diff --git a/About/About.xml b/About/About.xml
index 90499b7..d1c5dc6 100644
--- a/About/About.xml
+++ b/About/About.xml
@@ -5,6 +5,7 @@
Epicguru (James B)
1.1
+ 1.2
https://github.com/Epicguru/AntimatterAnnihilation
@@ -14,9 +15,11 @@ Adds many items, weapons, defences, utility buildings, and a new powerful factio
This is a mod that is intended to expand the end-game, adding new goals that are challenging but rewarding, and also to increase the difficulty of late game by sending harder raiders.
This mod also features a fully developed in-game wiki that serves as a guide and also a little extra lore and pretty pictures.
-Should be loaded far down as possible, and always after Harmony, In-Game wiki and Core.
+Should be loaded far down as possible, and always after Harmony, In-Game wiki (optional) and Core.
-This is a WIP mod. There may be bugs and things may break. Please report bugs on the steam page or on Github, providing as much detail as possible, thanks.
+To access the in-game wiki, you must also install the In-Game Wiki mod from steam. It should be loaded before this mod.
+
+Please report any bugs on the steam page or on Github, providing as much detail as possible, thanks.
See the store page for all plans, and don't hesitate to suggest new features or changes.
@@ -26,12 +29,6 @@ See the store page for all plans, and don't hesitate to suggest new features or
steam://url/CommunityFilePage/2009463077
https://github.com/pardeike/HarmonyRimWorld/releases/latest
-
- co.uk.epicguru.ingamewiki
- In-game wiki
- steam://url/CommunityFilePage/2113685739
- https://github.com/Epicguru/InGameWiki/releases/latest
-
co.uk.epicguru.ingamewiki
diff --git a/Defs/Buildings/Production/AlloyFusionMachine.xml b/Defs/Buildings/Production/AlloyFusionMachine.xml
index c7da821..5812aaa 100644
--- a/Defs/Buildings/Production/AlloyFusionMachine.xml
+++ b/Defs/Buildings/Production/AlloyFusionMachine.xml
@@ -31,7 +31,7 @@ See the in-game wiki for more information and how to use.
CompPowerTrader
- 300
+ -100
false
@@ -41,9 +41,12 @@ See the in-game wiki for more information and how to use.
1
- 0
0
40
+
+ 0
+ 1
+
Gold
@@ -54,9 +57,12 @@ See the in-game wiki for more information and how to use.
2
- 0
1
30
+
+ 0
+ 1
+
AntimatterComposite_AA
@@ -67,9 +73,12 @@ See the in-game wiki for more information and how to use.
3
- 0
2
20
+
+ 0
+ 1
+
Uranium
diff --git a/Defs/Buildings/Production/CompositeRefiner.xml b/Defs/Buildings/Production/CompositeRefiner.xml
index 04dfa43..103ddc0 100644
--- a/Defs/Buildings/Production/CompositeRefiner.xml
+++ b/Defs/Buildings/Production/CompositeRefiner.xml
@@ -44,9 +44,12 @@ See the in-game wiki for more information and how to use.
1
- 0
0
60
+
+ 0
+ 1
+
Plasteel
@@ -57,9 +60,12 @@ See the in-game wiki for more information and how to use.
2
- 0
1
1
+
+ 0
+ 1
+
AntimatterCanister_AA
diff --git a/Defs/Buildings/Turrets/MBD.xml b/Defs/Buildings/Turrets/MBD.xml
index 96b0dfa..2d97352 100644
--- a/Defs/Buildings/Turrets/MBD.xml
+++ b/Defs/Buildings/Turrets/MBD.xml
@@ -20,6 +20,10 @@
220
-20
+ MinifiedThing
+
+ BuildingsSecurity
+
Normal
PassThroughOnly
120
@@ -49,7 +53,7 @@
It's multi-barrel destruction.
AntimatterAnnihilation/UI/MBDIcon
- 1.4
+ 0.985
250
@@ -73,9 +77,10 @@ It's multi-barrel destruction.
AntimatterCanister_AA
2
0
- 0.5
+ 0.8
true
0.1
+ 1
false
true
AntimatterAnnihilation/Items/AntimatterCanister
@@ -100,16 +105,11 @@ It's multi-barrel destruction.
Things/Projectile/Bullet_Big
Graphic_Single
- Projectile_Explosive
- AnnihilationExplosionMBD_AA
- 120
- 1.5
- true
- Artillery_HitThickRoof
- MortarBomb_Explode
- MortarRound_PreImpact
- MortarRound_Ambient
+ Annihilate_AA
+ 8
+ 200
+ 1.5
@@ -123,10 +123,10 @@ It's multi-barrel destruction.
(2,2)
- 0.5
- 0.75
- 0.85
- 0.6
+ 0.45
+ 0.65
+ 0.8
+ 0.75
0
200
0
@@ -134,22 +134,17 @@ It's multi-barrel destruction.
AntimatterAnnihilation.Verbs.Verb_Railgun
- 2
Bullet_MBD_AA
true
0
4
55
- 9.5
- 6
- 12
+ 4
+ 16
Shot_Autocannon
GunTail_Heavy
40
- 0.02
-
- true
-
+ 0.00390625
diff --git a/Defs/Buildings/Turrets/Railgun.xml b/Defs/Buildings/Turrets/Railgun.xml
index b2203b8..f9fdcb5 100644
--- a/Defs/Buildings/Turrets/Railgun.xml
+++ b/Defs/Buildings/Turrets/Railgun.xml
@@ -70,9 +70,9 @@
AntimatterCanister_AA
2
0
- 0.5
+ 0.7499
true
- 0.1
+ 0.499
false
true
AntimatterAnnihilation/Items/AntimatterCanister
diff --git a/Defs/Buildings/Turrets/ThunderGun.xml b/Defs/Buildings/Turrets/ThunderGun.xml
index 89ad87a..6e7287a 100644
--- a/Defs/Buildings/Turrets/ThunderGun.xml
+++ b/Defs/Buildings/Turrets/ThunderGun.xml
@@ -20,6 +20,10 @@
200
-25
+ MinifiedThing
+
+ BuildingsSecurity
+
Normal
PassThroughOnly
120
@@ -48,7 +52,7 @@
A kinetic weapon firing huge uranum slugs using convetional methods. A dual barrel self-loading system offers excellent rate of fire and large damage.
AntimatterAnnihilation/UI/ThunderGunIcon
- 1.4
+ 0.995
350
@@ -69,13 +73,13 @@
Uranium thunder gun slugs
Cannot shoot: No slugs
Uranium
- 50
- 0.25
+ 80
+ 0.5
1
- 0.5
+ 0.8
true
1
- true
+ false
true
UI/Overlays/Barrel
@@ -103,6 +107,7 @@
Bullet
25
140
+ 0.65
diff --git a/Defs/Factions/Ultratech.xml b/Defs/Factions/Ultratech.xml
index 27949a7..6dfbb6a 100644
--- a/Defs/Factions/Ultratech.xml
+++ b/Defs/Factions/Ultratech.xml
@@ -10,6 +10,7 @@
1
true
false
+ true
true
division leader
AntimatterAnnihilation/UI/FactionIcon
@@ -35,18 +36,6 @@
Punk
Urban
-
-
-60~60
@@ -97,9 +86,9 @@
(0.878, 0, 0.854)
(0.454, 0.039, 0.643)
+ 0
+ 0
AntimatterAnnihilation/UI/FactionBaseIcon
- -90
- -100~-90
\ No newline at end of file
diff --git a/Defs/Items/Guns/DevastatorLMG.xml b/Defs/Items/Guns/DevastatorLMG.xml
index ecdbb93..c3733f0 100644
--- a/Defs/Items/Guns/DevastatorLMG.xml
+++ b/Defs/Items/Guns/DevastatorLMG.xml
@@ -12,10 +12,10 @@ This weapon incorporates archotech technology. Even with a good understanding of
4.8
- 0.40
- 0.45
- 0.4
- 0.2
+ 0.45
+ 0.55
+ 0.65
+ 0.3
2
3800
diff --git a/Defs/Items/Resources/AntimatterComposite.xml b/Defs/Items/Resources/AntimatterComposite.xml
index 7566c2b..c1be55a 100644
--- a/Defs/Items/Resources/AntimatterComposite.xml
+++ b/Defs/Items/Resources/AntimatterComposite.xml
@@ -40,7 +40,7 @@ This material has the ability to cause microscopic annihilation reactions when t
0
ConstructMetal
- (159,159,243)
+ (113,52,122)
BulletImpact_Metal
MeleeHit_Metal_Sharp
MeleeHit_Metal_Blunt
diff --git a/Defs/Items/Resources/Hyper Component.xml b/Defs/Items/Resources/Hyper Component.xml
index 8ecd818..4268496 100644
--- a/Defs/Items/Resources/Hyper Component.xml
+++ b/Defs/Items/Resources/Hyper Component.xml
@@ -15,7 +15,7 @@ It can be used to construct and craft things that were previously only theoretic
false
16
- 140
+ 350
0.8
3
diff --git a/Defs/Research/Entry Research.xml b/Defs/Research/Entry Research.xml
index d5f3f16..7f655d2 100644
--- a/Defs/Research/Entry Research.xml
+++ b/Defs/Research/Entry Research.xml
@@ -5,7 +5,7 @@
Entry_AA
hack Ultratech database
Using your multi-analyzer and long range comms equipment, attempt to gain access to the Ultratech faction's database.
- 500
+ 2500
Industrial
Antimatter
Antimatter technology unlocked!
diff --git a/Defs/Research/Instant Flick Research.xml b/Defs/Research/Instant Flick Research.xml
index a902820..83164b3 100644
--- a/Defs/Research/Instant Flick Research.xml
+++ b/Defs/Research/Instant Flick Research.xml
@@ -5,7 +5,7 @@
InstantFlick_AA
instant flick
Using the PowerNet Console, send a signal directly through the power lines to instantly turn machines on or off.
- 400
+ 600
Industrial
Antimatter
HiTechResearchBench
diff --git a/Defs/Research/Melee Spacer Advanced Research.xml b/Defs/Research/Melee Spacer Advanced Research.xml
index e30c5f6..ee2cac6 100644
--- a/Defs/Research/Melee Spacer Advanced Research.xml
+++ b/Defs/Research/Melee Spacer Advanced Research.xml
@@ -5,7 +5,7 @@
MeleeSpacerAdvanced_AA
spacer melee weapons
Using antimatter technology and materials allows you to craft even more powerful melee weapons that have special properties.
- 2500
+ 2600
Spacer
Antimatter
HiTechResearchBench
diff --git a/Defs/Research/Thunder Gun Research.xml b/Defs/Research/Thunder Gun Research.xml
index beda495..4334a08 100644
--- a/Defs/Research/Thunder Gun Research.xml
+++ b/Defs/Research/Thunder Gun Research.xml
@@ -6,7 +6,7 @@
thunder gun
This turret design is stolen straight from the Ultratech faction.
The turret does not require very advanced materials to construct it, but requires Uranium slugs to be replaced after firing.
- 1400
+ 1800
Spacer
Antimatter
HiTechResearchBench
diff --git a/Defs/Research/Turrets Research.xml b/Defs/Research/Turrets Research.xml
index bd879ae..cb8f99e 100644
--- a/Defs/Research/Turrets Research.xml
+++ b/Defs/Research/Turrets Research.xml
@@ -5,7 +5,7 @@
R_Turrets_AA
turrets
Begin researching how antimatter technology can be used to create stationary defences.
