n        public bool usePhysics2D;\n        [Tooltip(\"The object that we are searching for. If this value is null then the objectLayerMask will be used\")]\n        public SharedTransform targetObject;\n        [Tooltip(\"The LayerMask of the objects that we are searching for\")]\n        public LayerMask objectLayerMask;\n        [Tooltip(\"The field of view angle of the agent (in degrees)\")]\n        public SharedFloat fieldOfViewAngle = 90;\n        [Tooltip(\"The distance that the agent can see \")]\n        public SharedFloat viewDistance = 1000;\n        [Tooltip(\"The offset relative to the pivot position\")]\n        public SharedVector3 offset;\n        [Tooltip(\"The object that is within sight\")]\n        public SharedTransform objectInSight;\n\n        // Returns success if an object was found otherwise failure\n        public override TaskStatus OnUpdate()\n        {\n            //寄主势力\n            Individual.Power masterPower = gameObject.GetComponent<Individual>().power;\n            //计算出对应的敌对势力\n            Individual.Power enemyPower = Individual.Power.Neutral;\n            switch (masterPower)\n            {\n                case Individual.Power.Monster:enemyPower = Individual.Power.Human; break;\n                case Individual.Power.Human: enemyPower = Individual.Power.Monster; break;\n            }\n\n            if (usePhysics2D)\n            {\n                //单个目标对象来筛选敌对目标\n                if (targetObject.IsShared)\n                {\n                    if (targetObject.Value)\n                    {\n                        objectInSight.Value = MovementUtility.WithinSight2D(transform, offset.Value, fieldOfViewAngle.Value, viewDistance.Value, targetObject.Value);\n                    }\n                }\n                //个体层+敌对势力来筛选敌对目标\n                else\n                {\n                    objectInSight.Value = ExtendedMovementUtility.WithinSight2D(transform, offset.Value, fieldOfViewAngle.Value, viewDistance.Value, objectLayerMask, enemyPower);\n                }\n            }\n            else\n            {\n                //单个目标对象来筛选敌对目标\n                if (targetObject.IsShared)\n                {\n                    if (targetObject.Value)\n                    {\n                        objectInSight.Value = MovementUtility.WithinSight(transform, offset.Value, fieldOfViewAngle.Value, viewDistance.Value, targetObject.Value);\n                    }\n                }\n                //个体层+敌对势力来筛选敌对目标\n                else\n                {\n                    objectInSight.Value = ExtendedMovementUtility.WithinSight(transform, offset.Value, fieldOfViewAngle.Value, viewDistance.Value, objectLayerMask, enemyPower);\n                }\n            }\n\n            if (objectInSight.Value != null)\n            {\n                // Return success if an object was found\n                return TaskStatus.Success;\n            }\n            // An object is not within sight so return failure\n            return TaskStatus.Failure;\n        }\n\n        // Reset the public variables\n        public override void OnReset()\n        {\n            fieldOfViewAngle = 90;\n            viewDistance = 1000;\n            offset = Vector3.zero;\n        }\n\n        // Draw the line of sight representation within the scene window\n        public override void OnDrawGizmos()\n        {\n            if (fieldOfViewAngle == null || viewDistance == null)\n            {\n                return;\n            }\n\n            bool is2D = false;\n            is2D = usePhysics2D;\n\n            MovementUtility.DrawLineOfSight(Owner.transform, offset.Value, fieldOfViewAngle.Value, viewDistance.Value, is2D);\n        }\n    }\n}"
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  {
    "path": "Assets/Scripts/BehaviorTasks/EatDoor.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"贪婪之门的攻击行为\")]\n    [TaskCategory(\"Tower Attack Model\")]\n    [TaskIcon(\"Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}EatIcon.png\")]\n    public class EatDoor : Action\n    {\n        public SharedTransform target;\n        //public GameObject bullet;\n        public GameObject bulletPoint;\n        public float bulletSpeed;\n        public float bulletForce;\n        public float arriveDistance = 0.1f;\n        public float attackRate;\n\n        private Individual master;          //寄主\n        private bool attacking = false;     //攻击正在进行中\n        \n        IEnumerator Attack()\n        {\n            attacking = true;//开始攻击\n            Vector3 pullTarget = bulletPoint.transform.position - target.Value.transform.position;\n            pullTarget.y = 0;\n            Debug.Log(pullTarget);\n            target.Value.GetComponent<Rigidbody>().velocity = pullTarget.normalized * bulletSpeed;\n            \n            //target.Value.GetComponent<BehaviorTree>().\n\n            if (pullTarget.magnitude < arriveDistance)\n            {\n                Debug.Log(\"eat\" + target.Name);\n            }\n            yield return new WaitForSeconds(attackRate);\n            attacking = false;//准备好下一次攻击\n\n        }\n\n        public override void OnStart()\n        {\n            master = gameObject.GetComponent<Individual>();\n            attackRate = 1.0f / master.GetComponent<Individual>().attackSpeed;\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (target.Value == null)\n            {\n                return TaskStatus.Failure;\n            }\n            if (!attacking)\n            {\n                StartCoroutine(Attack());\n            }\n\n            return TaskStatus.Success;\n        }\n\n        \n    }\n}\n\n"
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    "path": "Assets/Scripts/BehaviorTasks/ExtendedMovementUtility.cs",
    "content": "﻿using UnityEngine;\nusing BehaviorDesigner.Runtime.Tasks.Movement;\n\n\nnamespace BehaviorDesigner.Runtime.Tasks.Movement\n{\n    public static class ExtendedMovementUtility\n    {\n        /// <summary>\n        /// 检测对应layer且对应势力的对象\n        /// </summary>\n        /// <param name=\"transform\"></param>\n        /// <param name=\"positionOffset\"></param>\n        /// <param name=\"fieldOfViewAngle\"></param>\n        /// <param name=\"viewDistance\"></param>\n        /// <param name=\"objectLayerMask\"></param>\n        /// <param name=\"势力\"></param>\n        /// <returns></returns>\n        public static Transform WithinSight2D(Transform transform, Vector3 positionOffset, float fieldOfViewAngle, float viewDistance, LayerMask objectLayerMask, Individual.Power power)\n        {\n            Transform objectFound = null;\n            var hitColliders = Physics2D.OverlapCircleAll(transform.position, viewDistance, objectLayerMask);\n            if (hitColliders != null)\n            {\n                for (int i = 0; i < hitColliders.Length; ++i)\n                {\n                    Transform obj;\n                    //检测势力是否一致\n                    if (hitColliders[i].gameObject.GetComponent<Individual>().power != power)\n                    {\n                        continue;\n                    }\n                    // Call the 2D WithinSight function to determine if this specific object is within sight\n                    if ((obj = MovementUtility.WithinSight(transform, positionOffset, fieldOfViewAngle, viewDistance, hitColliders[i].transform)) != null)\n                    {\n                        objectFound = obj;\n                    }\n                }\n            }\n            return objectFound;\n        }\n\n\n        /// <summary>\n        ///  检测对应layer且对应势力的对象\n        /// </summary>\n        /// <param name=\"transform\"></param>\n        /// <param name=\"positionOffset\"></param>\n        /// <param name=\"fieldOfViewAngle\"></param>\n        /// <param name=\"viewDistance\"></param>\n        /// <param name=\"objectLayerMask\"></param>\n        /// <param name=\"势力\"></param>\n        /// <returns></returns>\n        public static Transform WithinSight(Transform transform, Vector3 positionOffset, float fieldOfViewAngle, float viewDistance, LayerMask objectLayerMask, Individual.Power power)\n        {\n            Transform objectFound = null;\n            var hitColliders = Physics.OverlapSphere(transform.position, viewDistance, objectLayerMask);\n            if (hitColliders != null)\n            {\n                for (int i = 0; i < hitColliders.Length; ++i)\n                {\n                    Transform obj;\n                    //检测势力是否一致\n                    if (hitColliders[i].gameObject.GetComponent<Individual>().power != power)\n                    {\n                        continue;\n                    }\n                    // Call the WithinSight function to determine if this specific object is within sight\n                    if ((obj = MovementUtility.WithinSight(transform, positionOffset, fieldOfViewAngle, viewDistance, hitColliders[i].transform)) != null)\n                    {\n                        objectFound = obj;\n                    }\n                }\n            }\n            return objectFound;\n        }\n    }\n}"
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  {
    "path": "Assets/Scripts/BehaviorTasks/Gatling.cs",
    "content": "﻿using System.Collections;\nusing UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"直射子弹行为\")]\n    [TaskCategory(\"Straight Gatling\")]\n    [TaskIcon(\"Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}gatlingIcon.png\")]\n    public class Gatling : Action\n    {\n        public SharedTransform target;\n        public GameObject bullet;\n        public GameObject bulletPoint;\n        public float bulletSpeed;\n        public float attackRate;\n\n        private Individual master;          //寄主\n        private bool attacking = false;     //攻击正在进行中\n\n        IEnumerator Attack()\n        {\n            attacking = true;//开始攻击\n\n            GameObject bulletObj = GameObject.Instantiate(bullet,\n                bulletPoint.transform.position, Quaternion.identity);\n\n            //给子弹对象脚本赋值\n            bulletObj.GetComponent<BulletTriggerEvent>().tower = master;\n\n            Vector3 fireDirection = target.Value.position - bulletPoint.transform.position;\n            bulletObj.GetComponent<Rigidbody>().velocity = transform.TransformDirection\n                (fireDirection * bulletSpeed);\n\n            yield return new WaitForSeconds(attackRate);\n\n            attacking = false;//可以准备下一次攻击了\n        }\n\n        public override void OnStart()\n        {\n            master = gameObject.GetComponent<Individual>();\n            //初始化寄主的攻击速度 攻击间隔 = 1s / 攻击速度\n            attackRate = 1.0f / master.GetComponent<Individual>().attackSpeed;\n        }\n\n        public override TaskStatus OnUpdate()\n        {\n            if (target.Value == null)\n            {\n                return TaskStatus.Failure;\n            }\n\n            //无需检测目标对象是否正确，CanSeeMonster已经过滤掉非Monster对象\n            //若没在进行攻击，则可以进行一次攻击行为\n            if (!attacking)\n            {\n                StartCoroutine(Attack());\n            }\n            return TaskStatus.Success;\n        }\n    }\n}\n\n"
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  {
    "path": "Assets/Scripts/BehaviorTasks/SeekList.cs",
    "content": "﻿using UnityEngine;\n\nnamespace BehaviorDesigner.Runtime.Tasks\n{\n    [TaskDescription(\"设定的行径点移动(只执行一次)\")]\n    [TaskCategory(\"Movement\")]\n    [TaskIcon(\"Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}SeekIcon.png\")]\n    public class SeekList : Action\n    {\n        [Tooltip(\"移动速度\")]\n        public SharedFloat speed;\n        [Tooltip(\"转向角速度\")]\n        public SharedFloat angularSpeed;\n        [Tooltip(\"小于该值时，判定已到达\")]\n        public SharedFloat arriveDistance = 0.1f;\n        [Tooltip(\"路径点列表\")]\n        public SharedTransformList waypoints;\n\n        [SerializeField]\n        [Tooltip(\"该值不可修改！！！\")]\n        private int waypointIndex;\n\n        private bool dynamicTarget;\n        // A cache of the NavMeshAgent\n        private UnityEngine.AI.NavMeshAgent navMeshAgent;\n\n        public override void OnAwake()\n        {\n            // cache for quick lookup\n            navMeshAgent = gameObject.GetComponent<UnityEngine.AI.NavMeshAgent>();\n        }\n\n        public override void OnStart()\n        {\n            // initially move towards the closest waypoint\n            float localDistance;\n            float minDistance = 1000f;\n            for (int i = 0; i < waypoints.Value.Count; ++i)\n            {\n                localDistance = Vector3.Magnitude(transform.position - waypoints.Value[i].position);\n                if (localDistance < minDistance)\n                {\n                    minDistance = localDistance;\n                    waypointIndex = i;\n                }\n            }\n\n            // set the speed, angular speed, and destination then enable the agent\n            navMeshAgent.speed = speed.Value;\n            navMeshAgent.angularSpeed = angularSpeed.Value;\n            navMeshAgent.enabled = true;\n            navMeshAgent.destination = Target();\n        }\n\n        // Patrol around the different waypoints specified in the waypoint array. Always return a task status of running. \n        public override TaskStatus OnUpdate()\n        {\n            if (!navMeshAgent.pathPending)\n            {\n                var thisPosition = transform.position;\n                thisPosition.y = navMeshAgent.destination.y; // ignore y\n                if (Vector3.SqrMagnitude(thisPosition - navMeshAgent.destination) < arriveDistance.Value)\n                {\n                    if (waypointIndex<waypoints.Value.Count - 1)\n                    {\n                        waypointIndex++;\n                        navMeshAgent.destination = Target();\n                    }\n                    else\n                    {\n                        return TaskStatus.Success;\n                    }\n                    \n                }\n            }\n\n            return TaskStatus.Running;\n        }\n\n        public override void OnEnd()\n        {\n            // Disable the nav mesh\n            navMeshAgent.enabled = false;\n        }\n\n        // Return the current waypoint index position\n        private Vector3 Target()\n        {\n            return waypoints.Value[waypointIndex].position;\n        }\n\n        // Reset the public variables\n        public override void OnReset()\n        {\n            arriveDistance = 0.1f;\n            waypoints = null;\n        }\n        \n\n    }\n\n}\n"
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    "path": "Assets/Scripts/Buff/Buff.cs",
    "content": "﻿\n[System.Serializable]\npublic class Buff\n{\n    public int ID;              //BuffData的ID\n    public double time;         //持续时间\n    public int repeatCount;     //重复次数\n    public bool isTrigger;      //是否触发类型\n}"
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  {
    "path": "Assets/Scripts/Buff/BuffData.cs",
    "content": "﻿\npublic class BuffData\n{\n    public int ID;\n    public string Name;\n    public int HpChange;//血量变化\n    public double HpChange_p;//血量百分比变化\n    public int AttackChange;//攻击力变化\n    public double AttackChange_p;//攻击力百分比变化\n    public double AttSpeedChange_p;//攻击速度百分比变化\n    public double SpeedChange_p;//速度百分比变化\n    public int HpReturnChange;//血量恢复数值\n    public double HpReturnChange_p;//血量百分比恢复数值\n    public int AddReviveCount;//增加复活次数\n\n    public bool isTrigger;//是否是触发类型\n    public double Time;//持续时间\n    public int Count;//触发次数\n\n    public bool isDecelerate;//减速\n    public bool isVertigo;//眩晕\n    public bool isParalysis;//麻痹\n    public bool isSleep;//睡眠\n    public bool isBound;//束缚\n    public bool isBurn;//点燃\n    public bool isCharm;//魅惑\n    public bool isIncreaseAttSpeed;//攻速提高\n    public bool isPoisoning;//中毒\n    public bool isImmuneControl;//免疫控制\n    public bool isRevenge;//复仇\n    public bool isTaunt;//嘲讽\n    public bool isIncreaseHpReturn;//回血速度提高\n    public bool isIncreaseAttack;//攻击力提高\n}\n"
