merge minigame to staging
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						99d412b258
					
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										11
									
								
								Assets/Project Files/Prefabs/JoonasP/Lever.prefab.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										11
									
								
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					========
 | 
				
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					>>>>>>>> origin/joonasp_Milestone2:Assets/Project Files/Prefabs/JoonasP/Lever.prefab.meta
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@ -0,0 +1,83 @@
 | 
				
			|||||||
 | 
					using System.Collections;
 | 
				
			||||||
 | 
					using System.Collections.Generic;
 | 
				
			||||||
 | 
					using UnityEngine;
 | 
				
			||||||
 | 
					using UnityEngine.XR.Interaction.Toolkit;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					public class EssenceNodeController : MonoBehaviour
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					    [SerializeField]
 | 
				
			||||||
 | 
					    private AudioSource chime;
 | 
				
			||||||
 | 
					    
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public bool isTouched;
 | 
				
			||||||
 | 
					    private bool followPlayer = false;
 | 
				
			||||||
 | 
					    private Transform player;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    private float timer;
 | 
				
			||||||
 | 
					    private Material nodeMaterial;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    private Coroutine decayCo;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    private void Awake()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        nodeMaterial = GetComponent<Renderer>().material;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public void Touched()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        if (!isTouched)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            GetComponent<Renderer>().material.color = Color.cyan;
 | 
				
			||||||
 | 
					            chime.Play();
 | 
				
			||||||
 | 
					            isTouched = true;
 | 
				
			||||||
 | 
					            StopCoroutine(decayCo);
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public void FollowPlayer()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        followPlayer = true;
 | 
				
			||||||
 | 
					        player = GameObject.FindGameObjectWithTag("MainCamera").transform;
 | 
				
			||||||
 | 
					        StartCoroutine(Collect());
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public void SetPitch(float value)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        chime.pitch = value;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public void SetTimer(float seconds)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        timer = seconds;
 | 
				
			||||||
 | 
					        decayCo = StartCoroutine(Decay());
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    IEnumerator Collect()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        yield return new WaitForSeconds(2f);
 | 
				
			||||||
 | 
					        //TODO: Update value in player inventory
 | 
				
			||||||
 | 
					        Destroy(gameObject);
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    IEnumerator Decay()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        yield return new WaitForSeconds(timer);
 | 
				
			||||||
 | 
					        Destroy(gameObject);
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    private void Update()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        if (!isTouched)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            //A way to either linearly reduce the alpha value of color or fade the color to gray (must react to changing timer values)
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        if (followPlayer)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            transform.position = Vector3.Lerp(transform.position, new Vector3(player.position.x,player.position.y - 0.5f, player.position.z), Time.deltaTime);
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
@ -0,0 +1,11 @@
 | 
				
			|||||||
 | 
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 | 
				
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 | 
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 | 
				
			||||||
 | 
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 | 
				
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					  serializedVersion: 2
 | 
				
			||||||
 | 
					  defaultReferences: []
 | 
				
			||||||
 | 
					  executionOrder: 0
 | 
				
			||||||
 | 
					  icon: {instanceID: 0}
 | 
				
			||||||
 | 
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 | 
				
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			||||||
							
								
								
									
										102
									
								
								Assets/Project Files/Scripts/JoonasP/LeverController.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										102
									
								
								Assets/Project Files/Scripts/JoonasP/LeverController.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,102 @@
 | 
				
			|||||||
 | 
					using System.Collections;
 | 
				
			||||||
 | 
					using System.Collections.Generic;
 | 
				
			||||||
 | 
					using UnityEngine;
 | 
				
			||||||
 | 
					using UnityEngine.Events;
 | 
				
			||||||
 | 
					using UnityEngine.XR.Interaction.Toolkit;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					public class LeverController : MonoBehaviour
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					    private Transform pivot; //The lever will use a pivot point
 | 
				
			||||||
 | 
					    private Transform grabHand;
 | 
				
			||||||
 | 
					    private bool leverGrabbed;
 | 
				
			||||||
 | 
					    private bool eventCalled;
 | 
				
			||||||
 | 
					    private bool leverDown;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    private Vector3 handDelta;
 | 
				
			||||||
 | 
					    private Vector3 lastPosition;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    //These UnityEvent objects can be set in the inspector as any public methods from scripts
 | 
				
			||||||
 | 
					    [SerializeField]
 | 
				
			||||||
 | 
					    private UnityEvent onUp;
 | 
				
			||||||
 | 
					    [SerializeField]
 | 
				
			||||||
 | 
					    private UnityEvent onDown;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public float minAngle = 20f;
 | 
				
			||||||
 | 
					    public float maxAngle = 75f;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public float hapticAmplitude = 1f;
 | 
				
			||||||
 | 
					    public float hapticDuration = 0.1f;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public AudioSource upSound;
 | 
				