- 300
+ 500
Spacer
Antimatter
HiTechResearchBench
diff --git a/Languages/ChineseSimplified/DefInjected/DamageDef/Damage.xml b/Languages/ChineseSimplified/DefInjected/DamageDef/Damage.xml
new file mode 100644
index 0000000..97c376d
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/DamageDef/Damage.xml
@@ -0,0 +1,26 @@
+
+
+
+ 湮灭
+ {0} 被湮灭了。
+
+ 能量燃烧
+ {0} 死于能量灼烧。
+
+ 湮灭爆炸
+ {0} 死于湮灭爆炸。
+
+ 湮灭爆炸
+ {0} 死于湮灭爆炸。
+
+ 湮灭爆炸
+ {0} 死于湮灭爆炸。
+
+ 湮灭爆炸
+ {0} 死于湮灭爆炸。
+
+ 电击拳套瘀伤
+ {0} 被杀死了。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/DesignationCategoryDef/Category.xml b/Languages/ChineseSimplified/DefInjected/DesignationCategoryDef/Category.xml
new file mode 100644
index 0000000..2b4cb38
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/DesignationCategoryDef/Category.xml
@@ -0,0 +1,8 @@
+
+
+
+ 反物质
+ 利用强大的湮灭力量。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/FactionDef/Ultratech.xml b/Languages/ChineseSimplified/DefInjected/FactionDef/Ultratech.xml
new file mode 100644
index 0000000..d530fc2
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/FactionDef/Ultratech.xml
@@ -0,0 +1,10 @@
+
+
+
+ 欧泰克集团
+ 欧泰克集团是超泰克科技集团的一个分支,欧泰克科技集团是一个神秘而强大,横跨多个恒星系的科技帝国。他们是少数几支了解生产和操纵反物质科技的秘密人类派系之一,他们将不惜一切代价捍卫这个秘密。超泰克认为自己高于一切正常的生命形式,拒绝与其他派系和平相处。欧泰克前哨站的存在是为了进行研究和开发资源,同时也提醒人们谁才是边缘世界的真正控制者。
+ 欧泰克集团
+ 集团首领
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/HediffDef/Damage.xml b/Languages/ChineseSimplified/DefInjected/HediffDef/Damage.xml
new file mode 100644
index 0000000..2e478b4
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/HediffDef/Damage.xml
@@ -0,0 +1,26 @@
+
+
+
+ 毁灭伤害
+ 因与反物质接触而造成的毁灭伤害。肉体几乎被彻底摧毁,只留下可怕的伤口。会引起剧烈的疼痛,并且有很高的感染几率。
+ 包扎的
+ 缝合的
+ 复位的
+ 完全湮灭的
+ 彻底湮灭的
+ 一种毁灭性伤害
+
+ 能量燃烧
+ 能量燃烧,由纯能量体强烈爆炸所引起。不会流血,因为肌肉被强力烧灼。会引起剧烈的疼痛。
+ 包扎的
+ 缝合的
+ 凝固的
+ 烧焦的
+ 完全烧焦的
+ 一种能量灼烧。
+
+ 令人痛苦的瘀伤
+ 被使用电击拳套的人打出的瘀伤。一旦受到冲击,这种武器就会释放出大量的电流,造成巨大的疼痛,但不会有长期的效果。
+ 剧烈疼痛的
+ 电击拳套引发的一种瘀伤
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/KeyBindingCategoryDef/KeyBindingCategories_Add_Architect.xml b/Languages/ChineseSimplified/DefInjected/KeyBindingCategoryDef/KeyBindingCategories_Add_Architect.xml
new file mode 100644
index 0000000..1cde251
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/KeyBindingCategoryDef/KeyBindingCategories_Add_Architect.xml
@@ -0,0 +1,11 @@
+
+
+
+
+
+ 反物质菜单
+ 解锁 "反物质" 建筑菜单。
+
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/PawnKindDef/UltratechPawns.xml b/Languages/ChineseSimplified/DefInjected/PawnKindDef/UltratechPawns.xml
new file mode 100644
index 0000000..10696fa
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/PawnKindDef/UltratechPawns.xml
@@ -0,0 +1,40 @@
+
+
+
+
+
+ 欧泰克枪手
+ 欧泰克枪手
+
+
+
+
+ 欧泰克精锐枪手
+ 欧泰克精锐枪手
+
+
+
+
+ 欧泰克狙击手
+ 欧泰克狙击手
+
+
+
+
+ 欧泰克精锐狙击手
+ 欧泰克精锐狙击手
+
+
+
+
+ 欧泰克切割者
+ 欧泰克切割者
+
+
+
+
+ 欧泰克精锐切割者
+ 欧泰克精锐切割者
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/RecipeDef/AntigrainWarhead.xml b/Languages/ChineseSimplified/DefInjected/RecipeDef/AntigrainWarhead.xml
new file mode 100644
index 0000000..f08ad14
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/RecipeDef/AntigrainWarhead.xml
@@ -0,0 +1,6 @@
+
+
+ 制作反粒子弹头
+ 用反物质技术制造反粒子弹头。
+ 正在制造反粒子弹头。
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/AT Fields Research.xml b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/AT Fields Research.xml
new file mode 100644
index 0000000..1c835d0
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/AT Fields Research.xml
@@ -0,0 +1,8 @@
+
+
+
+ 先进的领域
+ 加深对反物质科技的理解,使反物质能以稳定的方式使用。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Antimatter Composite Research.xml b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Antimatter Composite Research.xml
new file mode 100644
index 0000000..e452975
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Antimatter Composite Research.xml
@@ -0,0 +1,8 @@
+
+
+
+ 反物质复合材料
+ 通过结合反物质罐和反物质钢结构,你可以生产一种超级耐用的材料:反物质复合材料。这种材料可以用来制造许多强大的武器和建筑。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Antimatter Explosives Research.xml b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Antimatter Explosives Research.xml
new file mode 100644
index 0000000..2c7896f
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Antimatter Explosives Research.xml
@@ -0,0 +1,8 @@
+
+
+
+ 反物质爆破技术
+ 研究反物质如何能被用来制造湮灭爆炸,以及如何能将其武器化。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Antimatter Long Ranged Research.xml b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Antimatter Long Ranged Research.xml
new file mode 100644
index 0000000..b2d9d08
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Antimatter Long Ranged Research.xml
@@ -0,0 +1,8 @@
+
+
+
+ 反物质远程武器
+ 解锁生产各种反物质步枪。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Antimatter Medium Ranged Research.xml b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Antimatter Medium Ranged Research.xml
new file mode 100644
index 0000000..cc20b74
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Antimatter Medium Ranged Research.xml
@@ -0,0 +1,5 @@
+
+
+ 反物质近程武器
+ 解锁生产各种中近程反物质枪械。
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Entry Research.xml b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Entry Research.xml
new file mode 100644
index 0000000..dc5e554
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Entry Research.xml
@@ -0,0 +1,8 @@
+
+
+
+ 骇入欧泰克
+ 使用您的多分析仪和远程通讯设备,试图获得访问超欧泰克派系的数据库。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Hyper Alloy Research.xml b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Hyper Alloy Research.xml
new file mode 100644
index 0000000..703c01c
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Hyper Alloy Research.xml
@@ -0,0 +1,8 @@
+
+
+
+ 超合金化
+ 数据表明,将反物质与其它致密金属进行合金化,可以制备出一种强度极高、用途广泛的材料。这样做需要专门的生产设备。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Hyper Components Research.xml b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Hyper Components Research.xml
new file mode 100644
index 0000000..dcf48fa
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Hyper Components Research.xml
@@ -0,0 +1,8 @@
+
+
+
+ 超级零部件
+ 调查超级零部件的使用。超级零部件结合了反物质和高科技技术,但你不太理解是怎么回事。制作这些零部件是不可能的,但是如果你设法得到它们,你就可以使用。欧泰克阵营可能有一些零部件,但他们绝对不会放弃保守秘密...
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Instant Flick Research.xml b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Instant Flick Research.xml
new file mode 100644
index 0000000..9cedce5
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Instant Flick Research.xml
@@ -0,0 +1,8 @@
+
+
+
+ 紧急调控
+ 使用电网控制台,发送一个信号直接通过电力线路立即启动或关闭机器。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/MBD Research.xml b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/MBD Research.xml
new file mode 100644
index 0000000..efcdfd6
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/MBD Research.xml
@@ -0,0 +1,8 @@
+
+
+
+ 多管毁灭炮塔
+ 建造一个使用雷光炮原理的炮塔,为了更强的破坏力增加了多重炮管。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Megumin Research.xml b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Megumin Research.xml
new file mode 100644
index 0000000..e263541
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Megumin Research.xml
@@ -0,0 +1,8 @@
+
+
+
+ M3G_UMIN
+ 学习如何建造M3G_UMIN,一个与古代卫星相互作用的固定防御系统,可以将一束能量引导到行星表面的一个需要攻击的位置。将需要超级零部件维持一个从地表到低行星轨道的AT力场。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Melee Industrial Advanced Research.xml b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Melee Industrial Advanced Research.xml
new file mode 100644
index 0000000..3c29e15
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Melee Industrial Advanced Research.xml
@@ -0,0 +1,8 @@
+
+
+
+ 先进的近战武器
+ 从欧泰克阵营获得的蓝图也描述了如何使用相当常见的材料制造一些高级近战武器。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Melee Spacer Advanced Research.xml b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Melee Spacer Advanced Research.xml
new file mode 100644
index 0000000..34da82a
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Melee Spacer Advanced Research.xml
@@ -0,0 +1,8 @@
+
+
+
+ 逆电近战武器
+ 使用反物质技术和材料可以让你制造出更强大、具有特殊属性的近战武器。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Particle Accelerators Research.xml b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Particle Accelerators Research.xml
new file mode 100644
index 0000000..9cc055d
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Particle Accelerators Research.xml
@@ -0,0 +1,8 @@
+
+
+
+ 粒子加速器
+ 研究如何建造和操作一个粒子加速器,用来生产反物质罐。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Railgun Research.xml b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Railgun Research.xml
new file mode 100644
index 0000000..e02cc05
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Railgun Research.xml
@@ -0,0 +1,8 @@
+
+
+
+ 反物质轨道炮
+ 基于雷光炮的设计,这种轨道炮使用先进的力场将反物质加速到光速,然后发射到一个固定的目标那里。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Reactor Injector Research.xml b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Reactor Injector Research.xml
new file mode 100644
index 0000000..89cee5c
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Reactor Injector Research.xml
@@ -0,0 +1,8 @@
+
+
+
+ 反应堆注入器
+ 通过结合反物质罐和钢质结构,你可以生产一种超级耐用的材料:反物质复合材料。这种材料可以用来制造许多强大的武器和建筑。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Reactor Research.xml b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Reactor Research.xml
new file mode 100644
index 0000000..fb3b18b
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Reactor Research.xml
@@ -0,0 +1,8 @@
+
+
+
+ 反应堆
+ 学习如何建造反物质反应堆,这是能量的终极来源!\n当然也包括激光!
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Thunder Gun Research.xml b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Thunder Gun Research.xml
new file mode 100644
index 0000000..8b55611
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Thunder Gun Research.xml
@@ -0,0 +1,8 @@
+
+
+
+ 雷光炮
+ 这个炮塔的设计是直接从欧泰克阵营偷来的。炮塔不需要非常先进的材料来建造,但是需要在使用后时常补充铀弹头。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Turrets Research.xml b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Turrets Research.xml
new file mode 100644
index 0000000..d302744
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Turrets Research.xml
@@ -0,0 +1,8 @@
+
+
+
+ 炮塔
+ 开始研究如何利用反物质技术来建立固定的防御阵地。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Void Armor Research.xml b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Void Armor Research.xml
new file mode 100644
index 0000000..5b92ec5
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ResearchProjectDef/Void Armor Research.xml
@@ -0,0 +1,7 @@
+
+
+
+ 虚空盔甲
+ 使用反物质合成生产非常强力的盔甲和头盔。
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ResearchTabDef/Tab.xml b/Languages/ChineseSimplified/DefInjected/ResearchTabDef/Tab.xml
new file mode 100644
index 0000000..c777167
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ResearchTabDef/Tab.xml
@@ -0,0 +1,7 @@
+
+
+
+ 反物质
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/TerrainDef/Floors.xml b/Languages/ChineseSimplified/DefInjected/TerrainDef/Floors.xml
new file mode 100644
index 0000000..61f3347
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/TerrainDef/Floors.xml
@@ -0,0 +1,8 @@
+
+
+
+ 超合金瓷砖
+ 由超合金制成的地面瓷砖。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ThingDef/AlloyFusionMachine.xml b/Languages/ChineseSimplified/DefInjected/ThingDef/AlloyFusionMachine.xml
new file mode 100644
index 0000000..9f2d3d2
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ThingDef/AlloyFusionMachine.xml
@@ -0,0 +1,12 @@
+
+
+
+ 合金熔炼器
+ 利用巨大的能量将稠密的金属熔炼在一起,形成高级的金属合金,如超高温合金。有关更多信息和使用方法,请参见游戏内wiki.
+ 合金熔炼器(蓝图)
+ 合金熔炼器(蓝图)
+ 合金熔炼器(蓝图)
+ 利用巨大的能量将稠密的金属熔炼在一起,形成高级的金属合金,如超高温合金。有关更多信息和使用方法,请参见游戏内wiki.
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ThingDef/Antimatter Bullet.xml b/Languages/ChineseSimplified/DefInjected/ThingDef/Antimatter Bullet.xml
new file mode 100644
index 0000000..1819a79
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ThingDef/Antimatter Bullet.xml
@@ -0,0 +1,7 @@
+
+
+
+ 反物质电荷
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ThingDef/Antimatter Canister.xml b/Languages/ChineseSimplified/DefInjected/ThingDef/Antimatter Canister.xml
new file mode 100644
index 0000000..81e53dc
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ThingDef/Antimatter Canister.xml
@@ -0,0 +1,8 @@
+
+
+
+ 反物质罐
+ 一种包含少量反物质的超级耐用的罐体。反物质被悬浮在一个较大的力场中,以防止它与罐体的侧面接触。每个气罐都有一个内部电源,可以使用数百年。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ThingDef/AntimatterBlaster.xml b/Languages/ChineseSimplified/DefInjected/ThingDef/AntimatterBlaster.xml
new file mode 100644
index 0000000..d67d332
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ThingDef/AntimatterBlaster.xml
@@ -0,0 +1,10 @@
+
+
+
+ 反物质微型冲锋枪