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    "path": "Assets/Scripts/Buff/BuffDataBase.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n/// <summary>\n/// BuffDataBase（全局单例类），负责读入Excel表，初始化对应所有BuffData，并提供访问它们的方法\n/// </summary>\npublic class BuffDataBase : MonoBehaviour\n{\n    //读取excel插件生成的json文件\n    public TextAsset BuffDataJ;\n    private List<BuffData> buffDatas;\n\n    private static BuffDataBase instance;\n\n    //禁止外界通过new获取该类的实例\n    private BuffDataBase() { }\n\n    /// <summary>\n    /// BuffDataBased的单例模式\n    /// </summary>\n    public static BuffDataBase Instance\n    {\n        get { return instance; }\n        private set { }\n    }\n    \n    void Awake()\n    {\n        instance = this;\n    }\n\n    // Start is called before the first frame update\n    void Start()\n    {\n        //用列表读取BuffData的数据\n        buffDatas = JsonToObject.JsonToObject_ByJsonContent<BuffData>(BuffDataJ.text);\n        //列表数据读入字典\n        foreach (var a in buffDatas)\n        {\n            Logger.Log(\"BuffData数据:ID = \" + a.ID + \";触发类型 = \" + a.isTrigger + \";持续时间 = \" + a.Time + \";触发次数 = \" + a.Count, LogType.Data);\n        }\n    }\n    /// <summary>\n    /// 根据ID获取相应的BuffData对象的方法\n    /// </summary>\n    /// <param name=\"ID\"></param>\n    /// <returns></returns>\n    public BuffData GetBuffData(int ID)\n    {\n        if (ID >= buffDatas.Count || ID < 0)\n        {\n            Debug.Log(\"buffData中不存在\" + ID);\n            return null;\n        }\n        return buffDatas[ID];\n    }\n\n    // Update is called once per frame\n    void Update()\n    {\n        \n    }\n}\n//该脚本必须挂在一个GameObject上\n//用例：BuffData a = BuffDataBase.Instance.GetBuffData(0);\n"
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    "path": "Assets/Scripts/Buff/BuffSystem.cs",
    "content": "﻿using System;\nusing System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing Unity.Collections;\n\n/// <summary>\n/// Buff系统\n/// </summary>\n/// Note:现在相同ID的Buff不应该同时存在，而视为叠加次数/刷新时间\npublic class BuffSystem : MonoBehaviour\n{\n    Dictionary<int,Buff> myBuffs = new Dictionary<int, Buff>();\n    Individual myIndividual;\n\n    //buff栏显示\n    [SerializeField] private List<Buff> buffShow = new List<Buff>();\n\n    //初始化状态栏\n    [SerializeField] private List<int> initBuffs = new List<int>();\n\n    //待删除buff\n    private int[] buffsToDelete = new int[64];\n    private int buffsToDeleteCount = 0;\n\n    private BuffEffectManager buffEffectManager;\n    private MessageSystem messageSystem;\n\n    //TODO\n    private BloodHUD bloodHUD;\n\n    private void Awake()\n    {\n        messageSystem = GetComponent<MessageSystem>();\n        myIndividual = GetComponent<Individual>();\n        buffEffectManager = GameObject.FindGameObjectWithTag(\"Effects\").GetComponent<BuffEffectManager>();\n        bloodHUD = GameObject.Find(\"BloodHUD\").GetComponent<BloodHUD>();\n    }\n\n    private void Start()\n    {\n        InitializeBuffList();\n        //订阅消息\n        messageSystem.registerBuffEvent((int sender, int buffID) => { AddBuff(buffID); });\n        //订阅消息\n        messageSystem.registerDieEvent((int sender) => { if (sender == myIndividual.ID) { this.enabled = false; } });\n    }\n\n    private void Update()\n    {\n\n    }\n\n    private void FixedUpdate()\n    {\n        CheckBuffsToDelete();\n        CleanBuffsToDelete();\n        BuffsUpdate();\n    }\n\n\n    //添加buff\n    private void AddBuff(int buffID)\n    {\n        Logger.Log(\"Buff \" + buffID + \" 已传入\", LogType.Buff);\n\n        Buff buff;\n        BuffData buffData = BuffDataBase.Instance.GetBuffData(buffID);\n\n        //若已有同种Buff，则对该Buff对象属性进行更新\n        if (myBuffs.TryGetValue(buffID, out buff))\n        {\n            buff.time += buffData.Time;\n            buff.repeatCount += buffData.Count;\n        }\n        //若buff列表没有同种Buff，则新建一个Buff对象\n        else\n        {\n            buff = new Buff();\n            //对该buff属性进行更新\n            buff.ID = buffID;\n            buff.isTrigger = buffData.isTrigger;\n            buff.time = buffData.Time;\n            buff.repeatCount = buffData.Count;\n            //持续型Buff，第一次进入就要进行同步增加属性\n            if (!buffData.isTrigger)\n            {\n                AddBuffSync(buffID);\n            }\n            //添加buff到列表\n            myBuffs.Add(buffID, buff);\n            //添加到显示面板里\n            buffShow.Add(buff);\n        }\n\n    }\n\n    //移除buff\n    private void RemoveBuff(Buff buff)\n    {\n        Logger.Log(\"Buff \" + buff.ID + \"已移除\", LogType.Buff);\n        //添加到待删除队列\n        buffsToDelete[buffsToDeleteCount] = buff.ID;\n        buffsToDeleteCount++;\n        //可视化移除\n        buffShow.Remove(buff);\n    }\n\n    /// <summary>\n    /// Buff属性增加性同步\n    /// </summary>\n    /// <param name=\"buffdata\"></param>\n    private void AddBuffSync(int buffID)\n    {\n        BuffData buffdata = BuffDataBase.Instance.GetBuffData(buffID);\n        myIndividual.HealthChange(buffdata.HpChange);\n\n        //TODO\n        if (buffdata.HpChange != 0) bloodHUD.ShowBlood(buffdata.HpChange,transform);\n\n        //myIndividual.HealthChange(buffdata.HpChange_p);\n        myIndividual.AttackChange(buffdata.AttackChange);\n        myIndividual.AttackChange(buffdata.AttackChange_p);\n        myIndividual.AttackSpeedChange(buffdata.AttSpeedChange_p);\n        myIndividual.SpeedChange(buffdata.SpeedChange_p);\n        myIndividual.RecoverRateChange(buffdata.HpReturnChange);\n        myIndividual.RecoverRateChange(buffdata.HpReturnChange_p);\n        myIndividual.ReviveCountChange(buffdata.AddReviveCount);\n        buffEffectManager.PlayEffect(transform,buffID);\n\n        Logger.Log(\"生效Buff\" + buffID + \" \", LogType.Buff);\n    }\n\n    /// <summary>\n    /// Buff属性移除性同步\n    /// </summary>\n    /// <param name=\"buffdata\"></param>\n    private void RemoveBuffSync(int buffID)\n    {\n        BuffData buffdata = BuffDataBase.Instance.GetBuffData(buffID);\n        myIndividual.HealthChange(-buffdata.HpChange);\n        //myIndividual.HealthChange(-buffdata.HpChange_p);\n        myIndividual.AttackChange(-buffdata.AttackChange);\n        myIndividual.AttackChange(-buffdata.AttackChange_p);\n        myIndividual.AttackSpeedChange(-buffdata.AttSpeedChange_p);\n        myIndividual.SpeedChange(-buffdata.SpeedChange_p);\n        myIndividual.RecoverRateChange(-buffdata.HpReturnChange);\n        myIndividual.RecoverRateChange(-buffdata.HpReturnChange_p);\n        myIndividual.ReviveCountChange(-buffdata.AddReviveCount);\n\n        buffEffectManager.StopEffect(transform,buffID);\n\n        Logger.Log(\"失效Buff\" + buffID + \" \", LogType.Buff);\n    }\n\n    //BUFF时间更新\n    private void BuffsUpdate()\n    {\n        foreach (var itr in myBuffs)\n        {\n            Buff buff = itr.Value;\n            //触发型buff机制\n            if (buff.isTrigger)\n            {\n                AddBuffSync(buff.ID);\n                if (buff.repeatCount > 0)buff.repeatCount -= 1;\n                buff.time -= Time.fixedDeltaTime;\n            }\n            //持续性buff机制\n            else\n            {\n                buff.time -= Time.fixedDeltaTime;\n            }\n        }\n    }\n\n    /// <summary>\n    /// Buff初始化列表\n    /// </summary>\n    private void InitializeBuffList()\n    {\n        if (initBuffs.Count == 0) return;\n        //将初始化buff表里的ID依次加入到buff表里\n        for(int i=0 ; i < initBuffs.Count; i++)\n        {\n            AddBuff(initBuffs[i]);\n        }\n\n        initBuffs.Clear();\n    }\n\n    /// <summary>\n    /// 检查是否有过期的Buff\n    /// </summary>\n    private void CheckBuffsToDelete()\n    {\n        foreach (var itr in myBuffs)\n        {\n            Buff buff = itr.Value;\n            //buff次数和时间都消耗完\n            if (buff.repeatCount == 0 && buff.time < 0.01f)\n            {\n                RemoveBuff(itr.Value);\n                //持续类型需要进行移除同步属性\n                if (!buff.isTrigger)\n                {\n                    RemoveBuffSync(buff.ID);\n                }\n            }\n        }\n    }\n\n    /// <summary>\n    /// 清理待删除Buff\n    /// </summary>\n    private void CleanBuffsToDelete()\n    {\n        //移除\n        for (int i = 0;i<buffsToDeleteCount; ++i)\n        {\n            myBuffs.Remove(buffsToDelete[i]);\n        }\n        buffsToDeleteCount = 0;\n    }\n    \n}\n"
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    "path": "Assets/Scripts/Camera/PlayerCamera.cs",
    "content": "﻿using System.Collections;\r\nusing System.Collections.Generic;\r\nusing UnityEngine;\r\n\r\npublic class PlayerCamera : MonoBehaviour\r\n{\r\n    public PlayerInput playerInput;\r\n    public GameObject cameraHandle;\r\n    private Transform cameraPos;\r\n\r\n    public LockController lockController;\r\n\r\n    public GameObject player;\r\n    public GameObject model;\r\n\r\n    public float horizontalSpeed = 100.0f;\r\n    public float verticalSpeed = 80.0f;\r\n    public float cameraDampValue = 0.05f;\r\n\r\n\r\n    private float tempEulerX;\r\n    private Vector3 cameraDampVelocity;\r\n    private new Camera camera;\r\n\r\n    public GameObject TDView;\r\n    public float LerpModulus;\r\n\r\n    private enum State\r\n    {\r\n        TPS, TD, Neither\r\n    }\r\n    private State state;\r\n    private bool isToTopDownView;\r\n\r\n    private Vector3 TDPosition;\r\n    private Quaternion TDRotation;\r\n\r\n    private Vector3 targetPosition;\r\n    private Quaternion targetRotation;\r\n\r\n    //TODO\r\n    public TowerSelect mouseSelect;\r\n\r\n    private void Awake()\r\n    {\r\n        tempEulerX = 20;\r\n        camera = Camera.main;\r\n        cameraPos = cameraHandle.transform.GetChild(0);\r\n    }\r\n\r\n    void Start()\r\n    {\r\n        state = State.TPS;\r\n        TDPosition = TDView.transform.position;\r\n        TDRotation = TDView.transform.rotation;\r\n        targetPosition = TDPosition;\r\n        targetRotation = TDRotation;\r\n        isToTopDownView = false;\r\n    }\r\n\r\n    void FixedUpdate()\r\n    {\r\n        GameObject lockTarget = lockController.lockTarget;\r\n        if (lockTarget == null)\r\n        {\r\n            Vector3 tempModelEuler = model.transform.eulerAngles;\r\n            player.transform.Rotate(Vector3.up, playerInput.Jright * horizontalSpeed * Time.fixedDeltaTime);\r\n            tempEulerX -= playerInput.Jup * verticalSpeed * Time.fixedDeltaTime;\r\n            tempEulerX = Mathf.Clamp(tempEulerX, -40, 30);\r\n            cameraHandle.transform.localEulerAngles = new Vector3(tempEulerX, 0, 0);\r\n            model.transform.eulerAngles = tempModelEuler;\r\n        }\r\n        else\r\n        {\r\n            Vector3 temmpForward = lockTarget.transform.position - model.transform.position;\r\n            temmpForward.y = 0;\r\n            player.transform.forward = temmpForward;\r\n            cameraHandle.transform.LookAt(lockTarget.transform);\r\n        }\r\n\r\n\r\n        if (!isToTopDownView)\r\n        {\r\n            targetPosition = cameraPos.position;\r\n            targetRotation = cameraPos.rotation;\r\n        }\r\n\r\n        if (Input.GetKeyDown(KeyCode.Tab))\r\n        {\r\n            state = State.Neither;\r\n            isToTopDownView = !isToTopDownView;\r\n            if (isToTopDownView)\r\n            {\r\n                targetPosition = TDPosition;\r\n                targetRotation = TDRotation;\r\n            }\r\n        }\r\n\r\n        if (state == State.Neither)\r\n        {\r\n            float distanSq = Vector3.SqrMagnitude(camera.transform.position - targetPosition);\r\n\r\n            if (isToTopDownView && distanSq < 5.0f * 5.0f)\r\n            {\r\n                mouseSelect.enabled = true;\r\n                Cursor.lockState = CursorLockMode.None;\r\n                Cursor.visible = true;\r\n            }\r\n            else\r\n            {\r\n                mouseSelect.enabled = false;\r\n                Cursor.lockState = CursorLockMode.Locked;\r\n                Cursor.visible = false;\r\n            }\r\n\r\n            if (distanSq < .015f * .015f)\r\n            {\r\n                if (isToTopDownView)\r\n                {\r\n                    state = State.TD;\r\n                }\r\n                else\r\n                {\r\n                    state = State.TPS;\r\n                }\r\n                transform.position = targetPosition;\r\n                transform.rotation = targetRotation;\r\n            }\r\n\r\n        }\r\n\r\n        camera.transform.position = Vector3.SmoothDamp(camera.transform.position, targetPosition, ref cameraDampVelocity, cameraDampValue);\r\n        camera.transform.rotation = Quaternion.Slerp(camera.transform.rotation, targetRotation, LerpModulus);\r\n        //transform.position = Vector3.Slerp(transform.position, targetPosition, LerpModulus);\r\n        //camera.transform.LookAt(cameraHandle.transform);\r\n    }\r\n}\r\n"
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    "path": "Assets/Scripts/Controller/BasicIndividualController.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\n\n/// <summary>\n/// 个体模型控制器，基类用于提供接口\n/// </summary>\npublic abstract class BaseIndividualController : MonoBehaviour\n{\n    protected MessageSystem messageSystem;\n\n    /// <summary>\n    /// 初始化注册监听消息(必须在Start函数初始化)\n    /// </summary>\n    protected void InitRegister()\n    {\n        //注册受伤监听事件\n        messageSystem = GetComponent<MessageSystem>();\n        messageSystem.registerAttackEvent(GetDamaged);\n    }\n\n    //行走：每帧\n    public abstract void Walk(Vector3 velocity);\n\n    //受伤：触发\n    public abstract void GetDamaged(int sourceID, float damage);\n\n    //攻击：触发\n    public abstract void Attack(Individual ind);\n\n    //死亡：触发\n    public abstract void Die();\n\n\n}\n"
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  {
    "path": "Assets/Scripts/Controller/FoundationController.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\npublic class FoundationController : BaseIndividualController\n{\n    private void Start()\n    {\n        InitRegister();\n    }\n\n    public override void Walk(Vector3 velocity)\n    {\n        //基地不可行走\n        throw new System.NotImplementedException();\n    }\n\n    public override void GetDamaged(int sourceID , float damage)\n    {\n\n    }\n\n    public override void Attack(Individual ind)\n    {\n        //基地不可攻击\n        throw new System.NotImplementedException();\n    }\n\n    public override void Die()\n    {\n        gameObject.SetActive(false);\n    }\n}\n"
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  {
    "path": "Assets/Scripts/Controller/MonsterController.cs",
    "content": "﻿using BehaviorDesigner.Runtime;\nusing System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.AI;\n\n/// <summary>\n/// 怪物个体对象控制器\n/// </summary>\npublic class MonsterController : BaseIndividualController\n{\n    public float removeTime = 3.0f; //死亡后移除时间\n\n    private Individual selfIndividual;\n    private Animator animator;\n    private new Rigidbody rigidbody;\n    private NavMeshAgent navMeshAgent;\n    private BehaviorTree behaviorTree;\n    private HatredSystem hatredSystem;\n\n    private void Awake()\n    {\n        selfIndividual = GetComponent<Individual>();\n        navMeshAgent = GetComponent<NavMeshAgent>();\n        rigidbody = GetComponent<Rigidbody>();\n        animator = GetComponent<Animator>();\n        behaviorTree = GetComponent<BehaviorTree>();\n        hatredSystem = GetComponent<HatredSystem>();\n    }\n\n    private void Start()\n    {\n        InitRegister();\n    }\n\n    private void Update()\n    {\n        navMeshAgent.speed = selfIndividual.speed;\n    }\n\n    private void FixedUpdate()\n    {\n\n        //移动\n        Walk(rigidbody.velocity);\n    }\n\n\n    /// <summary>\n    /// 怪物移动函数\n    /// </summary>\n    /// <param name=\"velocity\"></param>\n    public override void Walk(Vector3 velocity)\n    {\n        animator.SetFloat(\"Velocity\",velocity.magnitude);\n    }\n\n    /// <summary>\n    /// 怪物对象受到伤害\n    /// </summary>\n    /// <param name=\"sourceID\"></param>\n    /// <param name=\"damage\"></param>\n    public override void GetDamaged(int sourceID, float damage)\n    {\n        selfIndividual.HealthChange(-damage);\n        //生命值少于0，调用死亡行为\n        if (selfIndividual.health < 0)\n        {\n            Die();\n        }\n        //调用受伤行为\n        else\n        {\n            animator.SetTrigger(\"Hit\");\n        }\n    }\n\n    /// <summary>\n    /// 怪物攻击\n    /// </summary>\n    public override void Attack(Individual ind)\n    {\n        if (ind == null) return;\n\n        messageSystem.SendMessage(1, ind.ID, selfIndividual.attack);\n    }\n\n    /// <summary>\n    /// 怪物对象死亡，执行一些必要的死亡操作（但未被移除）\n    /// </summary>\n    public override void Die()\n    {\n        //避免物理碰撞事件\n        gameObject.layer = 12;//Dead layer\n\n        //播放死亡动画\n        animator.SetTrigger(\"Die\");\n\n        //关闭脚本\n        \n        behaviorTree.enabled = false;\n        messageSystem.enabled = false;\n        selfIndividual.enabled = false;\n        this.enabled = false;\n\n        //发出死亡消息\n        messageSystem.SendMessage(3,0,0);\n\n        StartCoroutine(RemoveObject());\n    }\n    \n    /// <summary>\n    /// 动画攻击事件用\n    /// </summary>\n    public void StartAttack()\n    {\n        var target = hatredSystem.GetMostHatedTarget();\n        //若存在仇恨目标且距离在一定范围\n        //TODO\n        if (target && (target.position-transform.position).sqrMagnitude < 2.0f * transform.localScale.x * transform.localScale.x)\n        {\n            //攻击之\n            Attack(target.GetComponent<Individual>());\n        }\n\n    }\n\n    //--------------辅助函数-------------------------------------------\n\n    // 移除个体对象\n    private IEnumerator RemoveObject()\n    {\n        yield return new WaitForSeconds(removeTime);\n        Destroy(gameObject);\n        yield break;\n    }\n\n}\n"