			||||||
 | 
					    public AudioSource downSound;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    //This script cannot work with multiplayer, see CheckHand() method
 | 
				
			||||||
 | 
					    public Transform leftHand;
 | 
				
			||||||
 | 
					    public Transform rightHand;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    void Awake()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        pivot = transform.parent;
 | 
				
			||||||
 | 
					        leverGrabbed = false;
 | 
				
			||||||
 | 
					        leverDown = false;
 | 
				
			||||||
 | 
					        pivot.eulerAngles = new Vector3(pivot.eulerAngles.x, pivot.eulerAngles.y, minAngle);
 | 
				
			||||||
 | 
					        leftHand = GameObject.Find("LeftHand Controller").transform;
 | 
				
			||||||
 | 
					        rightHand = GameObject.Find("RightHand Controller").transform;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    void Update()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        if (leverGrabbed)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            handDelta = lastPosition - grabHand.position; //The vector of hand movement between frames
 | 
				
			||||||
 | 
					            pivot.RotateAround(pivot.position, pivot.forward, 200 * handDelta.y); //Is a Time.deltaTime multiplication needed here?
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					            //Two following if statements set the up and down position angles and call events when angle is met
 | 
				
			||||||
 | 
					            //Only one event is called per grab because the logic is in the update method
 | 
				
			||||||
 | 
					            if(pivot.eulerAngles.z < minAngle)
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
 | 
					                pivot.eulerAngles = new Vector3(pivot.eulerAngles.x, pivot.eulerAngles.y, minAngle);
 | 
				
			||||||
 | 
					                if (leverDown)
 | 
				
			||||||
 | 
					                {
 | 
				
			||||||
 | 
					                    onUp.Invoke();
 | 
				
			||||||
 | 
					                    grabHand.gameObject.GetComponent<ActionBasedController>().SendHapticImpulse(hapticAmplitude, hapticDuration);
 | 
				
			||||||
 | 
					                    if (upSound != null) upSound.Play();
 | 
				
			||||||
 | 
					                    leverDown = false;
 | 
				
			||||||
 | 
					                }
 | 
				
			||||||
 | 
					            } 
 | 
				
			||||||
 | 
					            else if(pivot.eulerAngles.z > maxAngle)
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
 | 
					                pivot.eulerAngles = new Vector3(pivot.eulerAngles.x, pivot.eulerAngles.y, maxAngle);
 | 
				
			||||||
 | 
					                if (!leverDown)
 | 
				
			||||||
 | 
					                {
 | 
				
			||||||
 | 
					                    onDown.Invoke();
 | 
				
			||||||
 | 
					                    grabHand.gameObject.GetComponent<ActionBasedController>().SendHapticImpulse(hapticAmplitude, hapticDuration);
 | 
				
			||||||
 | 
					                    if (downSound != null) downSound.Play();
 | 
				
			||||||
 | 
					                    leverDown = true;
 | 
				
			||||||
 | 
					                }
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					            lastPosition = grabHand.position;
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public void GrabLever()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        CheckHand();
 | 
				
			||||||
 | 
					        leverGrabbed = !leverGrabbed;
 | 
				
			||||||
 | 
					        handDelta = Vector3.zero;
 | 
				
			||||||
 | 
					        lastPosition = grabHand.position;
 | 
				
			||||||
 | 
					        eventCalled = false;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    private void CheckHand()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        float leftDistance = Vector3.Distance(leftHand.position, transform.position);
 | 
				
			||||||
 | 
					        float rightDistance = Vector3.Distance(rightHand.position, transform.position);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        if (leftDistance > rightDistance) grabHand = rightHand; 
 | 
				
			||||||
 | 
					        else grabHand = leftHand;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
							
								
								
									
										11
									
								
								Assets/Project Files/Scripts/JoonasP/LeverController.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										11
									
								
								Assets/Project Files/Scripts/JoonasP/LeverController.cs.meta
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,11 @@
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					  externalObjects: {}
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										22
									
								
								Assets/Project Files/Scripts/JoonasP/LeverEventTest.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										22
									
								
								Assets/Project Files/Scripts/JoonasP/LeverEventTest.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,22 @@
 | 
				
			|||||||
 | 
					using System.Collections;
 | 
				
			||||||
 | 
					using System.Collections.Generic;
 | 
				
			||||||
 | 
					using UnityEngine;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					public class LeverEventTest : MonoBehaviour
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    private void Awake()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        gameObject.GetComponent<Renderer>().material.color = Color.red;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public void On()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        gameObject.GetComponent<Renderer>().material.color = Color.green;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public void Off()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        gameObject.GetComponent<Renderer>().material.color = Color.red;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
							
								
								
									
										11
									
								
								Assets/Project Files/Scripts/JoonasP/LeverEventTest.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										11
									
								
								Assets/Project Files/Scripts/JoonasP/LeverEventTest.cs.meta
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,11 @@
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 | 
				