+ 中程个人防御武器,发射反物质。在一个球形的力场中点燃少量的反物质。反物质一经碰撞就会溶解,暴露在周围的环境中并引起湮灭反应。
+ 枪托
+ 枪管
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ThingDef/AntimatterComposite.xml b/Languages/ChineseSimplified/DefInjected/ThingDef/AntimatterComposite.xml
new file mode 100644
index 0000000..7adcff2
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ThingDef/AntimatterComposite.xml
@@ -0,0 +1,8 @@
+
+
+
+ 反物质复合锭
+ 反物质复合锭。在复合细化器中生产。这种材料在受到伤害时会引起微小的湮灭反应,这使它在建筑和武器方面有许多应用。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ThingDef/AntimatterGrenade.xml b/Languages/ChineseSimplified/DefInjected/ThingDef/AntimatterGrenade.xml
new file mode 100644
index 0000000..0b4f49e
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ThingDef/AntimatterGrenade.xml
@@ -0,0 +1,11 @@
+
+
+
+ 反物质手榴弹
+ 手榴弹中含有微量的反物质,如果与环境接触,会产生巨大的爆炸能量和辐射。
+ 投掷反物质手榴弹
+
+ 反物质手榴弹
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ThingDef/AntimatterGrenadeLauncher.xml b/Languages/ChineseSimplified/DefInjected/ThingDef/AntimatterGrenadeLauncher.xml
new file mode 100644
index 0000000..60be7bc
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ThingDef/AntimatterGrenadeLauncher.xml
@@ -0,0 +1,12 @@
+
+
+
+ 反物质榴弹发射器
+ 一种能远距离发射反物质榴弹的巨型发射器,对建筑和敌人都是毁灭性的打击。
+ 枪托
+ 枪管
+
+ 发射反物质榴弹
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ThingDef/AntimatterRifle.xml b/Languages/ChineseSimplified/DefInjected/ThingDef/AntimatterRifle.xml
new file mode 100644
index 0000000..a83e24b
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ThingDef/AntimatterRifle.xml
@@ -0,0 +1,10 @@
+
+
+
+ 反物质步枪
+ 一款二冲程的反物质步枪。精度高,伤害小。在一个球形的力场中点燃少量的反物质。反物质一经碰撞就会溶解,暴露在周围的环境中并引起湮灭反应。
+ 枪托
+ 枪管
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ThingDef/AntimatterSMG.xml b/Languages/ChineseSimplified/DefInjected/ThingDef/AntimatterSMG.xml
new file mode 100644
index 0000000..513281f
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ThingDef/AntimatterSMG.xml
@@ -0,0 +1,10 @@
+
+
+
+ 反物质冲锋枪
+ 由于先进的散热技术,这个冲锋枪可以精确地发射大量反物质。在一个球形的场中点燃少量的反物质。反物质一经碰撞就会溶解,暴露在周围的环境中并引起湮灭反应。
+ 枪托
+ 枪管
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ThingDef/AntimatterSniperRifle.xml b/Languages/ChineseSimplified/DefInjected/ThingDef/AntimatterSniperRifle.xml
new file mode 100644
index 0000000..ffc2d6c
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ThingDef/AntimatterSniperRifle.xml
@@ -0,0 +1,12 @@
+
+
+
+ 反物质狙击步枪
+ 为远程射击设计的反物质步枪。精度和伤害都很高。在一个球形的场中点燃少量的反物质。反物质一经碰撞就会溶解,暴露在周围的环境中并引起湮灭反应。
+ 枪托
+ 枪管
+
+ 反物质电荷
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ThingDef/Buildings.xml b/Languages/ChineseSimplified/DefInjected/ThingDef/Buildings.xml
new file mode 100644
index 0000000..a57715d
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ThingDef/Buildings.xml
@@ -0,0 +1,38 @@
+
+
+
+ 粒子加速器
+ 粒子加速器会将电子从玻璃钢中剥离并将它们加速到光速。当这些电子碰撞时,它们就会产生少量的反物质,在反物质反应堆中使用。
+ 粒子加速器(蓝图)
+ 粒子加速器(建筑)
+ 粒子加速器会将电子从玻璃钢中剥离并将它们加速到光速。当这些电子碰撞时,它们就会产生少量的反物质,在反物质反应堆中使用。
+
+ 反物质反应堆
+ 发电建筑的最终形式。反物质与普通物质发生反应,产生巨大的能量。一个超强大的能量场包含了大量的能量和辐射,并将其与外界隔离,这使得在周围工作是非常安全的。需要一个反应器注入器来注入反物质,以及一个反应器功率转换器来捕获输出光束并将其转换为电能。
+ 反物质反应堆(蓝图)
+ 反物质反应堆(建筑)
+ 发电建筑的最终形式。反物质与普通物质发生反应,产生巨大的能量。一个超强大的能量场包含了大量的能量和辐射,并将其与外界隔离,这使得在周围工作是非常安全的。需要一个反应器注入器来注入反物质,以及一个反应器功率转换器来捕获输出光束并将其转换为电能。
+
+ 反应堆注入器
+ 吸收所包含的反物质,并以光束的形式发射到反物质反应堆中。这种光束之所以成为可能,要归功于一个圆柱形的力场,它既排斥普通物质,又限制反物质,使得一个原本不可能存在的悬浮状的空间可以在半空中产生。如果光束在没有反应堆收集它的情况下发射,被发射的反物质与任何物质接触后就会发生湮灭,并迅速摧毁它。这可能是一堵墙,一个敌人或你的殖民者,所以万分小心…
+ 反应堆注入器(蓝图)
+ 反应堆注入器(蓝图)
+ 反应堆注入器(建筑)
+ 吸收所包含的反物质,并以光束的形式发射到反物质反应堆中。这种光束之所以成为可能,要归功于一个圆柱形的力场,它既排斥普通物质,又限制反物质,使得一个原本不可能存在的悬浮状的空间可以在半空中产生。如果光束在没有反应堆收集它的情况下发射,被发射的反物质与任何物质接触后就会发生湮灭,并迅速摧毁它。这可能是一堵墙,一个敌人或你的殖民者,所以万分小心…
+
+ 反应堆功率转换器
+ 捕获反物质反应堆的输出光束,并将其转换成可用的电力。
+ 反应堆功率转换器(蓝图)
+ 反应堆功率转换器(蓝图)
+ 反应堆功率转换器(建筑)
+ 捕获反物质反应堆的输出光束,并将其转换成可用的电力。
+
+ 电网控制台
+ 显示电力网络的详细概述,显示电力在哪里使用和生产。还具有远程开关机器的能力。
+ 电网控制台(蓝图)
+ 电网控制台(蓝图)
+ 电网控制台(建筑)
+ 显示电力网络的详细概述,显示电力在哪里使用和生产。还具有远程开关机器的能力。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ThingDef/CompositeRefiner.xml b/Languages/ChineseSimplified/DefInjected/ThingDef/CompositeRefiner.xml
new file mode 100644
index 0000000..fffba3f
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ThingDef/CompositeRefiner.xml
@@ -0,0 +1,12 @@
+
+
+
+ 复合精炼
+ 从反物质和反物质中创造出先进的反物质复合材料。有关更多信息和使用方法,请参见游戏内wiki。
+ 复合精炼器(蓝图)
+ 复合精炼器(蓝图)
+ 复合精炼器(建筑)
+ 从反物质和反物质中创造出先进的反物质复合材料。有关更多信息和使用方法,请参见游戏内wiki。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ThingDef/DevastatorLMG.xml b/Languages/ChineseSimplified/DefInjected/ThingDef/DevastatorLMG.xml
new file mode 100644
index 0000000..656e373
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ThingDef/DevastatorLMG.xml
@@ -0,0 +1,12 @@
+
+
+
+ 湮灭轻机枪
+ 一种能连续发射子弹的重型反物质武器。虽然不是很准确,但在对付成群的敌人时非常出色。这种武器结合了尖端科技。即使我们对反物质技术有了很好的理解,但这种武器仍然是难以置信的先进,并且不能使用任何已知的方法来制造。
+ 枪托
+ 枪管
+
+ 反物质电荷
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ThingDef/DevastatorSmartGun.xml b/Languages/ChineseSimplified/DefInjected/ThingDef/DevastatorSmartGun.xml
new file mode 100644
index 0000000..ddea1c2
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ThingDef/DevastatorSmartGun.xml
@@ -0,0 +1,12 @@
+
+
+
+ 湮灭冲锋枪
+ 一种重型反物质武器,使用尖端科技提高射击了精度,远远超过人类能力。能够引起巨大爆炸。这种武器结合了尖端科技。即使我们对反物质技术有了很好的理解,但这种武器仍然是难以置信的先进,并且不能使用任何已知的方法来制造。
+ 枪托
+ 枪管
+
+ 反物质电荷
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ThingDef/DevastatorSniperRifle.xml b/Languages/ChineseSimplified/DefInjected/ThingDef/DevastatorSniperRifle.xml
new file mode 100644
index 0000000..d6e108f
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ThingDef/DevastatorSniperRifle.xml
@@ -0,0 +1,12 @@
+
+
+
+ 湮灭狙击步枪
+ 一种重型反物质武器,能在很长的距离内造成巨大的伤害。这种武器结合了尖端科技。即使我们对反物质技术有了很好的理解,这仍然是难以置信的先进,并且不能使用任何已知的方法来制造。
+ 枪托
+ 枪管
+
+ 反物质电荷
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ThingDef/Galvaknuckles.xml b/Languages/ChineseSimplified/DefInjected/ThingDef/Galvaknuckles.xml
new file mode 100644
index 0000000..d1e6e25
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ThingDef/Galvaknuckles.xml
@@ -0,0 +1,9 @@
+
+
+
+ 电击拳套
+ 黄铜指关节,用钢质结构升级,配备内部电池,可以电击,造成强烈的疼痛,但伤害很小的拳套。
+ 指节
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ThingDef/Hyper Component.xml b/Languages/ChineseSimplified/DefInjected/ThingDef/Hyper Component.xml
new file mode 100644
index 0000000..7a1308a
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ThingDef/Hyper Component.xml
@@ -0,0 +1,8 @@
+
+
+
+ 超级零部件
+ 该零部件将反物质技术与亚科技术相结合,极其复杂,可能永远不会被人类的头脑所理解。它可以用来生产还只是理论上的东西。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ThingDef/HyperAlloy.xml b/Languages/ChineseSimplified/DefInjected/ThingDef/HyperAlloy.xml
new file mode 100644
index 0000000..f980538
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ThingDef/HyperAlloy.xml
@@ -0,0 +1,8 @@
+
+
+
+ 超合金
+ 超合金铸锭,一种具有难以置信的强度和惊人的美感的材料。这种材料是由反物质、金和少量铀混合而成的一种超致密、超耐蚀的材料。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ThingDef/InputTray.xml b/Languages/ChineseSimplified/DefInjected/ThingDef/InputTray.xml
new file mode 100644
index 0000000..fd48548
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ThingDef/InputTray.xml
@@ -0,0 +1,8 @@
+
+
+
+ 注入器(遗留)
+ 不再使用这个mod:机器现在使用一个更简单的注入系统。你应该把这个解构掉,把钢铁回收。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ThingDef/Karambit.xml b/Languages/ChineseSimplified/DefInjected/ThingDef/Karambit.xml
new file mode 100644
index 0000000..6fda0ee
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ThingDef/Karambit.xml
@@ -0,0 +1,11 @@
+
+
+
+ 卡比特弯刀
+ 这是一款单手弯刀,专为近距离格斗而设计,拥有非常快的攻击速度,但是每击的伤害相对较低。
+ 刀柄
+ 刀尖
+ 刀刃
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ThingDef/Light Antimatter Bullet.xml b/Languages/ChineseSimplified/DefInjected/ThingDef/Light Antimatter Bullet.xml
new file mode 100644
index 0000000..ba1e83d
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ThingDef/Light Antimatter Bullet.xml
@@ -0,0 +1,7 @@
+
+
+
+ 反物质电荷
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ThingDef/M3G_UMIN.xml b/Languages/ChineseSimplified/DefInjected/ThingDef/M3G_UMIN.xml
new file mode 100644
index 0000000..c78a0c2
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ThingDef/M3G_UMIN.xml
@@ -0,0 +1,17 @@
+
+
+
+ M3G_UMIN
+ 发射一束能量到一个古老的地球同步卫星,在那里它会被反射到行星表面的一个特定坐标。光束会将所有生物焚化,并迅速摧毁爆炸半径内的任何建筑。发射能量束会在发射区域和受其影响的区域产生巨大的电磁脉冲,暂时关闭所有电子设备。
+ M3G_UMIN(蓝图)
+ M3G_UMIN(蓝图)
+ M3G_UMIN(建筑)
+ 发射一束能量到一个古老的地球同步卫星,在那里它被反射到行星表面的一个特定坐标。光束会将所有生物焚化,并迅速摧毁爆炸半径内的任何建筑。发射能量束会在发射区域和受其影响的区域产生巨大的电磁脉冲,暂时关闭所有电子设备。
+
+ M3G_UMIN
+ MEG-Umin防御系统的发射模块。你怎么弄到这个…?
+
+ 能量束
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ThingDef/MBD.xml b/Languages/ChineseSimplified/DefInjected/ThingDef/MBD.xml
new file mode 100644
index 0000000..5014642
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ThingDef/MBD.xml
@@ -0,0 +1,13 @@
+
+
+
+ MBD
+ 反物质加农炮与旋转炮管的组合能够提供巨大的伤害与非常快的射速。
+
+ 爆炸
+
+ MBD加农炮
+ MBD的顶部模块。你怎么弄到这个…?
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ThingDef/N2 Mine.xml b/Languages/ChineseSimplified/DefInjected/ThingDef/N2 Mine.xml
new file mode 100644
index 0000000..1a4913f
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ThingDef/N2 Mine.xml
@@ -0,0 +1,8 @@
+
+
+
+ N²地雷
+ 一个能增强反粒子简易爆炸装置到效果像鞭炮一样的武器。你当然不希望它会在你所牵挂的任何东西附近爆炸。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ThingDef/Railgun.xml b/Languages/ChineseSimplified/DefInjected/ThingDef/Railgun.xml
new file mode 100644
index 0000000..c58f476
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ThingDef/Railgun.xml
@@ -0,0 +1,13 @@
+
+
+
+ 反物质轨道炮
+ 一款轨道炮,它发射的反物质在撞击后会产生真正毁灭性的湮灭爆炸。
+
+ 爆炸
+
+ 轨道炮
+ 反物质轨道炮的顶部。你怎么弄到这个…?
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ThingDef/ResonatingBlade.xml b/Languages/ChineseSimplified/DefInjected/ThingDef/ResonatingBlade.xml
new file mode 100644
index 0000000..cda5d9a
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ThingDef/ResonatingBlade.xml
@@ -0,0 +1,11 @@
+
+
+
+ 共振叶刃
+ 一种反物质复合叶片,内部能产生持续的湮灭反应,类似于核裂变的工作原理。由此释放出来的能量通过使用者的身体流动,增加他们的最大肌肉力量,使他们移动比正常速度快得多。但这也会让使用者感到疲劳,导致工作速度略有下降。
+ 刀柄
+ 刀尖
+ 刀刃
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ThingDef/ScissorBlade.xml b/Languages/ChineseSimplified/DefInjected/ThingDef/ScissorBlade.xml
new file mode 100644
index 0000000..6d196fb
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ThingDef/ScissorBlade.xml
@@ -0,0 +1,11 @@
+
+
+
+ 剪刃长刀
+ 拥有独特的长刀刃,形似半把剪刀。拥有非常高的切割伤害和护甲穿透,也可以进行快速的钝器攻击。
+ 刀柄
+ 刀尖
+ 刀刃
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ThingDef/SecretSword.xml b/Languages/ChineseSimplified/DefInjected/ThingDef/SecretSword.xml
new file mode 100644
index 0000000..2bcbcea
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ThingDef/SecretSword.xml
@@ -0,0 +1,11 @@
+
+
+
+ 秘密之剑
+ 乍一看,这似乎是一把古代设计的长剑,但仔细观察后你就会发现,它是由超先进的材料制成的,具有令人难以置信的锋利的刀刃。\n这是一把可以和剪刃刀力量相媲美的武器。
+ 刀柄
+ 刀尖
+ 刀刃
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ThingDef/ThunderGun.xml b/Languages/ChineseSimplified/DefInjected/ThingDef/ThunderGun.xml
new file mode 100644
index 0000000..86620cd
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ThingDef/ThunderGun.xml
@@ -0,0 +1,13 @@
+
+
+
+ 雷光炮
+ 用传送带供弹,发射巨大的铀弹头的动能武器。双筒自动装弹系统使其具有良好的射速和较大的伤害。
+
+ 雷光炮金属弹
+
+ 雷光炮
+ 雷光炮的顶部配件。你怎么弄到这个...?
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ThingDef/VoidArmor.xml b/Languages/ChineseSimplified/DefInjected/ThingDef/VoidArmor.xml
new file mode 100644
index 0000000..55be18b
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ThingDef/VoidArmor.xml
@@ -0,0 +1,8 @@
+
+
+
+ 虚空装甲
+ 反物质复合材料制成的服装。\n\n闪耀世界的星球都在努力学习和使用这种技术,这种技术能让反物质复合材料有效地转移动能和能量。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ThingDef/VoidHelmet.xml b/Languages/ChineseSimplified/DefInjected/ThingDef/VoidHelmet.xml
new file mode 100644
index 0000000..305a943
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ThingDef/VoidHelmet.xml
@@ -0,0 +1,8 @@
+
+
+
+ 虚空头盔
+ 由反物质复合材料制成的头盔。\n\n闪耀世界上的行星都在努力理解和使用这种技术,这种技术能让反物质复合材料有效地转移动能和能量。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/DefInjected/ToolCapacityDef/Custom Tool Capacities.xml b/Languages/ChineseSimplified/DefInjected/ToolCapacityDef/Custom Tool Capacities.xml
new file mode 100644
index 0000000..3c2c96d
--- /dev/null
+++ b/Languages/ChineseSimplified/DefInjected/ToolCapacityDef/Custom Tool Capacities.xml
@@ -0,0 +1,7 @@
+
+
+
+ 用电击拳套猛击
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseSimplified/Keyed/Keys.xml b/Languages/ChineseSimplified/Keyed/Keys.xml
new file mode 100644
index 0000000..6ae2198
--- /dev/null
+++ b/Languages/ChineseSimplified/Keyed/Keys.xml
@@ -0,0 +1,106 @@
+
+
+
+
+ 开启
+ 关闭
+ 启用
+ 有效的
+ 无效的
+ 转换
+ 名称
+ 电力
+
+
+ 反物质
+ 反物质复合材料
+ 黄金
+ 铀
+ 玻璃钢
+
+
+ 北
+ 东
+ 南
+ 西
+
+
+ 小时
+ 天
+ quadrums
+
+
+ 发电乘数: {0}%
+ 燃料消耗乘数: {0}%
+ 注入器喷射乘数: {0}%
+ 复活彩蛋:
+
+
+ 打开控制台
+ 显示已连接的电网的详细信息,并允许您打开和关闭电源。
+ 电网信息
+ Instant flick active!