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  {
    "path": "Assets/Scripts/Controller/PlayerController.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\npublic class PlayerController : BaseIndividualController{\n    public GameObject model;\n    public PlayerInput playerInput;\n    public LockController lockController;\n    public float runMultiplier = 2.4f;\n    public float jumpVelocity = 5.0f;\n    public float rollVeticalVelocity = 0f;\n\n    [Header (\"动画平滑系数\")]\n    public float rotateRatio = 0.3f; //转身\n    public float runRatio = 0.3f; //切换奔跑\n\n    [Space (10)]\n    [Header (\"摩擦力设定\")]\n    public PhysicMaterial frictionOne;\n    public PhysicMaterial frictionZero;\n\n    [SerializeField]\n    private Animator animator;\n\n    private new Rigidbody rigidbody;\n    private CapsuleCollider capsuleCollider;\n    private Vector3 planeVec;\n    private Vector3 thrustVec;\n    private bool canAttack;\n    private bool lockPlane = false;\n    private bool trackDirection = false;\n    //private float lerpTarget;\n    private Vector3 deltaPos;\n    public bool leftIsShield = true;\n    private float walkSpeed = 1.6f;\n\n    private float forward = 0.0f;\n    private float right = 0.0f;\n\n    private Individual selfIndividual;\n\n    \n    void Awake () {\n        selfIndividual = GetComponent<Individual>();\n        animator = model.GetComponent<Animator> ();\n        rigidbody = GetComponent<Rigidbody> ();\n        capsuleCollider = GetComponent<CapsuleCollider>();\n    }\n    private void Start()\n    {\n        InitRegister();\n    }\n\n    void FixedUpdate ()\n    {                \n        //根据个体属性，更新移动速度\n        walkSpeed = selfIndividual.speed / 8.0f;\n\n        rigidbody.position += deltaPos;\n        rigidbody.velocity = new Vector3 (planeVec.x, rigidbody.velocity.y, planeVec.z) + thrustVec;\n        thrustVec = Vector3.zero;\n        deltaPos = Vector3.zero;\n\n        //锁定目标\n        if (playerInput.lockon)\n        {\n            lockController.LockSwitch();\n        }\n\n        //前后左右移动\n        if (lockController.lockState == false)\n        {\n            float targetRunMulti = ((playerInput.run) ? 2.0f : 1.0f);\n            forward = playerInput.Dmag * Mathf.Lerp(animator.GetFloat(\"forward\"), targetRunMulti, runRatio);\n        }\n        else\n        {\n            Vector3 localDevc = transform.InverseTransformVector(playerInput.Dvec);\n            forward = localDevc.z * ((playerInput.run) ? 2.0f : 1.0f);\n            right = localDevc.x * ((playerInput.run) ? 2.0f : 1.0f);\n        }\n\n        //animator.SetBool (\"defense\", playerInput.defense);\n\n        //翻滚\n        if (playerInput.roll)\n        {\n            animator.SetTrigger(\"roll\");\n            canAttack = false;\n        }\n\n        //跳跃\n        if (playerInput.jump)\n        {\n            animator.SetTrigger(\"jump\");\n            canAttack = false;\n        }\n\n        if ((playerInput.lHand || playerInput.rHand) && (CheckState(\"ground\") || CheckStateTag(\"attack\")) && canAttack)\n        {\n            if (playerInput.rHand)\n            {\n                animator.SetBool(\"R0L1\", false);\n                animator.SetTrigger(\"attack\");\n            }\n            else if (playerInput.lHand && !leftIsShield)\n            {\n                animator.SetBool(\"R0L1\", true);\n                animator.SetTrigger(\"attack\");\n            }\n        }\n\n        //----TODO\n        if (lockController.lockState == false)\n        {\n            if (playerInput.Dmag > 0.1f) //转身硬直\n            {\n                Vector3 targetForward = Vector3.Slerp(model.transform.forward, playerInput.Dvec, rotateRatio);\n                model.transform.forward = targetForward;\n            }\n\n            if (lockPlane == false)\n            {\n                planeVec = playerInput.Dmag * model.transform.forward * walkSpeed *\n                    ((playerInput.run) ? runMultiplier : 1.0f);\n            }\n        }\n        else\n        {\n            if (trackDirection == false)\n            {\n                model.transform.forward = transform.forward;\n            }\n            else\n            {\n                model.transform.forward = planeVec.normalized;\n            }\n            if (lockPlane == false)\n            {\n                planeVec = playerInput.Dvec * walkSpeed * ((playerInput.run) ? runMultiplier : 1.0f);\n            }\n        }\n\n\n        //根据个体属性，更新攻击速度\n        animator.SetFloat(\"attackSpeed\", selfIndividual.attackSpeed);\n\n        //更新移动速度\n        animator.SetFloat(\"bodyVelocityMagnitude\", rigidbody.velocity.magnitude);\n\n       Walk(new Vector3(forward, right, 0));\n    }\n\n    /// <summary>\n    /// 询问当前是否为此层级中的此状态\n    /// </summary>\n    /// <param name=\"stateName\">所查询状态名</param>\n    /// <param name=\"layerName\">所查询层级名</param>\n    /// <returns></returns>\n    private bool CheckState (string stateName, string layerName = \"Base Layer\") {\n        return animator.GetCurrentAnimatorStateInfo (animator.GetLayerIndex (layerName)).IsName (stateName);\n    }\n\n    private bool CheckStateTag (string tagName, string layerName = \"Base Layer\") {\n        return animator.GetCurrentAnimatorStateInfo (animator.GetLayerIndex (layerName)).IsTag (tagName);\n    }\n\n    #region 动画事件信息\n    public void OnJumpEnter () {\n        thrustVec = new Vector3 (0, jumpVelocity, 0);\n        playerInput.inputEnabled = false;\n        lockPlane = true;\n        trackDirection = true;\n    }\n    public void IsGround () {\n        //print(\"IsGround\");\n        animator.SetBool (\"isGround\", true);\n    }\n    public void IsNotGround () {\n        //print(\"IsNotGround\");\n        animator.SetBool (\"isGround\", false);\n    }\n    public void OnGroundEnter () {\n        playerInput.inputEnabled = true;\n        lockPlane = false;\n        canAttack = true;\n        capsuleCollider.material = frictionOne;\n        trackDirection = false;\n    }\n    public void OnGroundExit () {\n        capsuleCollider.material = frictionZero;\n    }\n    public void OnFallEnter () {\n        playerInput.inputEnabled = false;\n        lockPlane = true;\n    }\n    public void OnRollEnter()\n    {\n        thrustVec = new Vector3(0, rollVeticalVelocity, 0);\n        playerInput.inputEnabled = false;\n        lockPlane = true;\n        trackDirection = true;\n    }\n\n    public void OnRollExit()\n    {\n\n    }\n\n    public void OnJabEnter () {\n        playerInput.inputEnabled = false;\n        lockPlane = true;\n    }\n    public void OnJabUpdate () {\n        thrustVec = model.transform.forward * animator.GetFloat (\"jabVelocity\");\n    }\n    public void OnAttack1hAEnter () {\n        playerInput.inputEnabled = false;\n        // lockPlane = true;\n        // lerpTarget = 1.0f;\n    }\n    public void OnAttack1hAUpdate () {\n        thrustVec = model.transform.forward * animator.GetFloat (\"attack1aAVelocity\");\n        // float currentweight = animator.GetLayerWeight (animator.GetLayerIndex (\"attack\"));\n        // currentweight = Mathf.Lerp (currentweight, lerpTarget, 0.1f); //idle切换到攻击1hA\n        // animator.SetLayerWeight (animator.GetLayerIndex (\"attack\"), currentweight);\n    }\n    // public void OnAttackIdleEnter () {\n    //     playerInput.inputEnabled = true;\n    //     // lockPlane = false;\n    //     // animator.SetLayerWeight(animator.GetLayerIndex(\"attack\"), 0f);\n    //     // lerpTarget = 0f;\n    // }\n\n    // public void OnAttackIdleUpdate () {\n    //     // float currentweight = animator.GetLayerWeight (animator.GetLayerIndex (\"attack\"));\n    //     // currentweight = Mathf.Lerp (currentweight, lerpTarget, 0.1f); //攻击完切换到idle\n    //     // animator.SetLayerWeight (animator.GetLayerIndex (\"attack\"), currentweight);\n    // }\n    #endregion\n\n    #region AnimationEvent\n    public void OnUpdateRM (object _deltaPos) {\n        if (CheckState (\"attack1hC\")) {\n            //deltaPos += (Vector3)_deltaPos;\n            deltaPos += (0.8f * deltaPos + 0.2f * (Vector3) _deltaPos) / 1.0f;\n        }\n    }\n\n    #endregion\n\n    public override void Walk(Vector3 velocity)\n    {\n        animator.SetFloat(\"forward\", velocity.x);\n        animator.SetFloat(\"right\", velocity.y);\n    }\n\n    public override void GetDamaged(int sourceID, float damage)\n    {\n        selfIndividual.HealthChange(-damage);\n        //生命值少于0，调用死亡行为\n        if (selfIndividual.health < 0)\n        {\n            Die();\n        }\n        //调用受伤行为\n        else\n        {\n            animator.SetTrigger(\"hit\");\n        }\n    }\n    public override void Attack(Individual ind)\n    {\n        if (ind == null) return;\n        messageSystem.SendMessage(1,ind.ID, selfIndividual.attack);\n    }\n\n    public override void Die()\n    {\n        animator.SetTrigger(\"die\");\n\n        //避免物理碰撞事件\n        gameObject.layer = 0;//default layer\n\n        //解锁鼠标\n        Cursor.lockState = CursorLockMode.None;\n        Cursor.visible = true;\n        //关闭脚本\n        selfIndividual.enabled = false;\n        this.enabled = false;\n\n        //发出死亡消息\n        messageSystem.SendMessage(3, 0, 0);\n    }\n\n}"
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    "path": "Assets/Scripts/Effect/BuffEffectManager.cs",
    "content": "﻿using System;\nusing System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\n/// <summary>\n/// Buff特效管理器\n/// </summary>\npublic class BuffEffectManager : MonoBehaviour\n{\n    public GameObject[] effectPrefabs;\n\n    private Dictionary<Transform,List<KeyValuePair<int,GameObject>>> effects = new Dictionary<Transform, List<KeyValuePair<int, GameObject>>>();\n    // Start is called before the first frame update\n    void Start()\n    {\n        \n    }\n\n    // Update is called once per frame\n    void Update()\n    {\n        \n    }\n\n    internal void PlayEffect(Transform targetInd, int buffID)\n    {\n        if (!effects.ContainsKey(targetInd))\n        {\n            effects.Add(targetInd, new List<KeyValuePair<int, GameObject>>());\n        }\n\n        var l = effects[targetInd];\n\n        foreach(var itr in l)\n        {\n            if (itr.Key == buffID) return;\n        }\n\n        var go = Instantiate(effectPrefabs[buffID],targetInd);\n\n        l.Add(new KeyValuePair<int, GameObject>(buffID,go));\n    }\n\n    internal void StopEffect(Transform targetInd, int buffID)\n    {\n        if (!effects.ContainsKey(targetInd))\n        {\n            return;\n        }\n\n        var l = effects[targetInd];\n\n        for(int i = 0; i < l.Count;++i)\n        {\n            if (l[i].Key == buffID)\n            {\n                Destroy(l[i].Value);\n                l.RemoveAt(i);\n                return;\n            }\n        }\n    }\n}\n"
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    "path": "Assets/Scripts/Effect/BulletHitParticleEvent.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\npublic class BulletHitParticleEvent : MonoBehaviour\n{\n    // Start is called before the first frame update\n    void Start()\n    {\n        StartCoroutine(DieAfterSeconds(2.0f));\n    }\n\n\n    /// <summary>\n    /// \n    /// </summary>\n    /// <param name=\"对象死亡时间\"></param>\n    /// <returns></returns>\n    IEnumerator DieAfterSeconds(float dieTime)\n    {\n        yield return new WaitForSeconds(dieTime);\n        GameObject.Destroy(gameObject);\n    }\n}\n"
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    "path": "Assets/Scripts/Effect/Outline/Outline.cs",
    "content": "﻿using UnityEngine;\r\nusing UnityEngine.Rendering;\r\n\r\npublic class Outline : PostEffectBase {\r\n\r\n\t//描边prepass shader（渲染纯色贴图的shader）\r\n\tpublic Shader outlineShader = null;\r\n\t//采样率\r\n\t[Range(0.0f, 2.5f)]\r\n\tpublic float samplerScale = 1;\r\n\t//降采样\r\n\t[Range(0, 2)]\r\n\tpublic int downSample = 1;\r\n\t//迭代次数\r\n\t[Range(0, 100)]\r\n\tpublic int iteration = 2;\r\n\t//描边颜色\r\n\t[ColorUsage(true, true)]\r\n\tpublic Color outlineColor = Color.red;\r\n\t//描边强度\r\n\t[Range(0.0f, 100.0f)]\r\n\tpublic float outlineStrength = 3.0f;\r\n\t//目标对象\r\n\tpublic GameObject targetObject = null;\r\n\r\n\tprivate RenderTexture renderTexture = null;\r\n\tprivate CommandBuffer commandBuffer = null;\r\n\tprivate Material outlineMaterial = null;\r\n\r\n    private void Update()\r\n    {\r\n     //   Debug.Log(targetObject);\r\n    }\r\n\r\n    void OnEnable() {\r\n\t\tif (outlineShader == null) {\r\n\t\t\treturn;\r\n\t\t}\r\n\t\tif (outlineMaterial == null) {\r\n\t\t\toutlineMaterial = new Material(outlineShader);\r\n\t\t}\r\n\t\tRenderer[] renderers = targetObject.GetComponentsInChildren<Renderer>();\r\n\t\tif (renderTexture == null) {\r\n\t\t\trenderTexture = RenderTexture.GetTemporary(Screen.width >> downSample, Screen.height >> downSample, 0);\r\n\t\t}\r\n\t\t//创建描边prepass的command buffer\r\n\t\tcommandBuffer = new CommandBuffer();\r\n\t\tcommandBuffer.SetRenderTarget(renderTexture);\r\n\t\tcommandBuffer.ClearRenderTarget(true, true, Color.black);\r\n\t\tforeach (Renderer r in renderers) {\r\n\t\t\tcommandBuffer.DrawRenderer(r, outlineMaterial);\r\n\t\t}\r\n\t}\r\n\r\n\tvoid OnDisable() {\r\n\t\tif (renderTexture) {\r\n\t\t\tRenderTexture.ReleaseTemporary(renderTexture);\r\n\t\t\trenderTexture = null;\r\n\t\t}\r\n\t\tif (outlineMaterial) {\r\n\t\t\tDestroyImmediate(outlineMaterial);\r\n\t\t\toutlineMaterial = null;\r\n\t\t}\r\n\t\tif (commandBuffer != null) {\r\n\t\t\tcommandBuffer.Release();\r\n\t\t\tcommandBuffer = null;\r\n\t\t}\r\n\r\n\t}\r\n\r\n\tvoid OnRenderImage(RenderTexture source, RenderTexture destination) {\r\n\t\tif (material && renderTexture && outlineMaterial && commandBuffer != null) {\r\n\t\t\t//通过Command Buffer可以设置自定义材质的颜色\r\n\t\t\toutlineMaterial.SetColor(\"_OutlineCol\", outlineColor);\r\n\t\t\t//直接通过Graphic执行Command Buffer\r\n\t\t\tGraphics.ExecuteCommandBuffer(commandBuffer);\r\n\r\n\t\t\t\r\n\t\t\t//对RT进行Blur处理\r\n\t\t\tRenderTexture temp1 = RenderTexture.GetTemporary(source.width >> downSample, source.height >> downSample, 0);\r\n\t\t\tRenderTexture temp2 = RenderTexture.GetTemporary(source.width >> downSample, source.height >> downSample, 0);\r\n\t\t\t\r\n\t\t\t/*\r\n\t\t\tRenderTexture temp1 = RenderTexture.GetTemporary(source.width, source.height, 0);\r\n\t\t\tRenderTexture temp2 = RenderTexture.GetTemporary(source.width, source.height, 0);\r\n\t\t\t*/\r\n\t\t\t\r\n\t\t\t//高斯模糊，两次模糊，横向纵向，使用pass0进行高斯模糊\r\n\t\t\tmaterial.SetVector(\"_Offset\", new Vector4(0, samplerScale, 0, 0));\r\n\t\t\tGraphics.Blit(renderTexture, temp1, material, 0);\r\n\t\t\tmaterial.SetVector(\"_Offset\", new Vector4(samplerScale, 0, 0, 0));\r\n\t\t\tGraphics.Blit(temp1, temp2, material, 0);\r\n\r\n\t\t\t\r\n\t\t\t//如果有叠加再进行迭代模糊处理\r\n\t\t\tfor (int i = 0; i < iteration; i++) {\r\n\t\t\t\tmaterial.SetVector(\"_Offset\", new Vector4(0, samplerScale, 0, 0));\r\n\t\t\t\tGraphics.Blit(temp2, temp1, material, 0);\r\n\t\t\t\tmaterial.SetVector(\"_Offset\", new Vector4(samplerScale, 0, 0, 0));\r\n\t\t\t\tGraphics.Blit(temp1, temp2, material, 0);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\t//用模糊图和原始图计算出轮廓图\r\n\t\t\tmaterial.SetTexture(\"_BlurTex\", temp2);\r\n\t\t\tGraphics.Blit(renderTexture, temp1, material, 1);\r\n\t\t\t\r\n\t\t\t//轮廓图和场景图叠加\r\n\t\t\tmaterial.SetTexture(\"_BlurTex\", temp1);\r\n\t\t\tmaterial.SetFloat(\"_OutlineStrength\", outlineStrength);\r\n\t\t\tGraphics.Blit(source, destination, material, 2);\r\n\r\n\t\t\tRenderTexture.ReleaseTemporary(temp1);\r\n\t\t\tRenderTexture.ReleaseTemporary(temp2);\r\n\t\t} else {\r\n\t\t\tGraphics.Blit(source, destination);\r\n\t\t}\r\n\t}\r\n}\r\n"