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					  externalObjects: {}
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					  defaultReferences: []
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										69
									
								
								Assets/Project Files/Scripts/JoonasP/WellController.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										69
									
								
								Assets/Project Files/Scripts/JoonasP/WellController.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,69 @@
 | 
				
			|||||||
 | 
					using System.Collections;
 | 
				
			||||||
 | 
					using System.Collections.Generic;
 | 
				
			||||||
 | 
					using UnityEngine;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					public class WellController : MonoBehaviour
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					    public GameObject node;
 | 
				
			||||||
 | 
					    public int numberOfNodes = 5;
 | 
				
			||||||
 | 
					    private List<GameObject> nodes = new List<GameObject>();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public float spawnDelay;
 | 
				
			||||||
 | 
					    public float despawnTime;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    private Transform player;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public float rightDistance = 0.2f; //Distance between spawned nodes
 | 
				
			||||||
 | 
					    public float maxUp = 0.2f; //Maximum up shift between orbs
 | 
				
			||||||
 | 
					    public float minDown = -0.2f; //Same but for down
 | 
				
			||||||
 | 
					    private Vector3 right;
 | 
				
			||||||
 | 
					    private Vector3 up;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    private void Awake()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public void StartMinigame()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        player = GameObject.FindGameObjectWithTag("MainCamera").transform;
 | 
				
			||||||
 | 
					        Vector3 nodeSpawn = player.transform.position + (player.forward * 0.5f);
 | 
				
			||||||
 | 
					        nodeSpawn.y = player.transform.position.y;
 | 
				
			||||||
 | 
					        up = player.transform.up;
 | 
				
			||||||
 | 
					        right = player.transform.right;
 | 
				
			||||||
 | 
					        StartCoroutine(SpawnNode(nodeSpawn, 0.5f, 0));
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    IEnumerator SpawnNode(Vector3 nodeSpawn, float pitch, int i)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        if(i == numberOfNodes)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            yield return new WaitForSeconds((despawnTime - spawnDelay) * 2); //Wait for all of the nodes to despawn
 | 
				
			||||||
 | 
					            foreach(GameObject node in nodes)
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
 | 
					                node.GetComponent<EssenceNodeController>().FollowPlayer();
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
 | 
					            nodes.Clear();
 | 
				
			||||||
 | 
					            
 | 
				
			||||||
 | 
					            yield break;
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        GameObject tempNode = Instantiate(node, nodeSpawn, Quaternion.identity);
 | 
				
			||||||
 | 
					        tempNode.GetComponent<EssenceNodeController>().SetTimer(2f);
 | 
				
			||||||
 | 
					        tempNode.GetComponent<AudioSource>().pitch = pitch;
 | 
				
			||||||
 | 
					        nodeSpawn = nodeSpawn + right * rightDistance + Random.Range(minDown, maxUp) * up;
 | 
				
			||||||
 | 
					        yield return new WaitForSeconds(spawnDelay);
 | 
				
			||||||
 | 
					        StartCoroutine(SpawnNode(nodeSpawn, pitch, i + 1));
 | 
				
			||||||
 | 
					        yield return new WaitForSeconds(despawnTime - spawnDelay);
 | 
				
			||||||
 | 
					        if (tempNode.GetComponent<EssenceNodeController>().isTouched)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            nodes.Add(tempNode);
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    private void Update()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        transform.Rotate(new Vector3(10f, 10f, 10f) * Time.deltaTime);
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
							
								
								
									
										11
									
								
								Assets/Project Files/Scripts/JoonasP/WellController.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										11
									
								
								Assets/Project Files/Scripts/JoonasP/WellController.cs.meta
									
									
									
									
									
										Normal file
									
								
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  metroInputSource: 0
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  wsaTransparentSwapchain: 0
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					  m_HolographicPauseOnTrackingLoss: 1
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@ -728,7 +728,7 @@ PlayerSettings:
 | 
				
			|||||||
    PS4: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2
 | 
					    PS4: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2
 | 
				
			||||||
    PS5: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2
 | 
					    PS5: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2
 | 
				
			||||||
    Stadia: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2
 | 
					    Stadia: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2
 | 
				
			||||||
    Standalone: RH_SerializedDictionary;PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2
 | 
					    Standalone: RH_SerializedDictionary;PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2;GRIFFIN_URP;POSEIDON;POSEIDON_URP;JUPITER;GRIFFIN;TEXTURE_GRAPH;GRIFFIN_2021;TG_SEARCHER
 | 
				
			||||||
    WebGL: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2
 | 
					    WebGL: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2
 | 
				
			||||||
    Windows Store Apps: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2
 | 
					    Windows Store Apps: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2
 | 
				
			||||||
    XboxOne: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2
 | 
					    XboxOne: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2
 | 
				
			||||||
 | 
				
			|||||||
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