+ KW
+ KW
+ MW
+ GW
+ 控制台未连接到电源网络。
+ 控制台没有电源。
+ (控制)
+ (Des)
+ 把所有
+
+
+ 切换自动攻击
+ 切换此 {0} 是否会自动攻击敌人。
+
+
+ 没有足够的电力。
+ 缺少 {0} 的玻璃钢。
+ 缺少 {0} 反物质罐。
+ 运行中: {0} 小时后输出。
+ 未运行: {0}
+
+
+ 发射的位置
+ 在地图上的特定位置发射M3G_UMIN。
+ 取消射击
+ 取消M3G_UMIN射击。\n所有充电电源被切断。只能在充电阶段使用。
+ 武器正在冷却 ({0} 剩余).
+ 能量提升中: {0}%
+ 已经充能.
+ 充电: {0} 瓦数提醒, {1}%
+ Already charging strike.
+ 缺少反物质罐.
+ 缺少 {0} 反物质罐.
+ 被屋顶阻挡.
+ 准备开火.
+ 冷却: {0}
+
+
+ 生产 {0} 个反物质罐每天.\n{1} 小时距离下一个反物质罐出产.
+ 未运行:没有电源
+ 未运行: 没有玻璃钢
+
+
+ 输出端: {0}
+ 改变输出端
+ 改变输出方向.
+ 运行中: {0} 小时候输出.
+ 未运行: 没有电源.
+ 未运行: 最低需要 {0} 单位黄金, {1} 单位复合材料, {2} 单位铀.
+ 改变功率
+ 改变功率: {0}% 速度,使用 {1} 瓦特.\n只有在生产完当前单位后生效。
+
+
+ 改变功率
+ 当前功率水平: {0}%, 每天消耗 {1} 反物质罐.
+
+
+ 为 {0}
+ 配置此托盘以存储具有“重要”优先级的 {0} .
+ 配置存储为: {0}
+ 无
+ 多个
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/DamageDef/Damage.xml b/Languages/ChineseTraditional/DefInjected/DamageDef/Damage.xml
new file mode 100644
index 0000000..b35e937
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/DamageDef/Damage.xml
@@ -0,0 +1,26 @@
+
+
+
+ 湮滅
+ {0} 被湮滅了。
+
+ 能量燃燒
+ {0} 死於能量灼燒。
+
+ 湮滅爆炸
+ {0} 死於湮滅爆炸。
+
+ 湮滅爆炸
+ {0} 死於湮滅爆炸。
+
+ 湮滅爆炸
+ {0} 死於湮滅爆炸。
+
+ 湮滅爆炸
+ {0} 死於湮滅爆炸。
+
+ 電擊拳套瘀傷
+ {0} 被殺死了。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/DesignationCategoryDef/Category.xml b/Languages/ChineseTraditional/DefInjected/DesignationCategoryDef/Category.xml
new file mode 100644
index 0000000..4aa88a3
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/DesignationCategoryDef/Category.xml
@@ -0,0 +1,8 @@
+
+
+
+ 反物質
+ 利用強大的湮滅力量。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/FactionDef/Ultratech.xml b/Languages/ChineseTraditional/DefInjected/FactionDef/Ultratech.xml
new file mode 100644
index 0000000..f02139f
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/FactionDef/Ultratech.xml
@@ -0,0 +1,10 @@
+
+
+
+ 奧創科技軍團
+ 奧創科技軍團是奧創科技的一個部門,奧創科技是一個神秘而強大,跨越多個恒星系的科技帝國。他們是少數幾支掌握製造和操縱反物質的秘密的人類派系之一,他們不允許其他勢力掌握反物質技術,且將不惜一切代價守住這個秘密。奧創科技認為自己凌駕於一切常規的生命形式,拒絕與其他派系和平相處。奧創科技前哨站的存在是為了進行研究和開發資源,同時也提醒人們誰才是邊緣世界的真正掌控者。
+ 奧創科技軍團
+ 軍團首領
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/HediffDef/Damage.xml b/Languages/ChineseTraditional/DefInjected/HediffDef/Damage.xml
new file mode 100644
index 0000000..faca9df
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/HediffDef/Damage.xml
@@ -0,0 +1,26 @@
+
+
+
+ 湮滅傷害
+ 因與反物質接觸而造成的湮滅傷害。肉體幾乎被徹底摧毀,只留下可怕的傷口。會引起劇烈的疼痛,並且有很高的感染幾率。
+ 包紮的
+ 縫合的
+ 覆位的
+ 完全湮滅的
+ 徹底湮滅的
+ 一種毀滅性傷害
+
+ 能量燃燒
+ 能量燃燒,由純能量體強烈爆炸所引起。不會流血,因為肌肉被強力燒灼。會引起劇烈的疼痛。
+ 包紮的
+ 縫合的
+ 凝固的
+ 燒焦的
+ 完全燒焦的
+ 一種能量灼燒。
+
+ 令人痛苦的瘀傷
+ 被使用電擊拳套的人打出的瘀傷。一旦受到沖擊,這種武器就會釋放出大量的電流,造成巨大的疼痛,但不會有長期的效果。
+ 劇烈疼痛的
+ 電擊拳套引发的一種瘀傷
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/KeyBindingCategoryDef/KeyBindingCategories_Add_Architect.xml b/Languages/ChineseTraditional/DefInjected/KeyBindingCategoryDef/KeyBindingCategories_Add_Architect.xml
new file mode 100644
index 0000000..6e65f40
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/KeyBindingCategoryDef/KeyBindingCategories_Add_Architect.xml
@@ -0,0 +1,11 @@
+
+
+
+
+
+ 反物質項目
+ 解鎖 "反物質" 建築項目。
+
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/PawnKindDef/UltratechPawns.xml b/Languages/ChineseTraditional/DefInjected/PawnKindDef/UltratechPawns.xml
new file mode 100644
index 0000000..10510b0
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/PawnKindDef/UltratechPawns.xml
@@ -0,0 +1,40 @@
+
+
+
+
+
+ 奧創科技槍手
+ 奧創科技槍手
+
+
+
+
+ 奧創科技精銳槍手
+ 奧創科技精銳槍手
+
+
+
+
+ 奧創科技狙擊手
+ 奧創科技狙擊手
+
+
+
+
+ 奧創科技精銳狙擊手
+ 奧創科技精銳狙擊手
+
+
+
+
+ 奧創科技切割者
+ 奧創科技切割者
+
+
+
+
+ 奧創科技精銳切割者
+ 奧創科技精銳切割者
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/RecipeDef/AntigrainWarhead.xml b/Languages/ChineseTraditional/DefInjected/RecipeDef/AntigrainWarhead.xml
new file mode 100644
index 0000000..63af419
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/RecipeDef/AntigrainWarhead.xml
@@ -0,0 +1,6 @@
+
+
+ 製作反粒子彈頭
+ 用反物質技術製造反粒子彈頭。
+ 正在製造反粒子彈頭。
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/AT Fields Research.xml b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/AT Fields Research.xml
new file mode 100644
index 0000000..62703d8
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/AT Fields Research.xml
@@ -0,0 +1,8 @@
+
+
+
+ AT力場
+ 加深對AT力場的理解,使反物質能以穩定的方式使用。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Antimatter Composite Research.xml b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Antimatter Composite Research.xml
new file mode 100644
index 0000000..fad6951
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Antimatter Composite Research.xml
@@ -0,0 +1,8 @@
+
+
+
+ 反物質複合材料
+ 通過結合反物質罐和塑鋼,你可以生產一種超級耐用的材料:反物質複合材料。這種材料可以用來制造許多強大的武器和建築。
+
+
+
diff --git a/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Antimatter Explosives Research.xml b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Antimatter Explosives Research.xml
new file mode 100644
index 0000000..2587dcd
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Antimatter Explosives Research.xml
@@ -0,0 +1,8 @@
+
+
+
+ 反物質爆破技術
+ 研究反物質如何能被用來制造湮滅爆炸,以及如何能將其武器化。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Antimatter Long Ranged Research.xml b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Antimatter Long Ranged Research.xml
new file mode 100644
index 0000000..a509634
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Antimatter Long Ranged Research.xml
@@ -0,0 +1,8 @@
+
+
+
+ 反物質遠程武器
+ 解鎖生產各種反物質步槍。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Antimatter Medium Ranged Research.xml b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Antimatter Medium Ranged Research.xml
new file mode 100644
index 0000000..eb7df45
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Antimatter Medium Ranged Research.xml
@@ -0,0 +1,5 @@
+
+
+ 反物質中程武器
+ 解鎖生產各種中近距離反物質武器。
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Entry Research.xml b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Entry Research.xml
new file mode 100644
index 0000000..2521b4d
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Entry Research.xml
@@ -0,0 +1,8 @@
+
+
+
+ 駭入奧創科技
+ 使用你的多分析儀和遠程通訊設備,試著駭入奧創科技帝國的數據庫。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Hyper Alloy Research.xml b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Hyper Alloy Research.xml
new file mode 100644
index 0000000..ae05a66
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Hyper Alloy Research.xml
@@ -0,0 +1,8 @@
+
+
+
+ 超合金化
+ 數據表明,將反物質複合材料與其它高密度金屬進行融合,可以製造出一種強度極高、用途廣泛的材料。這樣做需要專門的生產設備。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Hyper Components Research.xml b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Hyper Components Research.xml
new file mode 100644
index 0000000..a2ca995
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Hyper Components Research.xml
@@ -0,0 +1,8 @@
+
+
+
+ 超零件
+ 調查超零件的使用。超零件結合了反物質和構築技術,然而你完全不能理解內部怎麽運作。要製造這些零件是不可能的,但是如果你想辦法得到它們,你就可以使用。奧創科技帝國可能有一些超零件,但他們絕對不會白白雙手奉上...
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Instant Flick Research.xml b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Instant Flick Research.xml
new file mode 100644
index 0000000..3bcb47c
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Instant Flick Research.xml
@@ -0,0 +1,8 @@
+
+
+
+ 立即切換
+ 使用電網控制台,發送一個信號直接通過電力線路立即啟動或關閉機器。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/MBD Research.xml b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/MBD Research.xml
new file mode 100644
index 0000000..76d8ec5
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/MBD Research.xml
@@ -0,0 +1,8 @@
+
+
+
+ 多管毀滅炮塔
+ 使用雷鳴炮為原理的炮塔,為了更強的破壞力增加了多重炮管。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Megumin Research.xml b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Megumin Research.xml
new file mode 100644
index 0000000..da95e3f
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Megumin Research.xml
@@ -0,0 +1,8 @@
+
+
+
+ M3G_UMIN
+ 學習如何建造M3G_UMIN,一個與古代衛星相互作用的固定防禦系統,可以將一束能量引導到行星表面的一個需要攻擊的位置。需要超零件維持一個從地表到低行星軌道的AT力場。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Melee Industrial Advanced Research.xml b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Melee Industrial Advanced Research.xml
new file mode 100644
index 0000000..5544783
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Melee Industrial Advanced Research.xml
@@ -0,0 +1,8 @@
+
+
+
+ 進階近戰武器
+ 從奧創科技帝國獲得的藍圖也描述了如何使用相當常見的材料制造一些高級近戰武器。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Melee Spacer Advanced Research.xml b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Melee Spacer Advanced Research.xml
new file mode 100644
index 0000000..9de6059
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Melee Spacer Advanced Research.xml
@@ -0,0 +1,8 @@
+
+
+
+ 高能近戰武器
+ 使用反物質技術和材料可以讓你制造出更強大、具有特殊屬性的近戰武器。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Particle Accelerators Research.xml b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Particle Accelerators Research.xml
new file mode 100644
index 0000000..92e326d
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Particle Accelerators Research.xml
@@ -0,0 +1,8 @@
+
+
+
+ 粒子加速器
+ 研究如何建造和操作一個粒子加速器,用來生產反物質罐。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Railgun Research.xml b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Railgun Research.xml
new file mode 100644
index 0000000..0ddb16a
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Railgun Research.xml
@@ -0,0 +1,8 @@
+
+
+
+ 反物質軌道炮
+ 基於雷鳴炮的設計,這種軌道炮使用先進的力場將反物質加速到光速,然後發射到一個固定的目標那里。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Reactor Injector Research.xml b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Reactor Injector Research.xml
new file mode 100644
index 0000000..c617a0a
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Reactor Injector Research.xml
@@ -0,0 +1,8 @@
+
+
+
+ 反應爐注入器
+ 通過結合反物質罐和塑鋼,你可以生產一種超級耐用的材料:反物質複合材料。這種材料可以用來制造許多強大的武器和建築。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Reactor Research.xml b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Reactor Research.xml
new file mode 100644
index 0000000..e6125c8
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Reactor Research.xml
@@ -0,0 +1,8 @@
+
+
+
+ 反應爐
+ 學習如何建造反物質反應爐,這是能量的終極來源!\n雷射也包含在內!
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Thunder Gun Research.xml b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Thunder Gun Research.xml
new file mode 100644
index 0000000..7da562e
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Thunder Gun Research.xml
@@ -0,0 +1,8 @@
+
+
+
+ 雷鳴炮
+ 這個炮塔的設計是直接從奧創科技帝國偷來的。炮塔不需要非常先進的材料來建造,但是在使用後需要補充鈾彈頭。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Turrets Research.xml b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Turrets Research.xml
new file mode 100644
index 0000000..dc45a23
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Turrets Research.xml
@@ -0,0 +1,8 @@
+
+
+
+ 炮塔
+ 開始研究如何利用反物質技術來建立防禦陣地。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Void Armor Research.xml b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Void Armor Research.xml
new file mode 100644
index 0000000..468fa97
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/Void Armor Research.xml
@@ -0,0 +1,7 @@
+
+
+
+ 虛空盔甲
+ 使用反物質複合材料製作非常強力的盔甲和頭盔。
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ResearchTabDef/Tab.xml b/Languages/ChineseTraditional/DefInjected/ResearchTabDef/Tab.xml
new file mode 100644
index 0000000..797257e
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ResearchTabDef/Tab.xml
@@ -0,0 +1,7 @@
+
+
+
+ 反物質
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/TerrainDef/Floors.xml b/Languages/ChineseTraditional/DefInjected/TerrainDef/Floors.xml
new file mode 100644
index 0000000..4dcc10a
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/TerrainDef/Floors.xml
@@ -0,0 +1,8 @@
+
+
+
+ 超合金瓷磚
+ 由超合金製成的地面瓷磚。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ThingDef/AlloyFusionMachine.xml b/Languages/ChineseTraditional/DefInjected/ThingDef/AlloyFusionMachine.xml
new file mode 100644
index 0000000..2a49cda
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ThingDef/AlloyFusionMachine.xml
@@ -0,0 +1,12 @@
+
+
+
+ 合金熔煉器
+ 利用巨大的能量將高密度的金屬熔煉在一起,形成高階金屬合金,如超合金。有關更多訊息和使用方法,請參見遊戲內wiki.
+ 合金熔煉器(藍圖)
+ 合金熔煉器(藍圖)
+ 合金熔煉器(藍圖)
+ 利用巨大的能量將高密度的金屬熔煉在一起,形成高階金屬合金,如超合金。有關更多訊息和使用方法,請參見遊戲內wiki.