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    "path": "Assets/Scripts/Effect/Outline/Outline.cs.meta",
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  {
    "path": "Assets/Scripts/Effect/Outline/OutlinePostEffect.shader",
    "content": "﻿Shader \"Custom/OutLinePostEffect\" {\r\n\r\n\tProperties{\r\n\t\t_MainTex(\"Base (RGB)\", 2D) = \"white\" {}\r\n\t\t_BlurTex(\"Blur\", 2D) = \"white\"{}\r\n\t}\r\n\r\n\tCGINCLUDE\r\n\t#include \"UnityCG.cginc\"\r\n\r\n\tsampler2D _MainTex;\r\n\tfloat4 _MainTex_TexelSize;\r\n\tsampler2D _BlurTex;\r\n\tfloat4 _BlurTex_TexelSize;\r\n\tfloat4 _Offset;\r\n\tfloat _OutlineStrength;\r\n\t\r\n\tstruct v2f_blur {\r\n\t\tfloat4 pos : SV_POSITION;\r\n\t\tfloat4 uv  : TEXCOORD0;\r\n\t};\r\n\r\n\tstruct v2f_cull {\r\n\t\tfloat4 pos : SV_POSITION;\r\n\t\tfloat2 uv : TEXCOORD0;\r\n\t};\r\n\r\n\tstruct v2f_add {\r\n\t\tfloat4 pos : SV_POSITION;\r\n\t\tfloat2 uv  : TEXCOORD0;\r\n\t\tfloat2 uv1 : TEXCOORD1;\r\n\t};\r\n\r\n\t//高斯模糊 vert shader\r\n\tv2f_blur vert_blur(appdata_img v) {\r\n\t\tv2f_blur o;\r\n\t\t_Offset *= _MainTex_TexelSize.xyxy;\r\n\t\to.pos = UnityObjectToClipPos(v.vertex);\r\n\t\to.uv = v.texcoord.xyxy + _Offset.xyxy * float4(1, 1, -1, -1) * 3.0;\r\n\t\treturn o;\r\n\t}\r\n\r\n\t//高斯模糊 pixel shader\r\n\tfixed4 frag_blur(v2f_blur i) : SV_Target {\r\n\t\tfixed4 color = 0.5 * (tex2D(_MainTex, i.uv.xy) + tex2D(_MainTex, i.uv.zw));\r\n\t\treturn color;\r\n\t}\r\n\r\n\t//Blur图和原图进行相减获得轮廓\r\n\tv2f_cull vert_cull(appdata_img v) {\r\n\t\tv2f_cull o;\r\n\t\to.pos = UnityObjectToClipPos(v.vertex);\r\n\t\to.uv = v.texcoord.xy;\r\n\t\t//dx中纹理从左上角为初始坐标，需要反向\r\n\t\t#if UNITY_UV_STARTS_AT_TOP\r\n\t\tif (_MainTex_TexelSize.y < 0)\r\n\t\t\to.uv.y = 1 - o.uv.y;\r\n\t\t#endif\t\r\n\t\treturn o;\r\n\t}\r\n\r\n\tfixed4 frag_cull(v2f_cull i) : SV_Target {\r\n\t\tfixed4 colorMain = tex2D(_MainTex, i.uv);\r\n\t\tfixed4 colorBlur = tex2D(_BlurTex, i.uv);\r\n\t\t//最后的颜色是_BlurTex - _MainTex，周围0-0=0，黑色；边框部分为描边颜色-0=描边颜色；中间部分为描边颜色-描边颜色=0。最终输出只有边框\r\n\t\t//return fixed4((colorBlur - colorMain).rgb, 1);\r\n\t\treturn colorBlur - colorMain;\r\n\t}\r\n\r\n\tv2f_add vert_add(appdata_img v) {\r\n\t\tv2f_add o;\r\n\t\to.pos = UnityObjectToClipPos(v.vertex);\r\n\t\to.uv1.xy = o.uv.xy = v.texcoord.xy;\r\n\t\t#if UNITY_UV_STARTS_AT_TOP\r\n\t\tif (_MainTex_TexelSize.y < 0)\r\n\t\t\to.uv.y = 1 - o.uv.y;\r\n\t\t#endif\t\r\n\t\treturn o;\r\n\t}\r\n\r\n\tfixed4 frag_add(v2f_add i) : SV_Target {\r\n\t\tfixed4 ori = tex2D(_MainTex, i.uv1);\r\n\t\tfixed4 blur = tex2D(_BlurTex, i.uv);\r\n\t\tfixed4 final = ori + blur * _OutlineStrength;\r\n\t\treturn final;\r\n\t}\r\n\r\n\tENDCG\r\n\r\n\tSubShader {\r\n\r\n\t\t//pass 0: 高斯模糊\r\n\t\tPass {\r\n\t\t\tZTest Off\r\n\t\t\tCull Off\r\n\t\t\tZWrite Off\r\n\t\t\tFog{ Mode Off }\r\n\r\n\t\t\tCGPROGRAM\r\n\t\t\t#pragma vertex vert_blur\r\n\t\t\t#pragma fragment frag_blur\r\n\t\t\tENDCG\r\n\t\t}\r\n\t\t\r\n\t\t//pass 1: 剔除中心部分 \r\n\t\tPass {\r\n\t\t\tZTest Off\r\n\t\t\tCull Off\r\n\t\t\tZWrite Off\r\n\t\t\tFog{ Mode Off }\r\n\r\n\t\t\tCGPROGRAM\r\n\t\t\t#pragma vertex vert_cull\r\n\t\t\t#pragma fragment frag_cull\r\n\t\t\tENDCG\r\n\t\t}\r\n\r\n\t\t//pass 2: 最终叠加\r\n\t\tPass {\r\n\t\t\tZTest Off\r\n\t\t\tCull Off\r\n\t\t\tZWrite Off\r\n\t\t\tFog{ Mode Off }\r\n\r\n\t\t\tCGPROGRAM\r\n\t\t\t#pragma vertex vert_add\r\n\t\t\t#pragma fragment frag_add\r\n\t\t\tENDCG\r\n\t\t}\r\n\r\n\t}\r\n}\r\n"
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  {
    "path": "Assets/Scripts/Effect/Outline/OutlinePrePass.shader",
    "content": "﻿Shader \"ApcShader/OutlinePrePass\" {\n\tSubShader {\n\t\tPass {\n\t\t\tCGPROGRAM\n\n\t\t\t#include \"UnityCG.cginc\"\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\n\t\t\tfixed4 _OutlineCol;\n\n\t\t\tfloat4 vert(float4 vertex : POSITION) : SV_POSITION {\n\t\t\t\treturn UnityObjectToClipPos(vertex);\n\t\t\t}\n\n\t\t\tfixed4 frag(float4 pos : SV_POSITION) : SV_Target {\n\t\t\t\treturn _OutlineCol;\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\t}\n}"
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  {
    "path": "Assets/Scripts/Effect/Outline/PostEffectBase.cs",
    "content": "﻿using UnityEngine;\r\n\r\n//非运行时也触发效果\r\n[ExecuteInEditMode]\r\n//屏幕后处理特效一般都需要绑定在摄像机上\r\n[RequireComponent(typeof(Camera))]\r\n//提供一个后处理的基类，主要功能在于直接通过Inspector面板拖入shader，生成shader对应的材质\r\npublic class PostEffectBase : MonoBehaviour {\r\n\r\n\t//Inspector面板上直接拖入\r\n\tpublic Shader shader = null;\r\n\tprivate Material _Material = null;\r\n\tpublic Material material {\r\n\t\tget {\r\n\t\t\tif (_Material == null)\r\n\t\t\t\t_Material = GenerateMaterial(shader);\r\n\t\t\treturn _Material;\r\n\t\t}\r\n\t}\r\n\r\n\t//根据shader创建用于屏幕特效的材质\r\n\tprotected Material GenerateMaterial(Shader shader) {\r\n\t\tif (shader == null)\r\n\t\t\treturn null;\r\n\t\t//需要判断shader是否支持\r\n\t\tif (shader.isSupported == false)\r\n\t\t\treturn null;\r\n\t\tMaterial material = new Material(shader);\r\n\t\tmaterial.hideFlags = HideFlags.DontSave;\r\n\t\treturn material;\r\n\t}\r\n\r\n}"
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    "path": "Assets/Scripts/Effect/Outline.meta",
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  },
  {
    "path": "Assets/Scripts/Effect/SkillEffectManager.cs",
    "content": "﻿using System;\nusing System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\n/// <summary>\n/// 技能特效管理器\n/// </summary>\npublic class SkillEffectManager : MonoBehaviour\n{\n    public GameObject[] effectPrefabs;\n\n    private void Awake()\n    {\n\n    }\n\n    // Start is called before the first frame update\n    void Start()\n    {\n\n    }\n\n    // Update is called once per frame\n    void Update()\n    {\n        \n    }\n\n    IEnumerator RemoveEffectAfterSeconds(float time,GameObject go)\n    {\n        yield return new WaitForSeconds(time);\n        Destroy(go);\n    }\n\n    internal void PlayEffect(Transform targetInd,int index)\n    {\n        if (index >= effectPrefabs.Length || !effectPrefabs[index])\n        {\n            return;\n        }\n\n        var go = Instantiate(effectPrefabs[index],targetInd);\n        StartCoroutine(RemoveEffectAfterSeconds(2.0f,go));\n    }\n}\n"
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    "path": "Assets/Scripts/Effect/SkillEffectManager.cs.meta",
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    "path": "Assets/Scripts/Effect.meta",
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  },
  {
    "path": "Assets/Scripts/Equipment/EquipmentData.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\n\npublic class EquipmentData\n{\n    public int ID;\n    public string Name;\n    public int Colding;\n    public double UnlockCost;\n}\n"
  },
  {
    "path": "Assets/Scripts/Equipment/EquipmentData.cs.meta",
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  },
  {
    "path": "Assets/Scripts/Equipment/EquipmentDataBase.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\npublic class EquipmentDataBase : MonoBehaviour\n{\n    public TextAsset equipmentJ;\n\n    private List<EquipmentData> equipmentDatas;\n    private Dictionary<int, EquipmentData> equipmentDataDictionary = new Dictionary<int, EquipmentData>();\n    private static EquipmentDataBase instance;\n\n    //禁止外界通过new获取该类的实例\n    private EquipmentDataBase() { }\n\n    /// <summary>\n    /// EquipmentDataBase的单例模式\n    /// </summary>\n    public static EquipmentDataBase Instance\n    {\n        get { return instance; }\n        private set { }\n    }\n\n    void Awake()\n    {\n        instance = this;\n        //用列表读取EquipmentData的数据\n        equipmentDatas = JsonToObject.JsonToObject_ByJsonContent<EquipmentData>(equipmentJ.text);\n        //列表数据读入字典\n        foreach (var a in equipmentDatas)\n        {\n            equipmentDataDictionary.Add(a.ID, a);\n        }\n    }\n    /// <summary>\n    /// 根据ID获取相应的EquipmentData对象的方法\n    /// </summary>\n    /// <param name=\"ID\"></param>\n    /// <returns></returns>\n    public EquipmentData GetEquipmentData(int ID)\n    {\n        if (!equipmentDataDictionary.ContainsKey(ID))\n        {\n            Debug.Log(\"monsterData中不存在\" + ID);\n            return null;\n        }\n        return equipmentDataDictionary[ID];\n    }\n    // Start is called before the first frame update\n    void Start()\n    {\n        \n    }\n\n    // Update is called once per frame\n    void Update()\n    {\n        \n    }\n}\n"
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  },
  {
    "path": "Assets/Scripts/Equipment/EquipmentSystem.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\npublic class EquipmentSystem : MonoBehaviour\n{\n    // Start is called before the first frame update\n    void Start()\n    {\n        \n    }\n\n    // Update is called once per frame\n    void Update()\n    {\n        \n    }\n}\n"
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  },
  {
    "path": "Assets/Scripts/GameLogic/BaseKillMonsterLogic.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\n//TODO：基地受伤逻辑\npublic class BaseKillMonsterLogic : MonoBehaviour\n{\n    private BaseIndividualController baseIndividualController;\n    private Individual baseIndividual;\r\n\r\n    private void Awake()\n    {\n        baseIndividual = GetComponent<Individual>();\n        baseIndividualController = GetComponent<BaseIndividualController>();\n    }\n\n    void OnCollisionEnter(Collision collision)\n    {\n        Logger.Log(collision.gameObject.name, LogType.Individual);\n\n        if (collision.gameObject.layer.Equals(LayerMask.NameToLayer(\"Individual\")))\n        {\r\n            var ind = collision.gameObject.GetComponent<Individual>();\n            if(ind.enabled && ind.power == Individual.Power.Monster)\r\n            {\r\n                collision.gameObject.GetComponent<BaseIndividualController>().GetDamaged(0,999999.0f);\r\n\r\n                baseIndividualController.GetDamaged(0, 5.0f);\r\n                float BaseHp = baseIndividual.health;\r\n\r\n                Logger.Log(\"基地血量为\" + BaseHp, LogType.Individual);\r\n            }\n        }\n    }\n}\n"
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    "path": "Assets/Scripts/GameLogic/BaseKillMonsterLogic.cs.meta",
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  },
  {
    "path": "Assets/Scripts/GameLogic/BulletTriggerEvent.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\n//TODO!!\npublic class BulletTriggerEvent : MonoBehaviour\n{\n    //发射炮弹的塔\n    public Individual tower;\n\n    //可能的炮弹添加BUFF\n    public int buffID = 0;\n\n    //是否范围性\n    public bool ifRange = false;\n    //范围大小\n    public float range = 3.0f;\n\n    //死亡产生的特效对象（该对象会自动删除）\n    public GameObject dieEffect;\n\n    private void OnTriggerEnter(Collider collison)\n    {\n        var collisonObject = collison.gameObject;\n\n        //个体子弹\n        if (!ifRange)\n        {\n            //子弹打到玩家、非个体单位\n            if (collison.name == \"PlayerHandle\" || LayerMask.LayerToName(collisonObject.layer) != \"Individual\")\n            {\n                return;\n            }\n\n            //此处应该使用tower的消息系统来发消息\n            MessageSystem messageSystem = tower.GetComponent<MessageSystem>();\n            Individual otherIndividual = collisonObject.GetComponent<Individual>();\n\n            messageSystem.SendMessage(1, otherIndividual.ID, tower.attack);\n\n            if(buffID != 0)\n            {\n                messageSystem.SendMessage(2, otherIndividual.ID,buffID);\n            }\n        }\n        //范围子弹 TODO\n        else\n        {\n            Factory.TraversalIndividualsInCircle(\n             (individual) => { tower.GetComponent<MessageSystem>().SendMessage(2, individual.ID, buffID); }\n                , transform.position, range);\n        }\n\n\n\n        //特效对象产生\n        if (dieEffect)\n        GameObject.Instantiate(dieEffect, transform.position,dieEffect.transform.rotation , transform.parent);\n\n        Destroy(gameObject);\n    }\n\n    private void OnSpecialEffect()\n    {\n        \n    }\n}\n"
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    "path": "Assets/Scripts/GameLogic/Factory.cs",
    "content": "﻿using System;\nusing System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\npublic class Factory : MonoBehaviour\n{\n    #region Fields\n    /// <summary>\n    /// ID队列的最大容量\n    /// </summary>\n    [SerializeField]\n    [Header(\"ID队列的最大容量，参考场景内总Individual数量设置\")]\n    private int _MAX_IDQUEUE_SIZE = 256;\n\n    //消息系统\n    private MessageSystem messageSystem;\n\n    /// <summary>\n    /// ID队列，ID分配容器\n    /// </summary>\n    private static Queue<int> _IDQueue;\n\n    /// <summary>\n    /// ID-Individual查找表\n    /// </summary>\n    private static Dictionary<int, Individual> _IDToIndividualDictionary;\n\n    /// <summary>\n    /// 存放被删除对象，用于lazy delete\n    /// </summary>\n    private static List<int> _IDToRemove;\n\n    /// <summary>\n    /// 特殊记录：玩家个体对象\n    /// </summary>\n    private static Individual player = null;\n\n    /// <summary>\n    /// 特殊记录：基地个体对象\n    /// </summary>\n    private static Individual baseIndividual = null;\n\n    #endregion\n\n    #region Properties\n\n    public static Dictionary<int, Individual> IDToIndividualDictionary { get => _IDToIndividualDictionary;}\n\n    public static Individual PlayerIndividual { get => player;}\n\n    public static Individual BaseIndividual { get => baseIndividual;}\n\n    #endregion\n\n    #region Public Methods\n\n    /// <summary>\n    /// 在生成新的Individual时注册ID\n    /// </summary>   \n    /// <param name=\"ind\">待注册的Individual</param>\n    public static void RegisterIndividual(Individual ind, IndividualType individualType = IndividualType.Normal)\n    {\n        //根据个体类型，记录特别个体\n        switch (individualType)\n        {\n            case IndividualType.Normal:\n                break;\n            case IndividualType.Player:\n                if (player) { Logger.Log(\"Warning!PlayerIndividual already existed!!\", LogType.Individual); }\n                player = ind;\n                break;\n            case IndividualType.BaseIndividual:\n                if (baseIndividual) { Logger.Log(\"Warning!baseIndividual already existed!!\", LogType.Individual); }\n                baseIndividual = ind;\n                break;\n        }\n\n        int key = _IDQueue.Dequeue();\n        ind.ID = key;\n        IDToIndividualDictionary.Add(key, ind);\n\n        Logger.Log($\"Individual { ind.ID } has successfully registered.\",LogType.Individual);\n    }\n\n    /// <summary>\n    /// 在Individual死亡时注销Individual(lazy delete)\n    /// </summary>\n    /// <param name=\"individualID\">死亡的Individual</param>\n    public static void RemoveIndividual(int individualID)\n    {\n        _IDToRemove.Add(individualID);\n    }\n\n    /// <summary>\n    /// 通过ID获取Individual\n    /// </summary>\n    /// <param name=\"ID\">待查找的ID</param>\n    public static Individual GetIndividual(int ID)\n    {\n        if (IDToIndividualDictionary.ContainsKey(ID))\n        {\n            return IDToIndividualDictionary[ID];\n        }\n        Logger.Log($\"Individual { ID } is NOT found.\", LogType.Individual);\n        return null;\n    }\n\n    //NOTE：ADDED BY AERY\n    /// <summary>\n    /// 遍历个体列表（可带条件过滤）\n    /// </summary>\n    /// <param name=\"行为\"></param>\n    /// <param name=\"条件\"></param>\n    public static void TraversalIndividuals(Action<Individual> action, Func<Individual, bool> condition)\n    {\n        foreach (var pair in IDToIndividualDictionary)\n        {\n            Individual ind = pair.Value;\n            if (condition(ind))\n            {\n                action(ind);\n            }\n        }\n    }\n\n    //NOTE：ADDED BY AERY\n    /// <summary>\n    /// 遍历个体列表（可带条件过滤）\n    /// </summary>\n    /// <param name=\"行为\"></param>\n    /// <param name=\"条件\"></param>\n    public static void TraversalIndividuals(Action<Individual> action)\n    {\n        foreach (var pair in IDToIndividualDictionary)\n        {\n           action(pair.Value);\n        }\n    }\n\n    //NOTE：ADDED BY AERY\n    /// <summary>\n    /// 遍历个体列表（可带条件过滤）\n    /// </summary>\n    /// <param name=\"行为\"></param>\n    /// <param name=\"圆心\"></param>\n    /// <param name=\"半径\"></param>\n    /// <param name=\"条件\"></param>\n    public static void TraversalIndividualsInCircle(Action<Individual> action, Vector3 point, float radius, Func<Individual, bool> condition)\n    {\n        foreach (var pair in IDToIndividualDictionary)\n        {\n            Individual ind = pair.Value;\n            if ((ind.transform.position - point).sqrMagnitude < radius * radius && condition(ind))\n            {\n                action(ind);\n            }\n        }\n    }\n\n    //NOTE：ADDED BY AERY\n    /// <summary>\n    /// 遍历个体列表（可带条件过滤）\n    /// </summary>\n    /// <param name=\"行为\"></param>\n    /// <param name=\"圆心\"></param>\n    /// <param name=\"半径\"></param>\n    /// <param name=\"条件\"></param>\n    public static void TraversalIndividualsInCircle(Action<Individual> action, Vector3 point, float radius)\n    {\n        foreach (var pair in IDToIndividualDictionary)\n        {\n            Individual ind = pair.Value;\n            if ((ind.transform.position - point).sqrMagnitude < radius * radius)\n            {\n                action(ind);\n            }\n        }\n    }\n\n    /// <summary>\n    /// 检测是否存在怪物\n    /// </summary>\n    /// <returns></returns>\n    public static bool HasMonsterIndividual()\n    {\n        foreach (var ind in _IDToIndividualDictionary.Values)\n        {\n            if (ind.power == Individual.Power.Monster) return true;\n        }\n\n        return false;\n    }\n\n\n    public static bool IsPlayerDead()\n    {\n        Individual player = GetIndividual(0);\n        if (player)\n        {\n            if (player.health <= 0)\n            {\n                return true;\n            }\n            return false;\n        }\n        else\n        {\n            //player不存在\n            return true;\n        }\n    }\n\n    public static bool IsBaseDestroyed()\n    {\n        Individual iBase = GetIndividual(1);\n        if (iBase)\n        {\n            if (iBase.health <= 0)\n            {\n                return true;\n            }\n            return false;\n        }\n        else\n        {\n            //基地不存在\n            return true;\n        }\n    }\n\n    public static bool IsGameOver()\n    {\n        return IsPlayerDead() || IsBaseDestroyed();\n    }\n\n    #endregion\n\n\n    #region Mono\n    void Awake()\n    {\n        messageSystem = GetComponent<MessageSystem>();\n        //初始化ID序号池\n        _IDQueue = new Queue<int>(_MAX_IDQUEUE_SIZE);\n        for (int id = 1; id < _MAX_IDQUEUE_SIZE; id++) _IDQueue.Enqueue(id);\n\n        _IDToIndividualDictionary = new Dictionary<int, Individual>();\n\n        _IDToRemove = new List<int>();\n    }\n\n    void Start()\n    {\n\n    }\n\n    void Update()\n    {\n\n    }\n\n    private void LateUpdate()\n    {\n        LazyRemoveIndividuals();\n    }\n\n    #endregion\n\n    #region private\n\n    private void LazyRemoveIndividuals()\n    {\n        for (int i = 0; i < _IDToRemove.Count; ++i)\n        {\n            if (IDToIndividualDictionary.Remove(_IDToRemove[i]))\n            {\n                _IDQueue.Enqueue(_IDToRemove[i]);\n            }\n        }\n        _IDToRemove.Clear();\n    }\n\n    #endregion\n}\n\n// 个体类型，目前只需要特化玩家类型和基地类型，用于Factory直接查找特殊个体\npublic enum IndividualType {\n    Normal, Player, BaseIndividual\n};"
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    "path": "Assets/Scripts/GameLogic/MoneyManager.cs",
    "content": "﻿#if UNITY_EDITOR\n#define DEBUG\n#endif\nusing System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\npublic class MoneyManager : MonoBehaviour {\n\n    #region Fields\n    /// <summary>\n    /// 游戏中的金币数量字段\n    /// </summary>\n    [SerializeField]\n    [Header(\"金钱数：\")]\n    private int _cash;\n\n\t/// <summary>\n\t/// 游戏中的金币数量\n\t/// </summary>\n\tpublic int Cash { get { return _cash; } }\n\n    //消息系统\n    private MessageSystem messageSystem;\n\n    #endregion\n\n    #region Public Methods\n    /// <summary>\n    /// 增加游戏中的金币数量\n    /// </summary>\n    /// <param name=\"cash\">增加的值</param>\n    public void AddCash(int cash) {\n\t\t_cash += cash;\n\t}\n\n\t/// <summary>\n\t/// 减少游戏中的金币数量\n\t/// </summary>\n\t/// <param name=\"cash\">减少的值</param>\n\t/// <returns>减少值大于现有量时返回false且金币不会发生变化；否则金币数量减少并返回true</returns>\n\tpublic bool ReduceCash(int cash) {\n\t\tif (_cash - cash < 0) {\n            Logger.Log($\"Poor Guy.\",LogType.Default);\n\t\t\treturn false;\n\t\t}\n\t\t_cash -= cash;\n\t\treturn true;\n\t}\n\t#endregion\n\n\t#region Private Methods\n\t/// <summary>\n    /// 通过击杀个体，获得金币\n    /// </summary>\n    /// <param name=\"individual\"></param>\n    public void AddMoneyByKillIndividual(int individualID)\n    {\n        //只有怪物势力个体增加金币\n        if (Factory.GetIndividual(individualID).power != Individual.Power.Monster) return;\n\n        //TODO:暂定每个怪物金币 12\n        AddCash(12);\n    }\n\n\t#endregion\n\n\t#region Mono\n\tvoid Awake() {\n        messageSystem = GetComponent<MessageSystem>();\n    }\n\n\tvoid Start() {\n        //注册死亡监听事件\n        messageSystem.registerDieEvent(AddMoneyByKillIndividual);\n    }\n\n\tvoid Update() {\n\n\t}\n\n    private void LateUpdate()\n    {\n    }\n\n    #endregion\n}\n"
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    "path": "Assets/Scripts/GameLogic/MonsterSpawner.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing System.IO;\nusing System.Runtime.Serialization.Formatters.Binary;\nusing LitJson;\nusing BehaviorDesigner.Runtime;\n\npublic class MonsterSpawner : MonoBehaviour\n{\n    /*\n    怪物生成器\n    1.获取当前波数的json文件数据  ----完成\n    2.遍历数据，加入到队列里，启动协程计数，时间到生成怪物\n    具体：\n    先获取每关的时间队列，获取每波的怪物列表队列                  ----\n    游戏开始，启动时间队列里的第一个时间，开始生成怪物            ----\n    生成怪物前访问列表队列第一个表，把目标ID的怪物数量压入生成队列，计时生成\n    每次生成队列为空，把列表队列的第一个弹出等时间结束，继续下一个\n    */\n\n\n    /*\n    ----------------------json数据包括以下内容----------------------\n    包括攻击波数、每波持续时间\n    攻击波数包括，怪物+个数，生成间隔，出生点\n    每波持续时间，时间到下一波\n    -----------json接受对象模型-----------\n    波数信息\n    */\n\n    //波数信息\n    private class WaveInformation\n    {\n        public List<MonsterList> monsterLists;\n        public float time;\n    }\n\n    //怪物列表类\n    private class MonsterList\n    {\n        public int monsterID;\n        public int count;\n        public int wayID;\n        public float rate;\n    }\n\n    //关卡(波)列表队列\n    private Queue<WaveInformation> waveQueue = new Queue<WaveInformation>();\n    //怪物预制体列表\n    public GameObject[] monsterPrefabs;\n    //怪物列表父对象\n    public Transform Monsters;\n    //出生点\n    public Transform spawnPoint;\n    //是否已经生成完一波的所有怪物\n    public bool alreadySpawnOneWave = true;\n\n    private WayPointManager wayPointManager;\n\n\n    //获取json文件，传入json文件路径\n    private void GetJsonToLevelData(string path)\n    {\n        //如果文件不存在，则跳出该方法\n        if(File.Exists(path)==false)\n        {\n            Logger.Log(path + \"  文件不存在\", LogType.Data);\n            return;\n        }\n\n        //获取文件数据流读入\n        StreamReader streamReader = new StreamReader(path);\n        \n        //获取json文件的string格式，可优化\n        string jsonToString = streamReader.ReadToEnd();\n\n        //获得json中的数据\n        Dictionary<string, JsonData> levelData = JsonMapper.ToObject<Dictionary<string, JsonData>>(jsonToString);\n\n        if (levelData==null)\n        {\n            Logger.Log(\"没有获取到 关卡json 文件\", LogType.Data);\n        }\n        else\n        {\n            Logger.Log(\"已获取到关卡json数据\", LogType.Data);\n            //获取关卡队列\n            var missions = levelData[\"mission\"];\n            for(int i = 0 ;i < missions.Count ;++i)\n            {\n                //获取某个关卡的怪物列表\n                JsonData monsterLists = missions[i][\"monsterList\"];\n                List<MonsterList> onelist = new List<MonsterList>();\n                for (int j = 0; j< monsterLists.Count; ++j)\n                {\n                    MonsterList m = new MonsterList();\n                    m.monsterID = (int)monsterLists[j][\"monsterID\"];\n                    m.rate = (float)monsterLists[j][\"rate\"];\n                    m.wayID = (int)monsterLists[j][\"wayID\"];\n                    m.count = (int)monsterLists[j][\"count\"];\n\n                    onelist.Add(m);\n                }\n                //生成某个关卡的数据\n                WaveInformation waveInformation = new WaveInformation();\n                waveInformation.time = (int)missions[i][\"time\"];\n                waveInformation.monsterLists = onelist;\n\n                waveQueue.Enqueue(waveInformation);\n            }\n\n            Logger.Log(\"成功获取关卡队列:\" + waveQueue.Count, LogType.Monster);\n        }\n    }\n\n    //生成一波怪物\n    public void StartOneWave()\n    {\n        alreadySpawnOneWave = false;\n        // 开启生成\n        StartCoroutine(CreateMonster());\n    }\n\n    IEnumerator CreateMonster()\n    {\n        if (waveQueue.Count <= 0) yield break;\n\n        WaveInformation waveInformation = waveQueue.Dequeue();\n        //每一波生成前的等待时间\n        yield return new WaitForSeconds(waveInformation.time);\n        //每一个怪物列表\n        foreach (var monsterList in waveInformation.monsterLists)\n        {\n            for (int j = 0; j < monsterList.count; ++j)\n            {\n                //生成怪物\n                var monster = Instantiate(monsterPrefabs[monsterList.monsterID - 1], spawnPoint.position, Quaternion.identity, Monsters);\n                //设置路径\n                monster.GetComponent<BehaviorTree>().SetVariableValue(\"Road\", wayPointManager.GetRoad(monsterList.wayID - 1));\n                //生成间隔\n                float rate = monsterList.rate;\n                yield return new WaitForSeconds(rate);\n            }\n        }\n\n        alreadySpawnOneWave = true;\n    }\n\n    //用于查询是否还有关卡\n    public bool HasWave()\n    {\n        return waveQueue.Count > 0;\n    }\n\n    //用于查询某一关卡出现的怪物种类\n    public List<int> GetMonsterIDsInOneWave()\n    {\n        List<int> IDList = new List<int>();\n        WaveInformation waveInformation = waveQueue.Peek();\n        //每一个怪物列表\n        foreach (var monsterList in waveInformation.monsterLists)\n        {\n            int ID = monsterList.monsterID;\n\n            if (!IDList.Contains(ID))\n                IDList.Add(ID);\n        }\n        return IDList;\n    }\n\n\n    private void Awake()\n    {\n        wayPointManager = GetComponent<WayPointManager>();\n\n        GetJsonToLevelData(\"Mission.json\");\n    }\n\n    private void Start()\n    {\n\n    }\n\n}\n"
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    "path": "Assets/Scripts/GameLogic/TowerManager.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\n/// <summary>\n/// 塔的逻辑管理器\n/// </summary>\npublic class TowerManager : MonoBehaviour\n{\n    //塔个体对象prefab\n    public List<GameObject> _towerPrefabs;\n\n    //游戏场景里的塔基\n    private GameObject[] _towerBases;\n\n    //塔的数据库\n    private TowerDataBase _towerDataBase;\n\n    //金钱\n    private MoneyManager _moneyManager;\n\n    //塔基对应是否有塔\n    private Dictionary<GameObject, bool> _towerBaseHasTower = new Dictionary<GameObject, bool>();\n\n    [HideInInspector]\n    private GameObject targetTowerBase = null;\n\n    public GameObject TargetTowerBase { get => targetTowerBase; set => targetTowerBase = value; }\n\n    private void Awake()\n    {\n        _towerBases = GameObject.FindGameObjectsWithTag(\"TowerBase\");\n\n        _moneyManager = GetComponent<MoneyManager>();\n\n        //初始化默认都没有塔\n        for (int i = 0; i < _towerBases.Length; ++i)\n        {\n            _towerBaseHasTower.Add(_towerBases[i], false);\n        }\n\n    }\n    // Start is called before the first frame update\n    void Start()\n    {\n\n    }\n\n    // Update is called once per frame\n    void Update()\n    {\n\n    }\n\n    //检测是否可以造塔\n    public bool IfCanBuildTower()\n    {\n        if (_towerBaseHasTower.ContainsKey(TargetTowerBase))\n        {\n            return !_towerBaseHasTower[TargetTowerBase];\n        }\n        Logger.Log(\"TowerBase Doesn't exist!\", LogType.Tower);\n        return false;\n    }\n\n    //检测是否可以造某种塔(取决塔的造价)\n    public bool IfCanBuildTower(int towerIndex)\n    {\n        if (!IfCanBuildTower())\n        {\n            return false;\n        }\n\n        //目前而言都是50元 造塔\n        //TODO:检测塔 钱\n        if(_moneyManager.Cash < 50)\n        {\n            return false;\n        }\n\n        return true;\n    }\n\n    //建造塔\n    public void BuildTower(int towerIndex)\n    {\n        if (!IfCanBuildTower(towerIndex))\n        {\n            Logger.Log(\"Can't Build Tower!\", LogType.Tower);\n            return;\n        }\n\n        //TODO：建造一个塔，耗费50元\n        switch (towerIndex)\n        {\n            case 0:\n                _moneyManager.ReduceCash(50);\n                break;\n            case 1:\n                _moneyManager.ReduceCash(100);\n                break;\n            case 2:\n                _moneyManager.ReduceCash(50);\n                break;\n        }\n\n        _towerBaseHasTower[TargetTowerBase] = true;\n        Instantiate(_towerPrefabs[towerIndex], TargetTowerBase.transform);\n        Logger.Log(\"Succeessfully Build A Tower.\", LogType.Tower);\n    }\n}\n"
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    "path": "Assets/Scripts/GameLogic/WaveManager.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.UI;\n\n/// <summary>\n/// 关卡管理\n/// </summary>\npublic class WaveManager : MonoBehaviour\n{\n    //关卡开始UI提示\n    public Animation waveStartPanel;\n    public Text waveStartText;\n    //关卡结束UI提示\n    public Animation waveEndPanel;\n    public Text waveEndText;\n    //怪物生成器\n    public MonsterSpawner monsterSpawner;\n\n    public Animation endPanel;\n    public Animation losePanel;\n\n    //金钱管理器\n    private MoneyManager moneyManager;\n    //是否已经开始一波\n    private bool alreadyStart = false;\n\n    private int waveIndex = 1;\n\n    private void StartOneWave()\n    {\n        alreadyStart = true;\n        var monsterIDList = monsterSpawner.GetMonsterIDsInOneWave();\n        monsterSpawner.StartOneWave();\n        waveStartText.text = \"第\"+ waveIndex + \"波\";\n        waveStartPanel.Play();\n    }\n\n    private void EndOneWave()\n    {\n        alreadyStart = false;\n        //关卡奖励\n        moneyManager.AddCash(100);\n        waveEndPanel.Play();\n        waveEndText.text = \"第\" + waveIndex + \"波\";\n\n        //没有关卡则退出\n        if (!monsterSpawner.HasWave())\n        {\n            StartCoroutine(EndAllWaves());\n            return;\n        }\n\n\n        waveIndex++;\n        StartCoroutine(StartOneWaveAfterSeconds());\n    }\n\n    IEnumerator StartOneWaveAfterSeconds()\n    {\n        yield return new WaitForSeconds(8.0f);\n        StartOneWave();\n    }\n\n    //所有波都防守成功后，提示胜利\n    IEnumerator EndAllWaves()\n    {\n        yield return new WaitForSeconds(5.0f);\n        endPanel.Play();\n    }\n\n    private void Awake()\n    {\n        moneyManager = GetComponent<MoneyManager>();\n        \n    }\n\n    // Start is called before the first frame update\n    void Start()\n    {\n        StartOneWave();\n    }\n\n    //TODO FLAG\n    bool alreadyLose = false;\n    // Update is called once per frame\n    void Update()\n    {\n        //若玩家基地死了，则提示失败\n        if ((!Factory.PlayerIndividual.enabled || !Factory.BaseIndividual || !Factory.BaseIndividual.enabled) && !alreadyLose)\n        {\n            losePanel.Play();\n            alreadyLose = true;\n        }\n        //若无怪物，则证明完成一波\n        if (alreadyStart && monsterSpawner.alreadySpawnOneWave && !Factory.HasMonsterIndividual())\n        {\n            EndOneWave();\n        }\n    }\n}\n"
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    "path": "Assets/Scripts/GameLogic/WayPointManager.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\npublic class WayPointManager : MonoBehaviour\n{\n    //先在面板通过roadsToInit获取n条路径\n    //一个road对象应该顺序含有若干个空对象，每个对象代表一个路径点\n    //然后根据每个road初始化每条路径对应的点坐标，并删除road对象（无用）\n\n    public List<GameObject> roadsToInit;\n    private List<List<Transform>> roads = new List<List<Transform>>();\n\n    private void Awake()\n    {\n        for(int i = 0; i < roadsToInit.Count; ++i)\n        {\n            var childrenTransforms = roadsToInit[i].GetComponentsInChildren<Transform>();\n            var road = new List<Transform>();\n            for(int j=0; j < childrenTransforms.Length; ++j)\n            {\n                road.Add(childrenTransforms[j]);\n            }\n            roads.Add(road);\n        }\n    }\n\n    /// <summary>\n    /// 获取路径\n    /// </summary>\n    /// <param name=\"index\"></param>\n    /// <returns></returns>\n    public List<Transform> GetRoad(int index)\n    {\n        if(index >= roads.Count)\n        {\n            Logger.Log(\"错误的路径index！\", LogType.AI);\n            return null;\n        }\n\n        return roads[index];\n    }\n\n    // Start is called before the first frame update\n    void Start()\n    {\n        \n    }\n\n    // Update is called once per frame\n    void Update()\n    {\n        \n    }\n}\n"
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    "path": "Assets/Scripts/Hatred/HatredSystem.cs",