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ThingDef/Antimatter Bullet.xml b/Languages/ChineseTraditional/DefInjected/ThingDef/Antimatter Bullet.xml
new file mode 100644
index 0000000..59a1b53
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ThingDef/Antimatter Bullet.xml
@@ -0,0 +1,7 @@
+
+
+
+ 反物質彈
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ThingDef/Antimatter Canister.xml b/Languages/ChineseTraditional/DefInjected/ThingDef/Antimatter Canister.xml
new file mode 100644
index 0000000..39cca43
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ThingDef/Antimatter Canister.xml
@@ -0,0 +1,8 @@
+
+
+
+ 反物質罐
+ 一種包含少量反物質的超級耐用的罐體。反物質懸浮在一個AT力場中,以防止它與罐體的側面接觸。每個罐體都有一個內部能源,可以保存數百年。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ThingDef/AntimatterBlaster.xml b/Languages/ChineseTraditional/DefInjected/ThingDef/AntimatterBlaster.xml
new file mode 100644
index 0000000..61126f4
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ThingDef/AntimatterBlaster.xml
@@ -0,0 +1,10 @@
+
+
+
+ 反物質微型衝鋒槍
+ 中程個人防禦武器,發射反物質。\n發射含有少量反物質的球型AT力場。AT力場一經碰撞就會溶解,釋出其中的反物質並在周圍的環境中引起互毀反應。
+ 槍托
+ 槍管
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ThingDef/AntimatterComposite.xml b/Languages/ChineseTraditional/DefInjected/ThingDef/AntimatterComposite.xml
new file mode 100644
index 0000000..7c89bdc
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ThingDef/AntimatterComposite.xml
@@ -0,0 +1,8 @@
+
+
+
+ 反物質複合錠
+ 反物質複合錠。在複合精煉器中生產。這種材料在受到傷害時會引起微觀的湮滅反應,這使它在建築和武器方面有許多應用。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ThingDef/AntimatterGrenade.xml b/Languages/ChineseTraditional/DefInjected/ThingDef/AntimatterGrenade.xml
new file mode 100644
index 0000000..ac76cdf
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ThingDef/AntimatterGrenade.xml
@@ -0,0 +1,11 @@
+
+
+
+ 反物質手榴彈
+ 手榴彈中含有微量的反物質,如果與環境接觸,會產生巨大的爆炸能量和輻射。
+ 投擲反物質手榴彈
+
+ 反物質手榴彈
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ThingDef/AntimatterGrenadeLauncher.xml b/Languages/ChineseTraditional/DefInjected/ThingDef/AntimatterGrenadeLauncher.xml
new file mode 100644
index 0000000..8255196
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ThingDef/AntimatterGrenadeLauncher.xml
@@ -0,0 +1,12 @@
+
+
+
+ 反物質榴彈發射器
+ 一種能遠距離發射反物質榴彈的巨型發射器,對建築和敵人造成毀滅性的打擊。
+ 槍托
+ 槍管
+
+ 發射反物質榴彈
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ThingDef/AntimatterRifle.xml b/Languages/ChineseTraditional/DefInjected/ThingDef/AntimatterRifle.xml
new file mode 100644
index 0000000..6e8a760
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ThingDef/AntimatterRifle.xml
@@ -0,0 +1,10 @@
+
+
+
+ 反物質步槍
+ 一款二連發的反物質步槍。精度高,傷害小。發射一個含有少量反物質的球形的力場。反物質一經碰撞就會溶解,暴露在周圍的環境中並引起湮滅反應。
+ 槍托
+ 槍管
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ThingDef/AntimatterSMG.xml b/Languages/ChineseTraditional/DefInjected/ThingDef/AntimatterSMG.xml
new file mode 100644
index 0000000..068228b
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ThingDef/AntimatterSMG.xml
@@ -0,0 +1,10 @@
+
+
+
+ 反物質衝鋒槍
+ 由於先進的散熱技術,這個衝鋒槍可以精確地發射大量反物質。發射內含少量反物質的球形力場。反物質一經碰撞就會溶解,暴露在周圍的環境中並引起湮滅反應。
+ 槍托
+ 槍管
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ThingDef/AntimatterSniperRifle.xml b/Languages/ChineseTraditional/DefInjected/ThingDef/AntimatterSniperRifle.xml
new file mode 100644
index 0000000..4d3ac6f
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ThingDef/AntimatterSniperRifle.xml
@@ -0,0 +1,12 @@
+
+
+
+ 反物質狙擊步槍
+ 為遠程射擊設計的反物質步槍。精度和傷害都很高。發射內含少量反物質的球形力場。反物質一經碰撞就會溶解,暴露在周圍的環境中並引起湮滅反應。
+ 槍托
+ 槍管
+
+ 反物質彈
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ThingDef/Buildings.xml b/Languages/ChineseTraditional/DefInjected/ThingDef/Buildings.xml
new file mode 100644
index 0000000..60b31b7
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ThingDef/Buildings.xml
@@ -0,0 +1,38 @@
+
+
+
+ 粒子加速器
+ 粒子加速器會將電子從塑鋼中剝離並將它們在環型軌道中加速到光速。當這些電子碰撞時,有機率產生微渺的反物質,能用在反物質反應爐中。
+ 粒子加速器(藍圖)
+ 粒子加速器(建築)
+ 粒子加速器會將電子從塑鋼中剝離並將它們在環型軌道中加速到光速。當這些電子碰撞時,有機率產生微渺的反物質,能用在反物質反應爐中。
+
+ 反物質反應爐
+ 能源供應的最終型態。藉由反物質與普通物質發生反應,產生驚人的能量。利用強大的力場包裹住大量能源和產生的輻射,因此能夠安全的運作。需要一個反應爐注入器來注入反物質,以及一個反應爐能源轉換器來接收輸出光束並將其轉換為電能。
+ 反物質反應爐(藍圖)
+ 反物質反應爐(建築)
+ 能源供應的最終型態。藉由反物質與普通物質發生反應,產生驚人的能量。利用強大的力場包裹住大量能源和產生的輻射,因此能夠安全的運作。需要一個反應爐注入器來注入反物質,以及一個反應爐能源轉換器來接收輸出光束並將其轉換為電能。
+
+ 反應爐注入器
+ 吸收所包含的反物質,並以光束的形式發射到反物質反應爐中。這種光束之所以成為可能,要歸功於一個圓柱形的力場,它既排斥普通物質,又限制反物質,使得一個原本不可能存在的懸浮狀的空間可以在半空中產生。如果光束在沒有反應爐收集它的情況下發射,被發射的反物質與任何物質接觸後就會發生湮滅,並迅速摧毀它。這可能是一堵墻,一個敵人或你的殖民者,所以萬分小心…
+ 反應爐注入器(藍圖)
+ 反應爐注入器(藍圖)
+ 反應爐注入器(建築)
+ 吸收所包含的反物質,並以光束的形式發射到反物質反應爐中。這種光束之所以成為可能,要歸功於一個圓柱形的力場,它既排斥普通物質,又限制反物質,使得一個原本不可能存在的懸浮狀的空間可以在半空中產生。如果光束在沒有反應爐收集它的情況下發射,被發射的反物質與任何物質接觸後就會發生湮滅,並迅速摧毀它。這可能是一堵墻,一個敵人或你的殖民者,所以萬分小心…
+
+ 反應爐能源轉換器
+ 捕獲反物質反應爐的輸出光束,並將其轉換成可用的電力。
+ 反應爐能源轉換器(藍圖)
+ 反應爐能源轉換器(藍圖)
+ 反應爐能源轉換器(建築)
+ 捕獲反物質反應爐的輸出光束,並將其轉換成可用的電力。
+
+ 電網控制台
+ 顯示電力網絡的詳細概述,顯示電力在哪里使用和生產。還具有遠程開關機器的能力。
+ 電網控制台(藍圖)
+ 電網控制台(藍圖)
+ 電網控制台(建築)
+ 顯示電力網絡的詳細概述,顯示電力在哪里使用和生產。還具有遠程開關機器的能力。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ThingDef/CompositeRefiner.xml b/Languages/ChineseTraditional/DefInjected/ThingDef/CompositeRefiner.xml
new file mode 100644
index 0000000..3b67aa9
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ThingDef/CompositeRefiner.xml
@@ -0,0 +1,12 @@
+
+
+
+ 複合精煉
+ 從反物質和塑鋼中創造出先進的反物質複合材料。有關更多信息和使用方法,請參見遊戲內wiki。
+ 複合精煉器(藍圖)
+ 複合精煉器(藍圖)
+ 複合精煉器(建築)
+ 反物質和塑鋼中創造出先進的反物質複合材料。有關更多信息和使用方法,請參見遊戲內wiki。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ThingDef/DevastatorLMG.xml b/Languages/ChineseTraditional/DefInjected/ThingDef/DevastatorLMG.xml
new file mode 100644
index 0000000..01baa7c
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ThingDef/DevastatorLMG.xml
@@ -0,0 +1,12 @@
+
+
+
+ 破壞者輕機槍
+ 一種能連續發射子彈的重型反物質武器。雖然不是很準確,但在對付成群的敵人時非常出色。這種武器結合了尖端科技。即使我們對反物質技術有了很好的理解,但這種武器仍然是難以置信的先進,並且不能使用任何已知的方法來制造。
+ 槍托
+ 槍管
+
+ 反物質彈
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ThingDef/DevastatorSmartGun.xml b/Languages/ChineseTraditional/DefInjected/ThingDef/DevastatorSmartGun.xml
new file mode 100644
index 0000000..6c03a3a
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ThingDef/DevastatorSmartGun.xml
@@ -0,0 +1,12 @@
+
+
+
+ 破壞者衝鋒槍
+ 一種重型反物質武器,使用尖端科技提高射擊了精度,遠遠超過人類能力。能夠引起巨大爆炸。這種武器結合了尖端科技。即使我們對反物質技術有了很好的理解,但這種武器仍然是難以置信的先進,並且不能使用任何已知的方法來制造。
+ 槍托
+ 槍管
+
+ 反物質彈
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ThingDef/DevastatorSniperRifle.xml b/Languages/ChineseTraditional/DefInjected/ThingDef/DevastatorSniperRifle.xml
new file mode 100644
index 0000000..aface8e
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ThingDef/DevastatorSniperRifle.xml
@@ -0,0 +1,12 @@
+
+
+
+ 破壞者狙擊步槍
+ 一種重型反物質武器,能在很長的距離內造成巨大的傷害。這種武器結合了尖端科技。即使我們對反物質技術有了很好的理解,這仍然是難以置信的先進,並且不能使用任何已知的方法來制造。
+ 槍托
+ 槍管
+
+ 反物質彈
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ThingDef/Galvaknuckles.xml b/Languages/ChineseTraditional/DefInjected/ThingDef/Galvaknuckles.xml
new file mode 100644
index 0000000..a64eaa9
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ThingDef/Galvaknuckles.xml
@@ -0,0 +1,9 @@
+
+
+
+ 電擊拳套
+ 用黃銅製作的指虎,用塑鋼提升強度,搭配內部電池可以電擊,造成強烈的疼痛,但傷害很小的拳套。
+ 指節
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ThingDef/Hyper Component.xml b/Languages/ChineseTraditional/DefInjected/ThingDef/Hyper Component.xml
new file mode 100644
index 0000000..465686f
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ThingDef/Hyper Component.xml
@@ -0,0 +1,8 @@
+
+
+
+ 超零件
+ 這個零件混合了反物質技術與構築原理,它太過於複雜甚至超出了人類能夠理解的範圍。有了它便能完成一些建築或物品--那些原本只存在於理論上的東西。
+
+
+
diff --git a/Languages/ChineseTraditional/DefInjected/ThingDef/HyperAlloy.xml b/Languages/ChineseTraditional/DefInjected/ThingDef/HyperAlloy.xml
new file mode 100644
index 0000000..2733a5d
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ThingDef/HyperAlloy.xml
@@ -0,0 +1,8 @@
+
+
+
+ 超合金
+ 超合金錠,一種具有難以置信的強度和驚人的美感的材料。這種材料是由反物質、金和少量鈾混合而成的一種超緻密、超抗性的材料。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ThingDef/InputTray.xml b/Languages/ChineseTraditional/DefInjected/ThingDef/InputTray.xml
new file mode 100644
index 0000000..8377e26
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ThingDef/InputTray.xml
@@ -0,0 +1,8 @@
+
+
+
+ 注入器(遺留)
+ 不再使用這個mod:機器現在使用一個更簡單的注入系統。你應該把這個解構掉,把鋼鐵回收。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ThingDef/Karambit.xml b/Languages/ChineseTraditional/DefInjected/ThingDef/Karambit.xml
new file mode 100644
index 0000000..a1386bf
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ThingDef/Karambit.xml
@@ -0,0 +1,11 @@
+
+
+
+ 虎爪刀
+ 這是一款單手彎刀,專為近距離格鬥而設計,擁有非常快的攻擊速度,但是每擊的傷害相對較低。
+ 刀柄
+ 刀尖
+ 刀刃
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ThingDef/Light Antimatter Bullet.xml b/Languages/ChineseTraditional/DefInjected/ThingDef/Light Antimatter Bullet.xml
new file mode 100644
index 0000000..b1e1b54
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ThingDef/Light Antimatter Bullet.xml
@@ -0,0 +1,7 @@
+
+
+
+ 輕反物質彈
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ThingDef/M3G_UMIN.xml b/Languages/ChineseTraditional/DefInjected/ThingDef/M3G_UMIN.xml
new file mode 100644
index 0000000..8f2e49b
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ThingDef/M3G_UMIN.xml
@@ -0,0 +1,17 @@
+
+
+
+ M3G_UMIN
+ 發射一束能量到一個古老的地球同步衛星,在那里它會被反射到行星表面的一個特定坐標。光束會將所有生物焚化,並迅速摧毀爆炸半徑內的任何建築。發射能量束會在發射區域和受其影響的區域產生巨大的電磁脈衝,暫時關閉所有電子設備。
+ M3G_UMIN(藍圖)
+ M3G_UMIN(藍圖)
+ M3G_UMIN(建築)
+ 發射一束能量到一個古老的地球同步衛星,在那里它會被反射到行星表面的一個特定坐標。光束會將所有生物焚化,並迅速摧毀爆炸半徑內的任何建築。發射能量束會在發射區域和受其影響的區域產生巨大的電磁脈衝,暫時關閉所有電子設備。
+
+ M3G_UMIN
+ MEG-Umin防禦系統的發射模塊。你怎麽弄到這個…?
+
+ 能量束
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ThingDef/MBD.xml b/Languages/ChineseTraditional/DefInjected/ThingDef/MBD.xml
new file mode 100644
index 0000000..0838e88
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ThingDef/MBD.xml
@@ -0,0 +1,13 @@
+
+
+
+ MBD
+ 反物質加農炮與旋轉炮管的組合,能夠提供巨大的傷害與非常快的射速。
+
+ 爆炸
+
+ MBD加農炮
+ MBD的頂部模塊。你怎麽弄到這個…?