    "content": "﻿using BehaviorDesigner.Runtime;\nusing System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\n\npublic class HatredSystem : MonoBehaviour\n{\n\n    //public int hateValueDecrement = 5;         //每秒仇恨值减少量\n\n    //public int hateDecrementTime = 1;         //仇恨值减少间隔\n\n    private Individual individual;\n\n    //仇恨列表可视化\n    [SerializeField] private List<string> hatredListShow = new List<string>();\n\n    //key 是仇恨来源个体 ，value 是仇恨值\n    Dictionary<Individual, int> hatredMap = new Dictionary<Individual, int>();\n\n    private BehaviorTree behaviorTree;\n\n    private MessageSystem messageSystem;\n\n    private void Awake()\n    {\n        messageSystem = GetComponent<MessageSystem>();\n        individual = GetComponent<Individual>();\n        behaviorTree = GetComponent<BehaviorTree>();\n    }\n\n    private void Start()\n    {\n        ////实例化时调用\n        //StartCoroutine(HateDecrementTimer());\n\n        //订阅消息\n        messageSystem.registerAttackEvent((int attackerID, float damage) => { AddHateValue(attackerID); });\n        messageSystem.registerBuffEvent((int targetID, int buffID) => { if (BuffDataBase.Instance.GetBuffData(buffID).isTaunt) { AddHateValue(targetID); } });\n        messageSystem.registerDieEvent((int sender) => { if (sender == individual.ID) { this.enabled = false; } });\n    }\n\n    private void Update()\n    {\n\n    }\n\n\n\n    /// <summary>\n    /// 增加仇恨值，若仇恨目标不在仇恨列表里，则先加入列表\n    /// </summary>\n    /// <param name=\"HateSourceID\">仇恨目标</param>\n    public void AddHateValue(int HateSourceID)\n    {\n        Individual HateSource = Factory.GetIndividual(HateSourceID);\n        if (HateSource == null)\n        {\n            Logger.Log(\"HateSource is null\", LogType.Hatred);\n            return;\n        }\n        //如果目标的势力和自己相同则不列入仇恨列表\n        //if (HateSource.power == individual.power) \n        //{\n        //    Debug.Log(\"因为目标是友军，所以不对友军产生仇恨\");\n        //    return;\n        //}\n\n        if (!hatredMap.ContainsKey(HateSource))\n        {\n            AddHatredList(HateSource);\n            //把仇恨目标的名字加入到仇恨列表可视化\n            hatredListShow.Add(HateSource.name);\n        }\n        else\n        {\n            hatredMap[HateSource] += HateSource.hatredValue;\n        }\n\n        //此处更新行为树的最新目标\n        SharedTransform sf = GetMostHatedTarget();\n        behaviorTree.SetVariable(\"MostHatredTarget\", sf);\n\n        Logger.Log(gameObject.name+\"对ID为\"+HateSource.gameObject.name+\"的对象增加了\"+hatredMap[HateSource]+\"点仇恨值\",LogType.Hatred);\n    }\n\n    /// <summary>\n    /// 获取当前仇恨值最高的目标\n    /// </summary>\n    /// <returns>返回仇恨值最高目标的Individual组件</returns>\n    public Transform GetMostHatedTarget()\n    {\n        int maxValue = 0;\n        Individual targetInd = null;\n        foreach (KeyValuePair<Individual, int> kvp in hatredMap)\n        {\n            if (kvp.Value > maxValue)\n            {\n                maxValue = kvp.Value;\n                targetInd = kvp.Key;\n            }\n        }\n\n        //若找不到则返还null\n        if (!targetInd)\n            return null;\n\n        if (!targetInd.enabled)\n        {\n            hatredMap.Remove(targetInd);\n            hatredListShow.Remove(targetInd.name);\n            return null;\n        }\n\n        return targetInd.transform;\n    }\n\n    //添加仇恨列表\n    private void AddHatredList(Individual HateSource)\n    {\n        hatredMap.Add(HateSource, HateSource.hatredValue); \n    }\n\n    ////随时间流逝仇恨减少\n    //private void HateDecrement()\n    //{\n    //    Dictionary<int, int>.KeyCollection HLkeys = hatredList.Keys;\n    //    if(HLkeys.Count==0) \n    //    {\n    //        StartCoroutine(HateDecrementTimer());\n    //        return;\n    //    }\n    //    int[] keyArray = new int[HLkeys.Count];\n\n    //    int index = 0;\n    //    foreach (int key in HLkeys)\n    //    {\n    //        keyArray[index] = key;\n    //    }\n\n\n    //    for(int i=0;i<HLkeys.Count;i++)\n    //    {\n    //        //对基地的仇恨不用减少\n    //        //if (pair.Key == 0) continue;\n\n    //        //减少固定\n    //        hatredList[keyArray[i]] -= hateValueDecrement;\n    //        Debug.Log(\"减少了对\" + LogicManager.GetIndividual(keyArray[i]).gameObject.name + \"的\" + hateValueDecrement + \"点仇恨值，当前仇恨值是：\"+ hatredList[keyArray[i]]);\n\n    //        //仇恨值小于0移除出仇恨表\n    //        if (hatredList[keyArray[i]] <= 0)\n    //        {\n    //            hatredList.RemoveIndividual(keyArray[i]);\n    //        }\n    //    }\n\n    //    StartCoroutine(HateDecrementTimer());\n    //}\n\n    ////仇恨值每秒减少固定值，死循环\n    //IEnumerator HateDecrementTimer()\n    //{\n    //    yield return new WaitForSeconds(hateDecrementTime);\n    //    HateDecrement();\n    //}\n}\n\n"
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    "path": "Assets/Scripts/Individual/Individual.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\n\npublic class Individual : MonoBehaviour\n{\n    public IndividualType individualType = IndividualType.Normal;   //个体类型\n\n    public int ID = 0;\n    public float health = 100;         //生命\n    public float maxHealth = 100;      //最大生命值\n    public float attack = 10;          //攻击力\n    public float attackSpeed = 1.0f;   //攻击速度\n    public float speed = 1.0f;         //速度\n    public float attackDistance = 1.0f;//攻击距离\n    public float recoverRate = 0.0f;   //回复速率\n\n    public int hatredValue = 10;       //攻击时造成的仇恨值,先默认设定为10\n\n    public enum Power {Monster, Human, Neutral}\n    public Power power = Power.Neutral; //所属势力\n\n    public bool movable = true;         //是否可移动\n    public bool attackable = true;      //是否可攻击\n    public bool controllable = true;    //是否可自由控制\n\n    public bool tauntable = true;       //是否可被嘲讽\n    public bool charmable = true;       //是否可被魅惑\n    public bool restrictable = true;    //是否可被束缚\n    public bool speedDownAble = true;   //是否可被减速\n    public bool dizzyAble = true;       //是否可被麻痹\n\n    public int reviveCount = 0;         //复活次数\n    public int maxReviveCount = 0;      //最大复活次数\n\n    private void Awake()\n    {\n        //向工厂注册个体\n        Factory.RegisterIndividual(this, individualType);\n        //更新消息系统的ID\n        GetComponent<MessageSystem>().selfID = ID;\n    }\n\n    /// <summary>\n    /// 当个体组件被Disable时，说明该个体已经死亡。enable表示该个体的存活标志。\n    /// </summary>\n    private void OnDisable()\n    {\n        //向工厂注销个体\n        Factory.RemoveIndividual(ID);\n    }\n\n    void Start()\n    {\n    }\n\n    /// <summary>\n    /// 个体属性更新\n    /// </summary>\n    private void Update()\n    {\n        health += recoverRate * Time.deltaTime;\n    }\n\n    ////--------------------个体行为-------------------\n    //public void GetDamage(float damage)\n    //{\n    //    HealthChange(-damage);\n    //}\n\n    //public void Attack(Individual target)\n    //{\n    //    messageSystem.SendMessage(1,target.ID,attack);\n    //}\n\n    //--------------------属性更改--------------------\n\n    //改变固定数值的生命值\n    public void HealthChange(float increment)\n    {\n        health += increment;\n        health = Mathf.Min(health, maxHealth);\n    }\n\n    ////改变百分比生命值\n    //public void HealthChange(double increment_p)\n    //{\n    //    health = (int)(1.0f + increment_p) * health;\n    //    health = Mathf.Min(health, maxHealth);\n    //    if (health < 0)\n    //    {\n    //        Dead();\n    //    }\n    //}\n    \n    //改变固定数值的攻击力\n    public void AttackChange(int increment)\n    {\n        attack += increment;\n    }\n\n    //改变百分比攻击力\n    public void AttackChange(double increment_p)\n    {\n        attack = (int)(1.0f + increment_p) * attack;\n    }\n\n    //改变百分比攻速\n    public void AttackSpeedChange(double increment_p)\n    {\n        attackSpeed = (float)(attackSpeed + increment_p);\n    }\n\n    //改变百分比速度\n    public void SpeedChange(double increment_p)\n    {\n        speed = (float)(speed + increment_p);\n    }\n\n    //改变固定数值的回血速度\n    public void RecoverRateChange(int increment)\n    {\n        recoverRate += increment;\n    }\n\n    //改变百分比回血速度\n    public void RecoverRateChange(double increment_p)\n    {\n        recoverRate = (float)(1.0f + increment_p) * recoverRate;\n    }\n\n    //改变固定数值的复活次数\n    public void ReviveCountChange(int increment)\n    {\n        reviveCount += increment;\n    }\n\n}\n"
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    "path": "Assets/Scripts/IndividualData/Monster/MonsterData.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\n\npublic class MonsterData\n{\n    public int ID;\n    public string Name;\n    public int HP;\n    public int Attack;\n    public double AttSpeed;\n    public double Speed;\n    public double AttDistance;\n    public double Money;\n}\n"
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    "path": "Assets/Scripts/IndividualData/Monster/MonsterDataBase.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\npublic class MonsterDataBase : MonoBehaviour\n{\n    //读取excel插件生成的json文件\n    public TextAsset MonsterDataJ;\n\n\n    private List<MonsterData> monsterDatas;\n    private Dictionary<int, MonsterData> monsterDataDictionary = new Dictionary<int, MonsterData>();\n    private static MonsterDataBase instance;\n\n\n    //禁止外界通过new获取该类的实例\n    private MonsterDataBase() { }\n\n    /// <summary>\n    /// MonsterDataBased的单例模式\n    /// </summary>\n    public static MonsterDataBase Instance\n    {\n        get { return instance; }\n        private set { }\n    }\n\n    void Awake()\n    {\n        instance = this;\n        //用列表读取MonsterData的数据\n        monsterDatas = JsonToObject.JsonToObject_ByJsonContent<MonsterData>(MonsterDataJ.text);\n        //列表数据读入字典\n        foreach (var a in monsterDatas)\n        {\n            monsterDataDictionary.Add(a.ID, a);\n        }\n    }\n\n    // Start is called before the first frame update\n    void Start()\n    {\n        \n    }\n    /// <summary>\n    /// 根据ID获取相应的MonsterData对象的方法\n    /// </summary>\n    /// <param name=\"ID\"></param>\n    /// <returns></returns>\n    public MonsterData GetMonsterData(int ID)\n    {\n        if (!monsterDataDictionary.ContainsKey(ID))\n        {\n            Debug.Log(\"monsterData中不存在\" + ID);\n            return null;\n        }\n        return monsterDataDictionary[ID];\n    }\n\n    // Update is called once per frame\n    void Update()\n    {\n\n    }\n}\n//该脚本必须挂在一个GameObject上\n//用例：MonsterData a = MonsterDataBase.Instance.GetMonsterData(0);\n"
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    "path": "Assets/Scripts/IndividualData/Person/PersonData.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\n\npublic class PersonData\n{\n    public int ID;\n    public string Name;\n    public int HP;\n    public int HpReturn;\n    public int Attack;\n    public double AttSpeed;\n    public double Speed;\n}\n"
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    "path": "Assets/Scripts/IndividualData/Person/PersonDataBase.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\npublic class PersonDataBase : MonoBehaviour\n{\n    public TextAsset personJ;\n\n    private List<PersonData> personDatas;\n    private Dictionary<int, PersonData> personDataDictionary = new Dictionary<int, PersonData>();\n    private static PersonDataBase instance;\n\n    //禁止外界通过new获取该类的实例\n    private PersonDataBase() { }\n\n    /// <summary>\n    /// PersonDataBase的单例模式\n    /// </summary>\n    public static PersonDataBase Instance\n    {\n        get { return instance; }\n        private set { }\n    }\n\n    void Awake()\n    {\n        instance = this;\n        //用列表读取PersonData的数据\n        personDatas = JsonToObject.JsonToObject_ByJsonContent<PersonData>(personJ.text);\n        //列表数据读入字典\n        foreach (var a in personDatas)\n        {\n            personDataDictionary.Add(a.ID, a);\n        }\n    }\n    /// <summary>\n    /// 根据ID获取相应的PersonData对象的方法\n    /// </summary>\n    /// <param name=\"ID\"></param>\n    /// <returns></returns>\n    public PersonData GetPersonData(int ID)\n    {\n        if (!personDataDictionary.ContainsKey(ID))\n        {\n            Debug.Log(\"personData中不存在\" + ID);\n            return null;\n        }\n        return personDataDictionary[ID];\n    }\n    // Start is called before the first frame update\n    void Start()\n    {\n        \n    }\n\n    // Update is called once per frame\n    void Update()\n    {\n        \n    }\n}\n"
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    "path": "Assets/Scripts/IndividualData/Tower/TowerDataBase.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\npublic class TowerDataBase : MonoBehaviour\n{\n    public TextAsset towerJ;\n\n    private List<TowerTrapData> towerDatas;\n    private Dictionary<int, TowerTrapData> towerDataDictionary = new Dictionary<int, TowerTrapData>();\n    private static TowerDataBase instance;\n\n    //禁止外界通过new获取该类的实例\n    private TowerDataBase() { }\n\n    /// <summary>\n    /// TowerDataBase的单例模式\n    /// </summary>\n    public static TowerDataBase Instance\n    {\n        get { return instance; }\n        private set { }\n    }\n\n    void Awake()\n    {\n        instance = this;\n        //用列表读取TowerData的数据\n        towerDatas = JsonToObject.JsonToObject_ByJsonContent<TowerTrapData>(towerJ.text);\n        //列表数据读入字典\n        foreach (var a in towerDatas)\n        {\n            towerDataDictionary.Add(a.ID, a);\n        }\n    }\n    /// <summary>\n    /// 根据ID获取相应的TowerData对象的方法\n    /// </summary>\n    /// <param name=\"ID\"></param>\n    /// <returns></returns>\n    public TowerTrapData GetTowerData(int ID)\n    {\n        if (!towerDataDictionary.ContainsKey(ID))\n        {\n            Debug.Log(\"towerData中不存在\" + ID);\n            return null;\n        }\n        return towerDataDictionary[ID];\n    }\n    // Start is called before the first frame update\n    void Start()\n    {\n        \n    }\n\n    // Update is called once per frame\n    void Update()\n    {\n        \n    }\n}\n"
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    "path": "Assets/Scripts/IndividualData/Tower/TowerTrapData.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\npublic class TowerTrapData\n{\n    public int ID;\n    public string Name;\n    public int Grids;\n    public int Attack;\n    public double AttSpeed;\n    public int AttDistance;\n    public int Cost;\n    public double Sell;\n}\n"
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    "path": "Assets/Scripts/Message/CallBack.cs",
    "content": "﻿public delegate void CallBack();\npublic delegate void CallBack<T>(T arg);\npublic delegate void CallBack<T, X>(T arg1, X arg2);\npublic delegate void CallBack<T, X, Y>(T arg1, X arg2, Y arg3);\npublic delegate void CallBack<T, X, Y, Z>(T arg1, X arg2, Y arg3, Z arg4);\npublic delegate void CallBack<T, X, Y, Z, W>(T arg1, X arg2, Y arg3, Z arg4, W arg5);"
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    "path": "Assets/Scripts/Message/EventCenter.cs",