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ThingDef/N2 Mine.xml b/Languages/ChineseTraditional/DefInjected/ThingDef/N2 Mine.xml
new file mode 100644
index 0000000..0fcec3a
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ThingDef/N2 Mine.xml
@@ -0,0 +1,8 @@
+
+
+
+ N²地雷
+ 相較之下讓反粒子地雷就像鞭炮一樣的武器。你當然不希望它會在你所牽掛的任何東西附近爆炸。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ThingDef/Railgun.xml b/Languages/ChineseTraditional/DefInjected/ThingDef/Railgun.xml
new file mode 100644
index 0000000..4952d04
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ThingDef/Railgun.xml
@@ -0,0 +1,13 @@
+
+
+
+ 反物質軌道炮
+ 一款軌道炮,它發射的反物質在撞擊後會產生真正毀滅性的湮滅爆炸。
+
+ 爆炸
+
+ 軌道炮
+ 反物質軌道炮的頂部。你怎麽弄到這個…?
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ThingDef/ResonatingBlade.xml b/Languages/ChineseTraditional/DefInjected/ThingDef/ResonatingBlade.xml
new file mode 100644
index 0000000..8f5a2ba
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ThingDef/ResonatingBlade.xml
@@ -0,0 +1,11 @@
+
+
+
+ 高分子震動刀
+ 一種反物質複合刀刃,內部能產生持續的湮滅反應,類似於核裂變的原理。由此釋放出來的能量通過使用者的身體,增加他們的最大肌肉力量,使他們移動比正常速度快得多。但這也會讓使用者感到疲勞,導致工作速度略有下降。
+ 刀柄
+ 刀尖
+ 刀刃
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ThingDef/ScissorBlade.xml b/Languages/ChineseTraditional/DefInjected/ThingDef/ScissorBlade.xml
new file mode 100644
index 0000000..a58e1bf
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ThingDef/ScissorBlade.xml
@@ -0,0 +1,11 @@
+
+
+
+ 剪刃長刀
+ 擁有獨特的長刀刃,樣似半把剪刀。擁有非常高的利刃傷害和護甲穿透,也可以進行快速的鈍器攻擊。漆成紅色就不會搞丟了
+ 刀柄
+ 刀尖
+ 刀刃
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ThingDef/SecretSword.xml b/Languages/ChineseTraditional/DefInjected/ThingDef/SecretSword.xml
new file mode 100644
index 0000000..269733f
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ThingDef/SecretSword.xml
@@ -0,0 +1,11 @@
+
+
+
+ 秘密之劍
+ 乍看之下,這似乎是一把造型古風的長劍,但仔細觀察後你就會發現,它是由超先進的材料制成的,具有令人難以置信的鋒利刀刃。\n這是一把可以和剪刃長刀相媲美的武器。
+ 刀柄
+ 刀尖
+ 刀刃
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ThingDef/ThunderGun.xml b/Languages/ChineseTraditional/DefInjected/ThingDef/ThunderGun.xml
new file mode 100644
index 0000000..154e487
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ThingDef/ThunderGun.xml
@@ -0,0 +1,13 @@
+
+
+
+ 雷鳴炮
+ 用輸送帶供彈,發射巨大的鈾彈頭的動能武器。雙筒自動裝彈系統使其具有良好的射速和較大的傷害。
+
+ 雷鳴炮金屬彈
+
+ 雷鳴炮
+ 雷光炮的頂部配件。你怎麽弄到這個...?
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ThingDef/VoidArmor.xml b/Languages/ChineseTraditional/DefInjected/ThingDef/VoidArmor.xml
new file mode 100644
index 0000000..aaed4f1
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ThingDef/VoidArmor.xml
@@ -0,0 +1,8 @@
+
+
+
+ 虛空裝甲
+ 反物質複合材料制成的服裝。\n\n閃耀世界的勢力都在渴求學習和使用這種技術,這種技術能讓反物質複合材料有效地偏轉動能和能量。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ThingDef/VoidHelmet.xml b/Languages/ChineseTraditional/DefInjected/ThingDef/VoidHelmet.xml
new file mode 100644
index 0000000..1c03121
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ThingDef/VoidHelmet.xml
@@ -0,0 +1,8 @@
+
+
+
+ 虛空頭盔
+ 反物質複合材料制成的頭盔。\n\n閃耀世界上的行星都在努力理解和使用這種技術,這種技術能讓反物質複合材料有效地偏轉動能和能量。
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/DefInjected/ToolCapacityDef/Custom Tool Capacities.xml b/Languages/ChineseTraditional/DefInjected/ToolCapacityDef/Custom Tool Capacities.xml
new file mode 100644
index 0000000..45d1d44
--- /dev/null
+++ b/Languages/ChineseTraditional/DefInjected/ToolCapacityDef/Custom Tool Capacities.xml
@@ -0,0 +1,7 @@
+
+
+
+ 用電擊拳套猛擊
+
+
+
\ No newline at end of file
diff --git a/Languages/ChineseTraditional/Keyed/Keys.xml b/Languages/ChineseTraditional/Keyed/Keys.xml
new file mode 100644
index 0000000..70a88c1
--- /dev/null
+++ b/Languages/ChineseTraditional/Keyed/Keys.xml
@@ -0,0 +1,106 @@
+
+
+
+
+ 開啟
+ 關閉
+ 啟用
+ 可用的
+ 不可用的
+ 轉換
+ 名稱
+ 電力
+
+
+ 反物質
+ 反物質覆合材料
+ 黃金
+ 鈾
+ 塑鋼
+
+
+ 北
+ 東
+ 南
+ 西
+
+
+ 小時
+ 天
+ quadrums
+
+
+ 發電倍率: {0}%
+ 燃料消耗倍率: {0}%
+ 注入器噴射倍率: {0}%
+ 復活彩蛋:
+
+
+ 打開控制台
+ 顯示已連接的電網的詳細信息,並允許您打開和關閉電源。
+ 電網訊息
+ Instant flick active!
+ KW
+ KW
+ MW
+ GW
+ 控制台未連接到電源網絡。
+ 控制台沒有電源。
+ (控制)
+ (Des)
+ 把所有
+
+
+ 切換自動攻擊
+ 切換此 {0} 是否會自動攻擊敵人。
+
+
+ 沒有足夠的電力。
+ 缺少 {0} 塑鋼。
+ 缺少 {0} 反物質罐。
+ 運轉中: {0} 小時後產出。
+ 未運轉: {0}
+
+
+ 發射的位置
+ 在地圖上的特定位置發射M3G_UMIN。
+ 取消射擊
+ 取消M3G_UMIN射擊。\n所有充電電源被切斷。只能在充電階段使用。
+ 武器正在冷卻 ({0} 剩餘).
+ 充能中: {0}%
+ 已經充能.
+ 充電: {0} 瓦數提醒, {1}%
+ Already charging strike.
+ 缺少反物質罐.
+ 缺少 {0} 反物質罐.
+ 被屋頂阻擋.
+ 準備開火.
+ 冷卻: {0}
+
+
+ 生產 {0} 個反物質罐每天.\n{1} 小時距離下一個反物質罐出產.
+ 未運行:沒有電源
+ 未運行: 沒有塑鋼
+
+
+ 輸出端: {0}
+ 改變輸出端
+ 改變輸出方向.
+ 運轉中: {0} 小時候產出.
+ 未運轉: 沒有電源.
+ 未運轉: 最低需要 {0} 單位黃金, {1} 單位覆合材料, {2} 單位鈾.
+ 改變功率
+ 改變功率: {0}% 速度,使用 {1} 瓦特.\n只有在生產完目前單位後生效。
+
+
+ 改變功率
+ 當前功率等級: {0}%, 每天消耗 {1} 反物質罐.
+
+
+ 為 {0}
+ 設置儲存具有“重要”優先等級 {0} .
+ 設置儲存為: {0}
+ 無
+ 多個
+
+
\ No newline at end of file
diff --git a/Languages/English/Keyed/Keys.xml b/Languages/English/Keyed/Keys.xml
index 3db8cd0..5cee97c 100644
--- a/Languages/English/Keyed/Keys.xml
+++ b/Languages/English/Keyed/Keys.xml
@@ -40,7 +40,7 @@
Shows detailed information about the connected power network, and allows you to turn power on and off.
PowerNet Info
Instant flick active!
-KW
+W
KW
MW
GW
@@ -62,8 +62,10 @@
Not running: {0}
-Strike location
+Strike local position
+Strike world position
Fires the M3G_UMIN at a specific position on this map.
+Fires the M3G_UMIN at a specific position in the world.
Cancel strike
Cancels the M3G_UMIN strike.\nAll charged power is discarded. Only available during charging phase.
Weapon is cooling down ({0} left).
@@ -76,6 +78,10 @@
Blocked by roof.
Ready to fire.
Cooldown: {0}
+Invalid target position.
+Target is out of range.
+Target map is not loaded. You must load the map before firing at it. You should attack it with a caravan, for example.
+Can't target self: to target a position on the home map, use the 'Strike local position' option instead.
Producing {0} canisters per day.\n{1} hours until next antimatter canister.
diff --git a/Source/AntimatterAnnihilation/AI/AI_AvoidGrid.cs b/Source/AntimatterAnnihilation/AI/AI_AvoidGrid.cs
index b9b49b8..142a058 100644
--- a/Source/AntimatterAnnihilation/AI/AI_AvoidGrid.cs
+++ b/Source/AntimatterAnnihilation/AI/AI_AvoidGrid.cs
@@ -78,10 +78,6 @@ public static AI_AvoidGrid Ensure(Map m)
public AI_AvoidGrid(Map map) : base(map)
{
AvoidGrid = new ByteGrid(map);
- for (int x = 20; x < 30; x++)
- {
- AvoidGrid[x, 20] = 240;
- }
}
public override void MapComponentTick()
diff --git a/Source/AntimatterAnnihilation/AntimatterAnnihilation.csproj b/Source/AntimatterAnnihilation/AntimatterAnnihilation.csproj
index 417e57d..3ec4c0e 100644
--- a/Source/AntimatterAnnihilation/AntimatterAnnihilation.csproj
+++ b/Source/AntimatterAnnihilation/AntimatterAnnihilation.csproj
@@ -31,8 +31,8 @@
4
-
- ..\packages\Lib.Harmony.2.0.1\lib\net472\0Harmony.dll
+
+ ..\packages\Lib.Harmony.2.0.2\lib\net472\0Harmony.dll
False
@@ -40,8 +40,7 @@
False
- ..\packages\Lib.InGameWiki.1.2.0\lib\net472\net472\Lib.InGameWiki.dll
- False
+ ..\packages\Lib.InGameWiki.1.5.0\lib\net472\net472\Lib.InGameWiki.dll
diff --git a/Source/AntimatterAnnihilation/Buildings/Building_AlloyFusionMachine.cs b/Source/AntimatterAnnihilation/Buildings/Building_AlloyFusionMachine.cs
index 7a1884d..dac45e8 100644
--- a/Source/AntimatterAnnihilation/Buildings/Building_AlloyFusionMachine.cs
+++ b/Source/AntimatterAnnihilation/Buildings/Building_AlloyFusionMachine.cs
@@ -1,20 +1,19 @@
-using System;
-using System.Collections.Generic;
-using AntimatterAnnihilation.ThingComps;
+using AntimatterAnnihilation.ThingComps;
using AntimatterAnnihilation.Utils;
using RimWorld;
+using System.Collections.Generic;
using UnityEngine;
using Verse;
namespace AntimatterAnnihilation.Buildings
{
+ [StaticConstructorOnStartup]
public class Building_AlloyFusionMachine : Building_MultiRefuelable, IConditionalGlower
{
public const int TICKS_PER_FRAME = 3;
public const int FRAME_COUNT = 20;
public const int FRAME_STEP = 3;
- public const int PULL_INTERVAL = 120;
public const int TICKS_PER_HYPER = 2500; // 1 hour.
public const int GOLD_PER_HYPER = 4;
@@ -306,7 +305,7 @@ public void PlaceOutput(int count)
Thing thing = ThingMaker.MakeThing(AADefOf.HyperAlloy_AA);
thing.stackCount = count;
- GenPlace.TryPlaceThing(thing, this.Position + GetSpotOffset(outputSide), Find.CurrentMap, ThingPlaceMode.Near);
+ GenPlace.TryPlaceThing(thing, this.Position + GetSpotOffset(outputSide), this.Map, ThingPlaceMode.Near);
}
public IntVec3 GetSpotOffset(int rot)
diff --git a/Source/AntimatterAnnihilation/Buildings/Building_CompositeRefiner.cs b/Source/AntimatterAnnihilation/Buildings/Building_CompositeRefiner.cs
index f92884b..f38de25 100644
--- a/Source/AntimatterAnnihilation/Buildings/Building_CompositeRefiner.cs
+++ b/Source/AntimatterAnnihilation/Buildings/Building_CompositeRefiner.cs
@@ -1,4 +1,5 @@
-using AntimatterAnnihilation.Utils;
+using System;
+using AntimatterAnnihilation.Utils;
using RimWorld;
using Verse;
@@ -45,34 +46,6 @@ public IntVec3 OutputPos
// Recipe: 60 plasteel + 1 canister is 30 antimatter composite.
- public float CurrentPlasteelCount
- {
- get
- {
- return GetFuelComp(1).Fuel;
- }
- }
- public float CurrentAntimatterCount
- {
- get
- {
- return GetFuelComp(2).Fuel;
- }
- }
- public float MaxPlasteel
- {
- get
- {
- return GetFuelComp(1).Props.fuelCapacity;
- }
- }
- public float MaxAntimatter
- {
- get
- {
- return GetFuelComp(2).Props.fuelCapacity;
- }
- }
public float MissingPlasteel
{
get
@@ -97,26 +70,6 @@ public float MissingAntimatter
private bool lastFrameRunning;
- public override void SpawnSetup(Map map, bool respawningAfterLoad)
- {
- base.SpawnSetup(map, respawningAfterLoad);
-
- if (!respawningAfterLoad)
- {
- CreateZone();
- }
- }
-
- private void CreateZone()
- {
- var zone = new Zone_Stockpile(StorageSettingsPreset.DefaultStockpile, Map.zoneManager);
- zone.settings.filter.SetDisallowAll();
- zone.settings.Priority = StoragePriority.Low;
- zone.settings.filter.SetAllow(AADefOf.AntimatterComposite_AA, true);
- Map.zoneManager.RegisterZone(zone);
- zone.AddCell(OutputPos);
- }
-
public override void Tick()
{
base.Tick();
@@ -152,7 +105,7 @@ public void PlaceOutput(int count)
Thing thing = ThingMaker.MakeThing(AADefOf.AntimatterComposite_AA);
thing.stackCount = count;
- GenPlace.TryPlaceThing(thing, OutputPos, Find.CurrentMap, ThingPlaceMode.Near);
+ GenPlace.TryPlaceThing(thing, OutputPos, this.Map, ThingPlaceMode.Near);
}
public override void ExposeData()
diff --git a/Source/AntimatterAnnihilation/Buildings/Building_Megumin.cs b/Source/AntimatterAnnihilation/Buildings/Building_Megumin.cs
index 9758227..7357511 100644
--- a/Source/AntimatterAnnihilation/Buildings/Building_Megumin.cs
+++ b/Source/AntimatterAnnihilation/Buildings/Building_Megumin.cs
@@ -6,6 +6,8 @@
using RimWorld;
using System;
using System.Collections.Generic;
+using System.Linq;
+using RimWorld.Planet;
using UnityEngine;
using Verse;
using Verse.Sound;
@@ -28,6 +30,7 @@ public class Building_Megumin : Building, IConditionalGlower
public static int EXPLOSION_DAMAGE = 50;
public static float EXPLOSION_PEN = 0.7f;
public static float CHARGE_WATT_DAYS = 600 * 5; // Requires 5 fully-powered batteries to charge (semi-instantly). Otherwise it will take longer depending on power production.
+ public static int WORLD_MAP_RANGE = 130;
public bool ShouldBeGlowingNow
{
@@ -110,13 +113,29 @@ protected set
}
public int CooldownTicks;
public int PoweringUpTicks;
+ public Map TargetMap
+ {
+ get
+ {
+ if (globalTarget.IsValid && globalTarget.Map != null)
+ {
+ // The target map is in the global target.
+ return globalTarget.Map;
+ }
+
+ // If there is no global target, the target must be this map.
+ return this.Map;
+ }
+ }
private IntVec3 lastKnownThingLoc; // Used to prevent bugs where target is destroyed and laser does not spawn.
private bool isChargingUp;
private UpBeam beam;
- private LocalTargetInfo localTarget;
+ private LocalTargetInfo localTarget = LocalTargetInfo.Invalid;
+ private GlobalTargetInfo globalTarget = GlobalTargetInfo.Invalid;
private Sustainer soundSustainer;
private ParticleSystem chargeEffect;
+ private Map globalTargetMapLastKnown;
public override void SpawnSetup(Map map, bool respawningAfterLoad)
{
@@ -157,30 +176,56 @@ public override IEnumerable GetGizmos()
cmd.defaultDesc = "AA.MegStrikeLocationDesc".Translate();
cmd.icon = ContentFinder.Get("UI/Commands/Attack", true);
cmd.hotKey = KeyBindingDefOf.Misc4;
- cmd.targetingParams = new TargetingParameters() {canTargetBuildings = true, canTargetLocations = true, canTargetPawns = true, canTargetAnimals = true};
- cmd.onTargetSelected = StartAttackSequence;
+ cmd.targetingParams = new TargetingParameters() {canTargetBuildings = true, canTargetLocations = true, canTargetPawns = true, canTargetAnimals = true };
+ cmd.onTargetSelected = (local) =>
+ {
+ StartAttackSequence(GlobalTargetInfo.Invalid, local);
+ };
+
+ // Attack on world map.
+ Command_Action cmd2 = new Command_Action();
+ cmd2.icon = Content.GlobalStrikeIcon;
+ cmd2.defaultLabel = "AA.MegStrikeWorld".Translate();
+ cmd2.defaultDesc = "AA.MegStrikeWorldDesc".Translate();
+ cmd2.action = () =>
+ {
+ Find.WorldSelector.ClearSelection();
+ CameraJumper.TryJump(CameraJumper.GetWorldTarget(this));
+ Find.WorldTargeter.BeginTargeting_NewTemp(OnChoseWorldTarget, false, Content.AutoAttackIcon, true,
+ () =>
+ {
+ GenDraw.DrawWorldRadiusRing(this.Map.Tile, WORLD_MAP_RANGE);
+ });
+ };
+
if (IsOnCooldown)
{
cmd.Disable("CannotFire".Translate() + $": {"AA.MegCoolingDown".Translate(GetCooldownPretty(CooldownTicks))}");
+ cmd2.Disable("CannotFire".Translate() + $": {"AA.MegCoolingDown".Translate(GetCooldownPretty(CooldownTicks))}");
}
else if (IsPoweringUp)
{
cmd.Disable("CannotFire".Translate() + $": {"AA.MegAlreadyPoweringUp".Translate()}");
+ cmd2.Disable("CannotFire".Translate() + $": {"AA.MegAlreadyPoweringUp".Translate()}");
}
else if (IsChargingUp)
{
cmd.Disable("CannotFire".Translate() + $": {"AA.MegAlreadyCharging".Translate()}");
+ cmd2.Disable("CannotFire".Translate() + $": {"AA.MegAlreadyCharging".Translate()}");
}
- else if (FuelComp.FuelPercentOfMax != 1f)
+ else if (FuelComp.FuelPercentOfMax < 0.999f)
{
cmd.Disable("CannotFire".Translate() + $": {"AA.MegMissingCanisters".Translate()}");
+ cmd2.Disable("CannotFire".Translate() + $": {"AA.MegMissingCanisters".Translate()}");
}
else if (!HasSkyAccess())
{
cmd.Disable("CannotFire".Translate() + $": {"AA.MegBlockedByRoof".Translate()}");
+ cmd2.Disable("CannotFire".Translate() + $": {"AA.MegBlockedByRoof".Translate()}");
}
yield return cmd;
+ yield return cmd2;
if (IsChargingUp)
{
@@ -211,6 +256,58 @@ public override IEnumerable GetGizmos()
}
}
+ private bool OnChoseWorldTarget(GlobalTargetInfo target)
+ {
+ // Invalid target.
+ if (!target.IsValid)
+ {
+ Messages.Message("AA.MegInvalidWorldTarget".Translate(), MessageTypeDefOf.RejectInput);
+ return false;
+ }
+
+ // Out of range.
+ if (Find.WorldGrid.TraversalDistanceBetween(base.Map.Tile, target.Tile) > WORLD_MAP_RANGE)
+ {
+ Messages.Message("AA.MegOutOfRange".Translate(), this, MessageTypeDefOf.RejectInput);
+ return false;
+ }
+
+ // Make sure that the map is generated. Cannot fire into a null map.
+ MapParent mapParent = target.WorldObject as MapParent;
+ if (mapParent == null || !mapParent.HasMap)
+ {
+ Messages.Message("AA.MegNeedsMap".Translate(), MessageTypeDefOf.RejectInput);
+ return false;
+ }
+
+ // Can't attack own map.
+ var targetMap = mapParent.Map;
+ if (targetMap == this.Map)
+ {
+ Messages.Message("AA.MegCantTargetSelf".Translate(), MessageTypeDefOf.RejectInput);
+ return false;
+ }
+
+ // Allow targeting everything.
+ var targParams = new TargetingParameters
+ {
+ canTargetPawns = true,
+ canTargetBuildings = true,
+ canTargetLocations = true,
+ canTargetAnimals = true
+ };
+
+ Current.Game.CurrentMap = targetMap;
+ Find.Targeter.BeginTargeting(targParams, (localTarg) =>
+ {
+ GlobalTargetInfo globalTargetInfo = localTarg.ToGlobalTargetInfo(targetMap);
+ StartAttackSequence(globalTargetInfo, LocalTargetInfo.Invalid);
+ });
+
+ //Messages.Message("Not working yet.", MessageTypeDefOf.RejectInput, true);
+ return true;
+ }
+
public override void DeSpawn(DestroyMode mode = DestroyMode.Vanish)
{
base.DeSpawn(mode);
@@ -219,17 +316,33 @@ public override void DeSpawn(DestroyMode mode = DestroyMode.Vanish)
beam = null;
}
- private void StartAttackSequence(LocalTargetInfo target)
+ private void StartAttackSequence(GlobalTargetInfo global, LocalTargetInfo local)
{
- if (!target.IsValid)
+ if (!local.IsValid && !global.IsValid)
{
- Log.Error($"Tried to start M3G_UMIN attack with invalid target {target}.");
+ Log.Error($"Tried to start M3G_UMIN attack with invalid target(s): Local {local}, Global {global}.");
+ return;
+ }
+ if (local.IsValid && global.IsValid)
+ {
+ Log.Error("Passed in valid global and local targets to attack sequence. This is not valid. Must be one or the other.");
return;
}
// Set local target.
- this.localTarget = target;
- lastKnownThingLoc = target.Cell;
+ if (local.IsValid)
+ {
+ Log.Message("Starting local attack.");
+ this.localTarget = local;
+ lastKnownThingLoc = local.Cell;
+ }
+ //Set global target.
+ if (global.IsValid)
+ {
+ Log.Message("Starting global attack.");
+ this.globalTarget = global;
+ lastKnownThingLoc = global.Cell;
+ }
// Enter the charging phase.
IsChargingUp = true;
@@ -256,14 +369,54 @@ private void StartPowerUpSequence()
private void StartRealAttack()
{
+ bool cast = true;
+ if (globalTarget.IsValid)
+ {
+ Log.Message($"Using global target to create local target. ({globalTarget})");
+ if (globalTarget.Map == null)
+ {
+ if(globalTargetMapLastKnown != null)
+ {
+ Log.Warning($"Global target has null map (most likely missing pawn target). Falling back to last known map ({globalTargetMapLastKnown}).");
+ localTarget = new LocalTargetInfo(lastKnownThingLoc);
+ globalTarget = new GlobalTargetInfo(lastKnownThingLoc, globalTargetMapLastKnown);
+ }
+ else
+ {
+ Log.Error("Global target is valid, but has null map. Last known map is also null. Probably caused by map being unloaded prematurely, or immediately after the updated that added this feature. Strike cancelled to avoid damage to wrong map.");
+ cast = false;
+ }
+ }
+ else
+ {
+ // Convert to local target. Note that Thing may be non-null be destroyed, that is handled below.
+ localTarget = globalTarget.HasThing ? new LocalTargetInfo(globalTarget.Thing) : new LocalTargetInfo(globalTarget.Cell);
+ }
+ }
// Make sure that the local target is completely valid: it is possible that thing is destroyed and Target.IsValid is still true.
if (localTarget.HasThing && localTarget.ThingDestroyed)
{
Log.Warning($"M3G_UMIN appears to have been targeting a Thing but that Thing was destroyed. Using last known location: {lastKnownThingLoc}");
localTarget = new LocalTargetInfo(lastKnownThingLoc);
}
+
// Spawn sky beam of death.
- AttackVerb.TryStartCastOn(localTarget);
+ if (cast)
+ {
+ bool worked = AttackVerb.TryStartCastOn(localTarget);
+ if (!worked)
+ {
+ Log.Error("Megumin verb cast failed!");
+ cast = false;
+ }
+ }
+
+ if (!cast)
+ {
+ // Cast failed. Stop be beam effect immediately.
+ OnStrikeEnd(null);
+ }
+
chargeEffect?.Stop(true, ParticleSystemStopBehavior.StopEmitting);
@@ -271,11 +424,13 @@ private void StartRealAttack()
CooldownTicks = COOLDOWN_TICKS;
// Delete target position.
- localTarget = null;
- lastKnownThingLoc = IntVec3.Zero;
+ localTarget = LocalTargetInfo.Invalid;
+ globalTarget = GlobalTargetInfo.Invalid;
+ lastKnownThingLoc = IntVec3.Invalid;
+ globalTargetMapLastKnown = null;
// Spawn a solar flare event on the map that it was fired from.
- if (DoSolarFlare)
+ if (DoSolarFlare && cast)
{
IncidentParms param = new IncidentParms();
param.forced = true;
@@ -348,7 +503,8 @@ public override string GetInspectString()
public override void ExposeData()
{
base.ExposeData();
- Scribe_TargetInfo.Look(ref localTarget, "localTarget");
+ Scribe_TargetInfo.Look(ref localTarget, "localTarget", LocalTargetInfo.Invalid);
+ Scribe_TargetInfo.Look(ref globalTarget, "globalTarget", GlobalTargetInfo.Invalid);
Scribe_Values.Look(ref CooldownTicks, "cooldownTicks");
Scribe_Values.Look(ref PoweringUpTicks, "powerUpTicks");
Scribe_Values.Look(ref isChargingUp, "isChargingUp");
@@ -373,7 +529,16 @@ public override void Tick()
{
base.Tick();
- if (localTarget != null && localTarget.HasThing && !localTarget.ThingDestroyed)
+ // Save the last known global target map. This is necessary for when targeting a pawn that is destroyed in a foreign map.
+ // Note that this isn't a perfect fix: this isn't saved, so reloading the game will still cause a 'fake strike' where the laser will not spawn.