    "content": "﻿using System;\nusing System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\npublic class EventCenter\n{\n    private static Dictionary<EventType, Delegate> m_EventTable = new Dictionary<EventType, Delegate>();\n    \n\n    private static void OnListenerAdding(EventType eventType, Delegate callBack)\n    {\n        if (!m_EventTable.ContainsKey(eventType))\n        {\n            m_EventTable.Add(eventType, null);\n        }\n        Delegate d = m_EventTable[eventType];\n        if (d != null && d.GetType() != callBack.GetType())\n        {\n            throw new Exception(string.Format(\"尝试为事件{0}添加不同类型的委托，当前事件所对应的委托是{1}，要添加的委托类型为{2}\", eventType, d.GetType(), callBack.GetType()));\n        }\n    }\n    private static void OnListenerRemoving(EventType eventType, Delegate callBack)\n    {\n        if (m_EventTable.ContainsKey(eventType))\n        {\n            Delegate d = m_EventTable[eventType];\n            if (d == null)\n            {\n                throw new Exception(string.Format(\"移除监听错误：事件{0}没有对应的委托\", eventType));\n            }\n            else if (d.GetType() != callBack.GetType())\n            {\n                throw new Exception(string.Format(\"移除监听错误：尝试为事件{0}移除不同类型的委托，当前委托类型为{1}，要移除的委托类型为{2}\", eventType, d.GetType(), callBack.GetType()));\n            }\n        }\n        else\n        {\n            throw new Exception(string.Format(\"移除监听错误：没有事件码{0}\", eventType));\n        }\n    }\n    private static void OnListenerRemoved(EventType eventType)\n    {\n        if (m_EventTable[eventType] == null)\n        {\n            m_EventTable.Remove(eventType);\n        }\n    }\n    //no parameters\n    public static void AddListener(EventType eventType, CallBack callBack)\n    {\n        OnListenerAdding(eventType, callBack);\n        m_EventTable[eventType] = (CallBack)m_EventTable[eventType] + callBack;\n    }\n    //Single parameters\n    public static void AddListener<T>(EventType eventType, CallBack<T> callBack)\n    {\n        OnListenerAdding(eventType, callBack);\n        m_EventTable[eventType] = (CallBack<T>)m_EventTable[eventType] + callBack;\n    }\n    //two parameters\n    public static void AddListener<T, X>(EventType eventType, CallBack<T, X> callBack)\n    {\n        OnListenerAdding(eventType, callBack);\n        m_EventTable[eventType] = (CallBack<T, X>)m_EventTable[eventType] + callBack;\n    }\n    //three parameters\n    public static void AddListener<T, X, Y>(EventType eventType, CallBack<T, X, Y> callBack)\n    {\n        OnListenerAdding(eventType, callBack);\n        m_EventTable[eventType] = (CallBack<T, X, Y>)m_EventTable[eventType] + callBack;\n    }\n    //four parameters\n    public static void AddListener<T, X, Y, Z>(EventType eventType, CallBack<T, X, Y, Z> callBack)\n    {\n        OnListenerAdding(eventType, callBack);\n        m_EventTable[eventType] = (CallBack<T, X, Y, Z>)m_EventTable[eventType] + callBack;\n    }\n    //five parameters\n    public static void AddListener<T, X, Y, Z, W>(EventType eventType, CallBack<T, X, Y, Z, W> callBack)\n    {\n        OnListenerAdding(eventType, callBack);\n        m_EventTable[eventType] = (CallBack<T, X, Y, Z, W>)m_EventTable[eventType] + callBack;\n    }\n\n    //no parameters\n    public static void RemoveListener(EventType eventType, CallBack callBack)\n    {\n        OnListenerRemoving(eventType, callBack);\n        m_EventTable[eventType] = (CallBack)m_EventTable[eventType] - callBack;\n        OnListenerRemoved(eventType);\n    }\n    //single parameters\n    public static void RemoveListener<T>(EventType eventType, CallBack<T> callBack)\n    {\n        OnListenerRemoving(eventType, callBack);\n        m_EventTable[eventType] = (CallBack<T>)m_EventTable[eventType] - callBack;\n        OnListenerRemoved(eventType);\n    }\n    //two parameters\n    public static void RemoveListener<T, X>(EventType eventType, CallBack<T, X> callBack)\n    {\n        OnListenerRemoving(eventType, callBack);\n        m_EventTable[eventType] = (CallBack<T, X>)m_EventTable[eventType] - callBack;\n        OnListenerRemoved(eventType);\n    }\n    //three parameters\n    public static void RemoveListener<T, X, Y>(EventType eventType, CallBack<T, X, Y> callBack)\n    {\n        OnListenerRemoving(eventType, callBack);\n        m_EventTable[eventType] = (CallBack<T, X, Y>)m_EventTable[eventType] - callBack;\n        OnListenerRemoved(eventType);\n    }\n    //four parameters\n    public static void RemoveListener<T, X, Y, Z>(EventType eventType, CallBack<T, X, Y, Z> callBack)\n    {\n        OnListenerRemoving(eventType, callBack);\n        m_EventTable[eventType] = (CallBack<T, X, Y, Z>)m_EventTable[eventType] - callBack;\n        OnListenerRemoved(eventType);\n    }\n    //five parameters\n    public static void RemoveListener<T, X, Y, Z, W>(EventType eventType, CallBack<T, X, Y, Z, W> callBack)\n    {\n        OnListenerRemoving(eventType, callBack);\n        m_EventTable[eventType] = (CallBack<T, X, Y, Z, W>)m_EventTable[eventType] - callBack;\n        OnListenerRemoved(eventType);\n    }\n\n\n    //no parameters\n    public static void Broadcast(EventType eventType)\n    {\n        Delegate d;\n        if (m_EventTable.TryGetValue(eventType, out d))\n        {\n            CallBack callBack = d as CallBack;\n            if (callBack != null)\n            {\n                callBack();\n            }\n            else\n            {\n                throw new Exception(string.Format(\"广播事件错误：事件{0}对应委托具有不同的类型\", eventType));\n            }\n        }\n    }\n    //single parameters\n    public static void Broadcast<T>(EventType eventType, T arg)\n    {\n        Delegate d;\n        if (m_EventTable.TryGetValue(eventType, out d))\n        {\n            CallBack<T> callBack = d as CallBack<T>;\n            if (callBack != null)\n            {\n                callBack(arg);\n            }\n            else\n            {\n                throw new Exception(string.Format(\"广播事件错误：事件{0}对应委托具有不同的类型\", eventType));\n            }\n        }\n    }\n    //two parameters\n    public static void Broadcast<T, X>(EventType eventType, T arg1, X arg2)\n    {\n        Delegate d;\n        if (m_EventTable.TryGetValue(eventType, out d))\n        {\n            CallBack<T, X> callBack = d as CallBack<T, X>;\n            if (callBack != null)\n            {\n                callBack(arg1, arg2);\n            }\n            else\n            {\n                throw new Exception(string.Format(\"广播事件错误：事件{0}对应委托具有不同的类型\", eventType));\n            }\n        }\n    }\n    //three parameters\n    public static void Broadcast<T, X, Y>(EventType eventType, T arg1, X arg2, Y arg3)\n    {\n        Delegate d;\n        if (m_EventTable.TryGetValue(eventType, out d))\n        {\n            CallBack<T, X, Y> callBack = d as CallBack<T, X, Y>;\n            if (callBack != null)\n            {\n                callBack(arg1, arg2, arg3);\n            }\n            else\n            {\n                throw new Exception(string.Format(\"广播事件错误：事件{0}对应委托具有不同的类型\", eventType));\n            }\n        }\n    }\n    //four parameters\n    public static void Broadcast<T, X, Y, Z>(EventType eventType, T arg1, X arg2, Y arg3, Z arg4)\n    {\n        Delegate d;\n        if (m_EventTable.TryGetValue(eventType, out d))\n        {\n            CallBack<T, X, Y, Z> callBack = d as CallBack<T, X, Y, Z>;\n            if (callBack != null)\n            {\n                callBack(arg1, arg2, arg3, arg4);\n            }\n            else\n            {\n                throw new Exception(string.Format(\"广播事件错误：事件{0}对应委托具有不同的类型\", eventType));\n            }\n        }\n    }\n    //five parameters\n    public static void Broadcast<T, X, Y, Z, W>(EventType eventType, T arg1, X arg2, Y arg3, Z arg4, W arg5)\n    {\n        Delegate d;\n        if (m_EventTable.TryGetValue(eventType, out d))\n        {\n            CallBack<T, X, Y, Z, W> callBack = d as CallBack<T, X, Y, Z, W>;\n            if (callBack != null)\n            {\n                callBack(arg1, arg2, arg3, arg4, arg5);\n            }\n            else\n            {\n                throw new Exception(string.Format(\"广播事件错误：事件{0}对应委托具有不同的类型\", eventType));\n            }\n        }\n    }\n}\n"
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  {
    "path": "Assets/Scripts/Message/EventType.cs",
    "content": "﻿public enum EventType\n{\n    ShowText,Hurt,GetMessage,Attack0,Message\n}\n"
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    "path": "Assets/Scripts/Message/EventType.cs.meta",
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  {
    "path": "Assets/Scripts/Message/MessageSystem.cs",
    "content": "﻿using System;\nusing System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\n[AddComponentMenu(\"System/MessageSystem\")]\npublic class MessageSystem : MonoBehaviour\n{\n\n    public int selfID = 0;\n    // BroadcastMessage  朝物体和所有子物体发送消息\n    // SendMessage  朝物体下所有组件发送消息\n    // SendMessageUpwards  朝物体和上级父物体发送信息\n    private List<Action<int, float>> attackEventListeners = new List<Action<int, float>>();\n    private List<Action<int, int>> buffEventListeners = new List<Action<int, int>>();\n    private List<Action<int>> dieEventListeners = new List<Action<int>>();\n\n    private void Awake()\n    {\n        //将事件类型和函数绑定\n        EventCenter.AddListener<int, int, int, object>(EventType.Message, SolveMessage);\n    }\n\n\n    //-----------------------接受消息选择器-----------------------\n\n    /// <summary>\n    /// 处理消息的函数，消息类型对消息进行转发，将参数传入消息，伤害消息的来源将会被加入到仇恨表\n    /// </summary>\n    /// <param name=\"messageID\"></param>\n    /// <param name=\"ob\"></param>\n    /// <param name=\"senderID\"></param>\n    /// <param name=\"receverID\"></param>\n    public void SolveMessage(int messageID, int senderID, int receverID, object ob)\n    {\n        //看看自己是不是接收器的ID\n        //0表示广播\n        if (receverID != 0 && receverID != selfID ) return;\n\n        //对消息来源进行选择，传参并转发，若为伤害信息，则加入到仇恨表中\n        switch (messageID)\n        {\n            case 1: UnderAttack(senderID, (float)ob); break;\n            case 2: GainBuff(senderID, (int)ob); break;\n            case 3: IndividualDie(senderID); break;\n            default: break;\n        }\n    }\n\n\n    //-----------------------发出消息转发器-----------------------\n\n    /// <summary>\n    /// 消息类型 1 普通攻击 :自身对ID为receverID的个体发起攻击，伤害量为ob\n    ///          2 加buff   :自身对ID为receverID的个体添加一个ID为ob的buff\n    ///          3 死亡消息 :自身个体死亡\n    /// </summary>\n    /// <param name=\"messageID\">消息类型</param>\n    /// <param name=\"receverID\">接收器</param>\n    /// <param name=\"ob\">消息参数</param>\n    public void SendMessage(int messageID, int receverID, object ob)\n    {\n        switch (messageID)\n        {\n            case 1: EventCenter.Broadcast<int, int, int, object>(EventType.Message, messageID, selfID, receverID, ob); break;\n            case 2: EventCenter.Broadcast<int, int, int, object>(EventType.Message, messageID, selfID, receverID, ob); break;\n            case 3: EventCenter.Broadcast<int, int, int, object>(EventType.Message, messageID, selfID, receverID, ob); break;\n            default: break;\n        }\n    }\n\n    //-----------------------个体对象的各组件可调用的订阅函数------------\n\n    /// <summary>\n    /// 订阅攻击函数 action参数：攻击者ID，受伤者ID，伤害量\n    /// </summary>\n    /// <param name=\"action 参数：攻击者ID，伤害量\"></param>\n    public void registerAttackEvent(Action<int,float> action)\n    {\n        attackEventListeners.Add(action);\n    }\n\n    /// <summary>\n    /// 订阅Buff函数 action参数：发送者ID，buffID\n    /// </summary>\n    /// <param name=\"action参数：发送者ID，buffID\"></param>\n    public void registerBuffEvent(Action<int, int> action)\n    {\n        buffEventListeners.Add(action);\n    }\n\n    /// <summary>\n    /// 订阅死亡函数 action参数：死亡个体ID\n    /// </summary>\n    /// <param name=\"action\"></param>\n    public void registerDieEvent(Action<int> action)\n    {\n        dieEventListeners.Add(action);\n    }\n\n\n    //-----------------------以下为消息类型-----------------------\n\n    //被攻击调用，攻击者，受伤者，伤害量\n    private void UnderAttack(int senderID, float damage)\n    {\n        for (int i = 0; i < attackEventListeners.Count; ++i)\n        {\n            attackEventListeners[i](senderID, damage);\n        }\n    }\n\n    //获得一个buff，发送者，接受者，buffID\n    private void GainBuff(int senderID, int buffID)\n    {\n        for(int i = 0; i < buffEventListeners.Count; ++i)\n        {\n            buffEventListeners[i](senderID,buffID);\n        }\n    }\n\n    //sender个体死亡\n    private void IndividualDie(int senderID)\n    {\n        for (int i = 0; i < dieEventListeners.Count; ++i)\n        {\n            dieEventListeners[i](senderID);\n        }\n    }\n}\n"
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  {
    "path": "Assets/Scripts/Skill/AOESkill.cs",
    "content": "﻿using UnityEngine;\n\n/// <summary>\n/// AOE技能\n/// </summary>\npublic class AOESkill : ISkill\n{\n    public int buffID;         //目的Buff\n    public float range = 0.0f; //范围\n\n    public AOESkill(int buffID,float range = 0.0f)\n    {\n    }\n\n    public float GetColdTimePercent()\n    {\n        throw new System.NotImplementedException();\n    }\n\n    public void InitSkill(Individual master)\n    {\n\n    }\n\n    public bool IsColdTimeEnd()\n    {\n        throw new System.NotImplementedException();\n    }\n\n    public void ReleaseSkill(Individual master)\n    {\n\n    }\n\n    public void UpdateSkill(Individual master)\n    {\n\n    }\n}"
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  {
    "path": "Assets/Scripts/Skill/BuffSkill.cs",
    "content": "﻿using UnityEngine;\n/// <summary>\n/// 被动Buff技能\n/// </summary>\npublic class BuffSkill : ISkill\n{\n    public int buffID;               //目的Buff\n    public bool isAura = true;       //光环\n    public bool releasable = true;   //是否主动释放\n    public float range = 0.01f;      //范围\n\n    private float coldTime = 5.0f;  //冷却时间\n    private float timer = 5.0f;     //冷却计时\n\n    public BuffSkill(int buffID,bool releasable = true,bool isAura = true, float range = 0.01f)\n    {\n        this.buffID = buffID;\n        this.isAura = isAura;\n        this.range = range;\n        this.releasable = releasable;\n    }\n\n    public float GetColdTimePercent()\n    {\n        if (!releasable) return 1.0f;\n\n        return timer / coldTime;\n    }\n\n    public void InitSkill(Individual master)\n    {\n\n        if (!releasable && !isAura)\n        {\n            var individual = master.GetComponent<Individual>();\n            master.GetComponent<MessageSystem>().SendMessage(2, individual.ID,buffID);\n        }\n    }\n\n    public bool IsColdTimeEnd()\n    {\n        return timer > coldTime;\n    }\n\n    public void ReleaseSkill(Individual master)\n    {\n        if (releasable && IsColdTimeEnd())\n        {\n            timer = 0.0f;\n\n            Factory.TraversalIndividualsInCircle(\n                (individual) => { master.GetComponent<MessageSystem>().SendMessage(2, individual.ID, buffID); }\n                , master.transform.position, range);\n        }\n    }\n\n    public void UpdateSkill(Individual master)\n    {\n        //增加计时\n        timer =Mathf.Min(timer+Time.deltaTime, coldTime+0.1f);\n\n        if (!releasable && isAura)\n        {\n            Factory.TraversalIndividualsInCircle(\n                (individual) => { master.GetComponent<MessageSystem>().SendMessage(2, individual.ID, buffID); }\n                , master.transform.position, range);\n        }\n    }\n}\n"
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  },
  {
    "path": "Assets/Scripts/Skill/DirSkill.cs",
    "content": "﻿\nusing UnityEngine;\n\n/// <summary>\n/// 指向性技能-暂时不做\n/// </summary>\npublic class DirSkill : ISkill\n{\n    public float GetColdTimePercent()\n    {\n        throw new System.NotImplementedException();\n    }\n\n    public void InitSkill(Individual master)\n    {\n\n    }\n\n    public bool IsColdTimeEnd()\n    {\n        throw new System.NotImplementedException();\n    }\n\n    public void ReleaseSkill(Individual master)\n    {\n\n    }\n\n    public void UpdateSkill(Individual master)\n    {\n\n    }\n}\n"
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  },
  {
    "path": "Assets/Scripts/Skill/ISkill/ISkill.cs",
    "content": "﻿using UnityEngine;\n/// <summary>\n/// 技能接口\n/// </summary>\npublic interface ISkill\n{\n    /// <summary>\n    /// 技能初始化接口\n    /// </summary>\n    void InitSkill(Individual master);\n\n    /// <summary>\n    /// 使用技能接口\n    /// </summary>\n    void ReleaseSkill(Individual master);\n\n    /// <summary>\n    /// 技能每帧更新\n    /// </summary>\n    /// <param name=\"master\"></param>\n    void UpdateSkill(Individual master);\n\n    /// <summary>\n    /// 技能是否冷却\n    /// </summary>\n    /// <returns></returns>\n    bool IsColdTimeEnd();\n\n    /// <summary>\n    /// 技能冷却百分比\n    /// </summary>\n    /// <returns></returns>\n    float GetColdTimePercent();\n}\n"
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    "path": "Assets/Scripts/Skill/SkillInput.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\n/// <summary>\n/// 技能映射控制器\n/// </summary>\npublic class SkillInput : MonoBehaviour\n{\n    public SkillSystem player;\n\n    private void Awake()\n    {\n    }\n\n    // Update is called once per frame\n    void Update()\n    {\n        \n    }\n\n    private void FixedUpdate()\n    {\n        if (Input.GetKeyDown(KeyCode.Alpha1))\n        {\n            player.ReleaseSkill(0);\n        }\n\n        if (Input.GetKeyDown(KeyCode.Alpha2))\n        {\n            player.ReleaseSkill(1);\n        }\n\n        if (Input.GetKeyDown(KeyCode.Alpha3))\n        {\n            player.ReleaseSkill(2);\n        }\n    }\n}\n"
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  {
    "path": "Assets/Scripts/Skill/SkillSystem.cs",
    "content": "using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\npublic class SkillSystem : MonoBehaviour\n{    \n    //Ӣۼܶб\n    List<ISkill> heroSkills = new List<ISkill>();\n    public List<ISkill> HeroSkills { get => heroSkills; set => heroSkills = value; }\n\n    private SkillEffectManager skillEffectManager;\n    \n    ////װܶб\n    //List<ISkill> EquipmentSkill = new List<ISkill>();\n\n    private Individual selfIndividual;\n    private MessageSystem messageSystem;\n\n    private void Awake()\n    {\n        selfIndividual = GetComponent<Individual>();\n        messageSystem = GetComponent<MessageSystem>();\n        //TODO\n        //ĿǰӲҸ2\n        HeroSkills.Add(new BuffSkill(6, true, true, 5.0f));   //ܣBuff\n        HeroSkills.Add(new BuffSkill(14, true, false));       //ܣٽָbuff\n\n        skillEffectManager = GameObject.FindGameObjectWithTag(\"Effects\").GetComponent<SkillEffectManager>();\n    }\n\n\n    void Start()\n    {\n        foreach (ISkill skill in HeroSkills)\n        {\n            skill.InitSkill(selfIndividual);\n        }\n\n        //Ϣ\n        messageSystem.registerDieEvent((int sender) => { if (sender == selfIndividual.ID) { this.enabled = false; } });\n    }\n\n    // Update is called once per frame\n    void Update()\n    {\n        foreach(ISkill skill in HeroSkills)\n        {\n            skill.UpdateSkill(selfIndividual);\n        }\n    } \n\n    /// <summary>\n    /// ͷż\n    /// </summary>\n    /// <param name=\"index\"></param>\n    public void ReleaseSkill(int index)\n    {\n        Logger.Log(\"Release Skill \" + index , LogType.Skill);\n\n        if (!selfIndividual.enabled)\n            return;\n\n        if (index >= HeroSkills.Count){ return; }\n\n        if (HeroSkills[index].IsColdTimeEnd())\n        {\n            HeroSkills[index].ReleaseSkill(selfIndividual);\n            skillEffectManager.PlayEffect(transform, index);\n        }\n    }\n\n    public void ReceiveMessage(Individual attacker,float damage)\n    {\n        //ΪԣʱʲôҲ\n        //foreach (var skill in HeroSkill)\n        //{\n        //    skill.DealAttackMessage(attacker, damage);\n        //}\n        //foreach (var skill in EquipmentSkill)\n        //{\n        //    skill.DealAttackMessage(attacker, damage);\n        //}\n    }\n}\n"
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    "path": "Assets/Scripts/Skill/SummonSkill.cs",
    "content": "﻿using UnityEngine;\n\n/// <summary>\n/// 召唤性技能\n/// </summary>\npublic class SummonSkill : ISkill\n{\n    public GameObject summonObject;//召唤物\n\n    public float GetColdTimePercent()\n    {\n        throw new System.NotImplementedException();\n    }\n\n    public void InitSkill(Individual master)\n    {\n        //DO NOTHING\n    }\n\n    public bool IsColdTimeEnd()\n    {\n        throw new System.NotImplementedException();\n    }\n\n    public void ReleaseSkill(Individual master)\n    {\n        //在施放者前方2单位距离的位置召唤物体\n        GameObject.Instantiate(summonObject,master.transform.position + master.transform.forward * 2.0f, Quaternion.identity, master.transform.parent);\n    }\n\n    public void UpdateSkill(Individual master)\n    {\n\n    }\n}\n"
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    "path": "Assets/Scripts/Tools/EditorOnlyRender.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\npublic class EditorOnlyRender : MonoBehaviour\n{\n    private Renderer renderer = null;\n\n    private void Awake()\n    {\n        renderer = GetComponent<Renderer>();\n        if (!renderer) return;\n        renderer.enabled = false;\n    }\n\n\n    // Start is called before the first frame update\n    void Start()\n    {\n        \n    }\n\n    // Update is called once per frame\n    void Update()\n    {\n        \n    }\n}\n"
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    "path": "Assets/Scripts/Tools/ExitGameHelper.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\npublic class ExitGameHelper : MonoBehaviour\n{\n    public void ExitGame()\n    {\n        Application.Quit();\n    }\n    // Start is called before the first frame update\n    void Start()\n    {\n        \n    }\n\n    // Update is called once per frame\n    void Update()\n    {\n        \n    }\n}\n"
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    "path": "Assets/Scripts/Tools/Logger.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\n////非编辑模式下，关掉所有Log\n//#if !UNITY_EDITOR\n//        Debug.unityLogger.logEnabled = false;\n//#endif\n\n/// <summary>\n/// 单例类：Debug模式下的日志调试\n/// </summary>\npublic class Logger : MonoBehaviour\n{\n    public bool log_All;\n    public bool log_Default;\n    public bool log_Individual;\n    public bool log_Hatred;\n    public bool log_Buff;\n    public bool log_Skill;\n    public bool log_Data;\n    public bool log_Tower;\n    public bool log_Monster;\n    public bool log_AI;\n\n    private static Logger instance;\n\n    void Awake()\n    {\n        instance = this;\n    }\n\n\n    static private string defaultLog = \"Default Log：\";\n    static private string individualLog = \"Individual Log：\";\n    static private string hatredLog = \"Hatred Log：\";\n    static private string buffLog = \"Buff Log：\";\n    static private string skillLog = \"Skill Log：\";\n    static private string dataLog = \"Data Log：\";\n    static private string towerLog = \"Tower Log：\";\n    static private string monsterLog = \"Monster Log：\";\n    static private string AILog = \"AI Log：\";\n\n    static public void Log(string content,LogType logType = LogType.Default)\n    {\n#if UNITY_EDITOR\n        switch (logType)\n        {\n            case LogType.Default:\n                if (!instance.log_All && !instance.log_Default) return;\n                content = defaultLog + content;\n                break;\n            case LogType.Individual:\n                if (!instance.log_All && !instance.log_Individual) return;\n                content = individualLog + content;\n                break;\n            case LogType.Hatred:\n                if (!instance.log_All && !instance.log_Hatred) return;\n                content = hatredLog + content;\n                break;\n            case LogType.Buff:\n                if (!instance.log_All && !instance.log_Buff) return;\n                content = buffLog + content;\n                break;\n            case LogType.Skill:\n                if (!instance.log_All && !instance.log_Skill) return;\n                content = skillLog + content;\n                break;\n            case LogType.Data:\n                if (!instance.log_All && !instance.log_Data) return;\n                content = dataLog + content;\n                break;\n            case LogType.Tower:\n                if (!instance.log_All && !instance.log_Tower) return;\n                content = towerLog + content;\n                break;\n            case LogType.Monster:\n                if (!instance.log_All && !instance.log_Monster) return;\n                content = monsterLog + content;\n                break;\n            case LogType.AI:\n                if (!instance.log_All && !instance.log_AI) return;\n                content = AILog + content;\n                break;\n        }\n        //日志输出\n        Debug.Log(content);\n#endif\n    }\n}\n\npublic enum LogType{\n    Default,\n    Individual,\n    Hatred,\n    Buff,\n    Skill,\n    Data,\n    Tower,\n    Monster,\n    AI\n}\n\n"
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    "path": "Assets/Scripts/UI/BloodBarUI.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.UI;\n\npublic class BloodBarUI : MonoBehaviour\n{\n    private Individual playerIndividual;\n    private Scrollbar myScrollbar;\n\n    private void Awake()\n    {\n        myScrollbar = GetComponent<Scrollbar>();\n    }\n\n    private void Start()\n    {\n        playerIndividual = Factory.PlayerIndividual;\n    }\n\n    // Update is called once per frame\n    void Update()\n    {\n        if (playerIndividual.enabled == false)\n        {\n            myScrollbar.size = 0;\n        }\n        else\n        {\n            myScrollbar.size = playerIndividual.health / playerIndividual.maxHealth;\n        }\n    }\n\n\n}\n"
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    "path": "Assets/Scripts/UI/BloodHUD.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.UI;\n\npublic class BloodHUD : MonoBehaviour\n{\n    public GameObject addBloodTextPrefab;\n    public GameObject reduceBloodTextPrefab;\n\n    private void Awake()\n    {\n        //将事件类型和函数绑定\n        EventCenter.AddListener<int, int, int, object>(EventType.Message, SolveMessage);\n    }\n\n    // Start is called before the first frame update\n    void Start()\n    {\n\n    }\n\n    /// <summary>\n    /// 处理消息的函数，对其中的攻击消息进行血量变化的HUD显示\n    /// </summary>\n    /// <param name=\"messageID\"></param>\n    /// <param name=\"ob\"></param>\n    /// <param name=\"senderID\"></param>\n    /// <param name=\"receverID\"></param>\n    public void SolveMessage(int messageID, int senderID, int receverID, object ob)\n    {\n        //todo\n        //只要处理攻击消息\n        if(messageID != 1) {\n            return;\n        }\n\n        var ind = Factory.GetIndividual(receverID);\n        if(ind == null)\n        {\n            return;\n        }\n\n        int bloodchange = -(int)((float)ob);\n\n        //血量减少HUD显示\n        if(bloodchange < 0.0f)\n        {\n            var go = Instantiate(reduceBloodTextPrefab, Vector3.zero, Quaternion.identity, transform);\n            go.transform.position = Camera.main.WorldToScreenPoint(ind.transform.position);\n            go.transform.localScale = Vector3.one / (Camera.main.transform.position - ind.transform.position).magnitude * 7;\n            go.transform.GetChild(0).GetComponent<Text>().text = bloodchange.ToString();\n            go.transform.GetChild(0).GetComponent<Animation>().Play();\n            StartCoroutine(DeleteBloodChangeTextLater(go));\n        }\n    }\n\n    //TODO\n    public void ShowBlood(int health,Transform target)\n    {\n        int bloodchange = health;\n        GameObject go;\n        //血量减少HUD显示\n        if (bloodchange < 0.0f)\n        {\n            go = Instantiate(reduceBloodTextPrefab, Vector3.zero, Quaternion.identity, transform);\n        }\n        else\n        {\n            go = Instantiate(addBloodTextPrefab, Vector3.zero, Quaternion.identity, transform);\n        }\n        go.transform.position = Camera.main.WorldToScreenPoint(target.transform.position);\n        go.transform.localScale = Vector3.one / (Camera.main.transform.position - target.transform.position).magnitude * 7;\n        go.transform.GetChild(0).GetComponent<Text>().text = bloodchange.ToString();\n        go.transform.GetChild(0).GetComponent<Animation>().Play();\n        StartCoroutine(DeleteBloodChangeTextLater(go));\n    }\n\n    IEnumerator DeleteBloodChangeTextLater(GameObject gameObject)\n    {\n        yield return new WaitForSeconds(0.7f);\n        GameObject.Destroy(gameObject);\n        yield return 0;\n    }\n}\n"
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    "path": "Assets/Scripts/UI/MoneyTextUI.cs",
    "content": "﻿using System.Collections;\r\nusing System.Collections.Generic;\r\nusing UnityEngine;\r\nusing UnityEngine.UI;\r\n\r\npublic class MoneyTextUI : MonoBehaviour\r\n{\r\n    private MoneyManager logicManager;\r\n    private Text text;\r\n    private string moneyString = \" $\";\r\n\r\n    private void Awake()\r\n    {\r\n        logicManager = GameObject.FindGameObjectWithTag(\"Manager\").GetComponent<MoneyManager>();\r\n        text = GetComponent<Text>();\r\n    }\r\n\r\n    // Update is called once per frame\r\n    void Update()\r\n    {\r\n        text.text = logicManager.Cash + moneyString;\r\n    }\r\n}\r\n"
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    "path": "Assets/Scripts/UI/SkillPanelUI.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.UI;\r\n\r\npublic class SkillPanelUI : MonoBehaviour\n{\r\n    public Image[] images;\r\n\r\n    private SkillSystem skillSystem;\n\n    // Start is called before the first frame update\n    void Start()\n    {\r\n        //获取玩家的技能系统\r\n        skillSystem = Factory.PlayerIndividual.GetComponent<SkillSystem>();\n\n\n    }\n\n    // Update is called once per frame\n    void Update()\n    {\r\n        for (int i = 0; i < skillSystem.HeroSkills.Count; ++i)\r\n        {\r\n            images[i].fillAmount = skillSystem.HeroSkills[i].GetColdTimePercent();\r\n        }\n    }\n}\n"
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    "path": "Assets/Scripts/UI/TowerSelect.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.EventSystems;\n\n[ExecuteInEditMode]\npublic class TowerSelect : MonoBehaviour {\n\tprivate Camera cam;\n    private int towerBaseMask;\n    private int UIMask;\n    private bool selceting = false;\n    private Outline outline;\n    private TowerManager towerManager;\n    //建造塔的UI面板\n    public GameObject constructPanel;\n\n    private void Awake()\n    {\n        cam = Camera.main;\n        outline = cam.GetComponent<Outline>();\n        towerBaseMask = (1 << LayerMask.NameToLayer(\"TowerBase\"));\n        UIMask = (1 << LayerMask.NameToLayer(\"UI\"));\n\n        towerManager = GameObject.FindGameObjectWithTag(\"Manager\").GetComponent<TowerManager>();\n\n        UnshowPanel();\n    }\n\n    void Update()\n    {\n        Ray ray = cam.ScreenPointToRay(Input.mousePosition);\n        RaycastHit hitInfo;\n\n        //没有选择一个塔基或者重新点击鼠标时\n        if (!selceting || Input.GetMouseButtonDown(0))\n        {\n            if (EventSystem.current.IsPointerOverGameObject()) //鼠标放到UI上\n            {\n                //do Notthing\n            }\n            else if (Physics.Raycast(ray, out hitInfo, 1000, towerBaseMask, new QueryTriggerInteraction())) //射线检测到塔基对象\n            {\n                //在scene视图中显示检测射线\n                Debug.DrawLine(ray.origin, hitInfo.point, Color.green);\n\n                var target = hitInfo.collider.gameObject;\n                //更新towerManager\n                towerManager.TargetTowerBase = target;\n                // 描边\n                outline.enabled = false;\n                outline.targetObject = target;\n                outline.enabled = true;\n\n                if (Input.GetMouseButton(0))\n                {\n                    ShowPanel();\n                }\n            }\n            else\n            {\n                //更新towerManager\n                towerManager.TargetTowerBase = null;\n\n                UnshowPanel();\n            }\n        }\n    }\n\n    public void ShowPanel ()\n    {\n        constructPanel.transform.position = Input.mousePosition;\n        constructPanel.SetActive(true);\n        selceting = true;\n    }\n\n    public void UnshowPanel()\n    {\n        constructPanel.SetActive(false);\n        outline.enabled = false;\n        outline.targetObject = null;\n        selceting = false;\n    }\n\n    //禁用时，取消原先边缘显示\n    public void OnDisable()\n    {\n        outline.enabled = false;\n        outline.targetObject = null;\n    }\n\n}"
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    "content": "# ATD Ver-0.2\n\n**游戏简介**：使用Unity2018开发的一款RPG元素+塔防元素结合的3D游戏。\n\n**Unity版本**: ~~Unity 2018.3.7f1 (64-bit)~~ 已更新到 2019.3.7f1\n\n**可运行平台**：windows\n\n# 游戏介绍\n\n**游戏类型**：塔防+RPG的3D游戏\n\n**游戏要素**：3D 塔防 英雄 建筑树 搭配\n\n**主体玩法**：游戏里将会有一波波怪物进攻基地。玩家可以建造塔来防御敌人，同时也可以控制单独的个体英雄角色来攻击敌人。\n\n**游戏模式**：\n\n- **第三人称视角的RPG模式**\n\n![](https://github.com/ima-games/ATD/blob/master/MarkDown_Image/screenshot%20(1).png)\n\n\n- **上帝视角的建造模式**\n\n![](https://github.com/ima-games/ATD/blob/master/MarkDown_Image/screenshot%20(2).png)\n\n\n**控制方式**：在游戏中使用Tab按键，切换这两种操作模式：\n- RPG模式下：WASD控制移动，Space跳跃，鼠标左键普通攻击。\n- 建造模式下：鼠标左键建造，E销毁已建造的建筑。\n- 数字键1,2,3,4,5,6控制物品栏,对应英雄技能或者建筑安放。\n\n**胜利条件**：消灭所有敌人 或者 坚持到时间结束  \n**失败条件**：基地生命值为0 或者 英雄死亡\n\n\n# 游戏截图\n\n![](https://github.com/ima-games/ATD/blob/master/MarkDown_Image/screenshot%20(1).png)\n\n![](https://github.com/ima-games/ATD/blob/master/MarkDown_Image/screenshot%20(2).png)\n\n![](https://github.com/ima-games/ATD/blob/master/MarkDown_Image/screenshot%20(5).png)\n\n![](https://github.com/ima-games/ATD/blob/master/MarkDown_Image/screenshot%20(3).png)\n\n![](https://github.com/ima-games/ATD/blob/master/MarkDown_Image/screenshot%20(4).png)\n\n\n# 架构设计\n\n---\n\n详见博客：\n\n[Unity《ATD》塔防RPG类3D游戏架构设计（一） - KillerAery - 博客园](https://www.cnblogs.com/KillerAery/p/11191222.html)\n\n[Unity《ATD》塔防RPG类3D游戏架构设计（二） - KillerAery - 博客园](https://www.cnblogs.com/KillerAery/p/11197175.html)\n\n# 项目配置注意事项\n\n## 安装package\n\n由于项目配置了LWRP作为基本渲染管线，需要安装如下Package:\n- LightWeight RP\n\n![](https://github.com/ima-games/ATD/blob/master/MarkDown_Image/notice.png)\n\n## 分辨率\n\n项目目前基于固定的 ***1920\\*1080分辨率*** 开发，没有对其他分辨率做适配。\n可以在Editor时使用 ***1920\\*1080分辨率*** ，而不要用FreeAspect。\n"
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