+ if (globalTarget.IsValid && globalTarget.Map != null)
+ {
+ globalTargetMapLastKnown = globalTarget.Map;
+ }
+
+ if (globalTarget.HasThing && !globalTarget.ThingDestroyed)
+ lastKnownThingLoc = globalTarget.Cell;
+ else if (localTarget.HasThing && !localTarget.ThingDestroyed)
lastKnownThingLoc = localTarget.Cell;
beam?.Tick();
@@ -427,6 +592,15 @@ public override void Tick()
if (this.Spawned && !this.Destroyed)
this.GunComp?.verbTracker?.VerbsTick();
+
+ if(this.chargeEffect != null)
+ {
+ bool isActive = chargeEffect.gameObject.activeSelf;
+ bool shouldBeActive = Find.CurrentMap == this.Map;
+
+ if(isActive != shouldBeActive)
+ chargeEffect.gameObject.SetActive(shouldBeActive);
+ }
}
///
diff --git a/Source/AntimatterAnnihilation/Buildings/Building_MultiRefuelable.cs b/Source/AntimatterAnnihilation/Buildings/Building_MultiRefuelable.cs
index 98e8e3e..ab4a032 100644
--- a/Source/AntimatterAnnihilation/Buildings/Building_MultiRefuelable.cs
+++ b/Source/AntimatterAnnihilation/Buildings/Building_MultiRefuelable.cs
@@ -24,7 +24,10 @@ public Building_MultiRefuelable()
public override void SpawnSetup(Map map, bool respawningAfterLoad)
{
if (RefuelComps != null)
+ {
+ base.SpawnSetup(map, respawningAfterLoad);
return;
+ }
tempComps.Clear();
@@ -46,7 +49,7 @@ public override void SpawnSetup(Map map, bool respawningAfterLoad)
tempComps.Clear();
- Log.Message($"RefuelComps: {RefuelComps.Length}");
+ //Log.Message($"RefuelComps: {RefuelComps.Length}");
if (RefuelComps == null || RefuelComps.Length == 0)
{
Log.Error($"Missing refuel comps on this {this.LabelCap}.");
diff --git a/Source/AntimatterAnnihilation/Buildings/Building_ParticleAccelerator.cs b/Source/AntimatterAnnihilation/Buildings/Building_ParticleAccelerator.cs
index 4217d63..0f6ed0f 100644
--- a/Source/AntimatterAnnihilation/Buildings/Building_ParticleAccelerator.cs
+++ b/Source/AntimatterAnnihilation/Buildings/Building_ParticleAccelerator.cs
@@ -115,7 +115,7 @@ public void OutputAntimatter(int count)
Thing thing = ThingMaker.MakeThing(AADefOf.AntimatterCanister_AA);
thing.stackCount = count;
- GenPlace.TryPlaceThing(thing, OutputPos, Find.CurrentMap, ThingPlaceMode.Near);
+ GenPlace.TryPlaceThing(thing, OutputPos, this.Map, ThingPlaceMode.Near);
}
public override string GetInspectString()
diff --git a/Source/AntimatterAnnihilation/Buildings/MBDTop.cs b/Source/AntimatterAnnihilation/Buildings/MBDTop.cs
index 6a82936..70edf8b 100644
--- a/Source/AntimatterAnnihilation/Buildings/MBDTop.cs
+++ b/Source/AntimatterAnnihilation/Buildings/MBDTop.cs
@@ -5,6 +5,7 @@
namespace AntimatterAnnihilation.Buildings
{
+ [StaticConstructorOnStartup]
public class MBDTop : AATurretTop
{
const float RATIO = 31f / 280f;
diff --git a/Source/AntimatterAnnihilation/Buildings/ThunderGunTop.cs b/Source/AntimatterAnnihilation/Buildings/ThunderGunTop.cs
index ba88674..89ad83b 100644
--- a/Source/AntimatterAnnihilation/Buildings/ThunderGunTop.cs
+++ b/Source/AntimatterAnnihilation/Buildings/ThunderGunTop.cs
@@ -5,6 +5,7 @@
namespace AntimatterAnnihilation.Buildings
{
+ [StaticConstructorOnStartup]
public class ThunderGunTop : AATurretTop
{
const float RATIO = 57f / 257f;
diff --git a/Source/AntimatterAnnihilation/Content.cs b/Source/AntimatterAnnihilation/Content.cs
index 5f33c31..191e6ac 100644
--- a/Source/AntimatterAnnihilation/Content.cs
+++ b/Source/AntimatterAnnihilation/Content.cs
@@ -16,7 +16,7 @@ public static class Content
public static Texture2D Expand, Collapse;
public static Texture2D PowerNetGraph;
public static Texture2D PowerLevelLow, PowerLevelMedium, PowerLevelHigh;
- public static Texture2D AutoAttackIcon, CancelIcon, ArrowIcon;
+ public static Texture2D AutoAttackIcon, CancelIcon, ArrowIcon, GlobalStrikeIcon;
static Content()
{
@@ -40,6 +40,7 @@ static Content()
AutoAttackIcon = ContentFinder.Get("AntimatterAnnihilation/UI/AutoAttackIcon");
CancelIcon = ContentFinder.Get("AntimatterAnnihilation/UI/CancelIcon");
ArrowIcon = ContentFinder.Get("AntimatterAnnihilation/UI/ArrowIcon");
+ GlobalStrikeIcon = ContentFinder.Get("AntimatterAnnihilation/UI/GlobalStrikeIcon");
ModCore.Trace("Loaded content.");
}
diff --git a/Source/AntimatterAnnihilation/Effects/EffectManagers.cs b/Source/AntimatterAnnihilation/Effects/EffectManagers.cs
index e750547..737116b 100644
--- a/Source/AntimatterAnnihilation/Effects/EffectManagers.cs
+++ b/Source/AntimatterAnnihilation/Effects/EffectManagers.cs
@@ -4,6 +4,7 @@
namespace AntimatterAnnihilation.Effects
{
+ [StaticConstructorOnStartup]
static class ExplosionEffectManager
{
public static GameObject Prefab;
@@ -36,6 +37,7 @@ public static void Tick()
}
}
+ [StaticConstructorOnStartup]
static class RailgunEffectSpawner
{
public static GameObject Prefab;
diff --git a/Source/AntimatterAnnihilation/Patches/Patch_AvoidGrid.cs b/Source/AntimatterAnnihilation/Patches/Patch_AvoidGrid.cs
index 0f10393..0374b03 100644
--- a/Source/AntimatterAnnihilation/Patches/Patch_AvoidGrid.cs
+++ b/Source/AntimatterAnnihilation/Patches/Patch_AvoidGrid.cs
@@ -5,14 +5,13 @@
namespace AntimatterAnnihilation.Patches
{
-
[HarmonyPatch(typeof(PawnUtility), "GetAvoidGrid")]
static class Patch_AvoidGrid
{
+ [HarmonyPriority(Priority.Last)]
static void Postfix(Pawn p, ref ByteGrid __result)
{
AI_AvoidGrid.DoAvoidGrid(p, ref __result);
}
}
-
}
diff --git a/Source/AntimatterAnnihilation/Patches/Patch_CompGlower.cs b/Source/AntimatterAnnihilation/Patches/Patch_CompGlower.cs
index 6b02d68..f13beb8 100644
--- a/Source/AntimatterAnnihilation/Patches/Patch_CompGlower.cs
+++ b/Source/AntimatterAnnihilation/Patches/Patch_CompGlower.cs
@@ -1,4 +1,5 @@
-using AntimatterAnnihilation.Utils;
+using System;
+using AntimatterAnnihilation.Utils;
using HarmonyLib;
using Verse;
@@ -13,7 +14,15 @@ static bool Prefix(CompGlower __instance, ref bool __result)
var ins = __instance;
if (ins.parent is IConditionalGlower c)
{
- __result = c.ShouldBeGlowingNow;
+ try
+ {
+ __result = c.ShouldBeGlowingNow;
+ }
+ catch (Exception e)
+ {
+ Log.Error($"Exception during conditional glower patch processing: {e}");
+ return false;
+ }
return false;
}
diff --git a/Source/AntimatterAnnihilation/UI/UI_PowerNetConsole.cs b/Source/AntimatterAnnihilation/UI/UI_PowerNetConsole.cs
index 7079a49..8e2575a 100644
--- a/Source/AntimatterAnnihilation/UI/UI_PowerNetConsole.cs
+++ b/Source/AntimatterAnnihilation/UI/UI_PowerNetConsole.cs
@@ -544,7 +544,7 @@ public string GetPrettyPower(float watts)
if (watts >= GIGA)
{
- retVal += $"{watts / GIGA:N2} {"AA.KiloWatts".Translate()}";
+ retVal += $"{watts / GIGA:N2} {"AA.GigaWatts".Translate()}";
}
else if (watts >= MEGA)
{
@@ -552,7 +552,7 @@ public string GetPrettyPower(float watts)
}
else if (watts >= KILO)
{
- retVal += $"{watts / KILO:N1} {"AA.GigaWatts".Translate()}";
+ retVal += $"{watts / KILO:N1} {"AA.KiloWatts".Translate()}";
}
else
{
diff --git a/Source/AntimatterAnnihilation/Verbs/Verb_Megumin.cs b/Source/AntimatterAnnihilation/Verbs/Verb_Megumin.cs
index 9f62045..4bcdbb5 100644
--- a/Source/AntimatterAnnihilation/Verbs/Verb_Megumin.cs
+++ b/Source/AntimatterAnnihilation/Verbs/Verb_Megumin.cs
@@ -9,7 +9,22 @@ public class Verb_Megumin : Verb
{
protected override bool TryCastShot()
{
- CustomOrbitalStrike beam = (CustomOrbitalStrike)GenSpawn.Spawn(AADefOf.CustomOrbitalStrike_AA, this.currentTarget.Cell, this.caster.Map, WipeMode.Vanish);
+ Building_Megumin meg = this.caster as Building_Megumin;
+ if (meg == null)
+ Log.Error("Verb_Megumin used by a caster that is not a Building_Megumin?");
+
+ Map map = meg.TargetMap;
+ if (map == null)
+ {
+ Log.Error("Null map to cast megumin verb. Yikes.");
+ return false;
+ }
+
+ var targetCell = this.currentTarget.Cell;
+
+ Log.Message($"MegVerb: Firing on map: {map}, target: {targetCell}");
+
+ CustomOrbitalStrike beam = (CustomOrbitalStrike)GenSpawn.Spawn(AADefOf.CustomOrbitalStrike_AA, targetCell, map, WipeMode.Vanish);
beam.duration = Building_Megumin.DURATION_TICKS;
beam.instigator = this.caster;
beam.weaponDef = ((base.EquipmentSource != null) ? base.EquipmentSource.def : null);
@@ -34,6 +49,10 @@ public override float HighlightFieldRadiusAroundTarget(out bool needLOSToCenter)
needLOSToCenter = false;
return Building_Megumin.RADIUS;
}
+
+ // ALWAYS HIT! It's a fucking sky laser, you can't hide from it.
+ public override bool CanHitTarget(LocalTargetInfo targ) { return true; }
+ public override bool CanHitTargetFrom(IntVec3 root, LocalTargetInfo targ) { return true; }
}
}
diff --git a/Source/AntimatterAnnihilation/packages.config b/Source/AntimatterAnnihilation/packages.config
index 335188d..5f8df79 100644
--- a/Source/AntimatterAnnihilation/packages.config
+++ b/Source/AntimatterAnnihilation/packages.config
@@ -1,5 +1,5 @@
-
-
+
+
\ No newline at end of file
diff --git a/Source/Content/Models/MiscBuildings_Medium.blend b/Source/Content/Models/MiscBuildings_Medium.blend
index db8f620..7a94f97 100644
Binary files a/Source/Content/Models/MiscBuildings_Medium.blend and b/Source/Content/Models/MiscBuildings_Medium.blend differ
diff --git a/Source/Content/Pdn/Global Strike Icon.pdn b/Source/Content/Pdn/Global Strike Icon.pdn
new file mode 100644
index 0000000..ddb132b
Binary files /dev/null and b/Source/Content/Pdn/Global Strike Icon.pdn differ
diff --git a/Source/Content/Promo Stuff/HugeLaserStrike.wav b/Source/Content/Promo Stuff/HugeLaserStrike.wav
new file mode 100644
index 0000000..ddfe03f
Binary files /dev/null and b/Source/Content/Promo Stuff/HugeLaserStrike.wav differ
diff --git a/Source/Content/Unity/RimVibes Bundles/Assembly-CSharp.csproj b/Source/Content/Unity/RimVibes Bundles/Assembly-CSharp.csproj
index f678760..b77e770 100644
--- a/Source/Content/Unity/RimVibes Bundles/Assembly-CSharp.csproj
+++ b/Source/Content/Unity/RimVibes Bundles/Assembly-CSharp.csproj
@@ -1,7 +1,7 @@
- latest
+ 7.3
Debug
@@ -21,8 +21,8 @@
true
full
false
- Temp\bin\Debug\
- DEBUG;TRACE;UNITY_2019_2_17;UNITY_2019_2;UNITY_2019;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_2017_1_OR_NEWER;UNITY_2017_2_OR_NEWER;UNITY_2017_3_OR_NEWER;UNITY_2017_4_OR_NEWER;UNITY_2018_1_OR_NEWER;UNITY_2018_2_OR_NEWER;UNITY_2018_3_OR_NEWER;UNITY_2018_4_OR_NEWER;UNITY_2019_1_OR_NEWER;UNITY_2019_2_OR_NEWER;UNITY_INCLUDE_TESTS;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_TEXTURE_STREAMING;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_COLLAB_SOFTLOCKS;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_SERVICES_USE_WEBREQUEST;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_HUB_LICENSE;ENABLE_WEBSOCKET_CLIENT;ENABLE_DIRECTOR_AUDIO;ENABLE_DIRECTOR_TEXTURE;ENABLE_MANAGED_JOBS;ENABLE_MANAGED_TRANSFORM_JOBS;ENABLE_MANAGED_ANIMATION_JOBS;ENABLE_MANAGED_AUDIO_JOBS;INCLUDE_DYNAMIC_GI;ENABLE_MONO_BDWGC;ENABLE_SCRIPTING_GC_WBARRIERS;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_VIDEO;PLATFORM_STANDALONE_WIN;PLATFORM_STANDALONE;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_OUT_OF_PROCESS_CRASH_HANDLER;ENABLE_EVENT_QUEUE;ENABLE_CLUSTER_SYNC;ENABLE_CLUSTERINPUT;ENABLE_VR;ENABLE_AR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;NET_STANDARD_2_0;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_UNITY_COLLECTIONS_CHECKS;ENABLE_BURST_AOT;UNITY_TEAM_LICENSE;ENABLE_VSTU;ENABLE_CUSTOM_RENDER_TEXTURE;ENABLE_DIRECTOR;ENABLE_LOCALIZATION;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_TILEMAP;ENABLE_TIMELINE;ENABLE_LEGACY_INPUT_MANAGER;CSHARP_7_OR_LATER;CSHARP_7_3_OR_NEWER
+ Temp\Bin\Debug\
+ DEBUG;TRACE;UNITY_2020_1_0;UNITY_2020_1;UNITY_2020;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_2017_1_OR_NEWER;UNITY_2017_2_OR_NEWER;UNITY_2017_3_OR_NEWER;UNITY_2017_4_OR_NEWER;UNITY_2018_1_OR_NEWER;UNITY_2018_2_OR_NEWER;UNITY_2018_3_OR_NEWER;UNITY_2018_4_OR_NEWER;UNITY_2019_1_OR_NEWER;UNITY_2019_2_OR_NEWER;UNITY_2019_3_OR_NEWER;UNITY_2019_4_OR_NEWER;UNITY_2020_1_OR_NEWER;UNITY_INCLUDE_TESTS;ENABLE_AR;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_EVENT_QUEUE;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_TEXTURE_STREAMING;ENABLE_VIRTUALTEXTURING;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_UNITYWEBREQUEST;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_COLLAB_SOFTLOCKS;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_SERVICES_USE_WEBREQUEST;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_HUB_LICENSE;ENABLE_WEBSOCKET_CLIENT;ENABLE_DIRECTOR_AUDIO;ENABLE_DIRECTOR_TEXTURE;ENABLE_MANAGED_JOBS;ENABLE_MANAGED_TRANSFORM_JOBS;ENABLE_MANAGED_ANIMATION_JOBS;ENABLE_MANAGED_AUDIO_JOBS;INCLUDE_DYNAMIC_GI;ENABLE_MONO_BDWGC;ENABLE_SCRIPTING_GC_WBARRIERS;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_VIDEO;PLATFORM_STANDALONE;PLATFORM_STANDALONE_WIN;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_OUT_OF_PROCESS_CRASH_HANDLER;ENABLE_CLUSTER_SYNC;ENABLE_CLUSTERINPUT;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;NET_STANDARD_2_0;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_UNITY_COLLECTIONS_CHECKS;ENABLE_BURST_AOT;UNITY_TEAM_LICENSE;ENABLE_CUSTOM_RENDER_TEXTURE;ENABLE_DIRECTOR;ENABLE_LOCALIZATION;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_TILEMAP;ENABLE_TIMELINE;ENABLE_LEGACY_INPUT_MANAGER;CSHARP_7_OR_LATER;CSHARP_7_3_OR_NEWER
prompt
4
0169
@@ -46,619 +46,628 @@
{E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}
- Unity/VSTU
+ Package
Game:1
StandaloneWindows:5
- 2019.2.17f1
+ 2020.1.0f1
-
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-
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- D:\Unity Installs\Unity\Editor\Data\Managed/UnityEditor.dll
-
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-
+
+
-
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- D:/Steam Games/steamapps/common/RimWorld/Mods/AntimatterAnnihilation/Source/Content/Unity/RimVibes Bundles/Library/ScriptAssemblies/Unity.Timeline.Editor.dll
-
-
- D:/Steam Games/steamapps/common/RimWorld/Mods/AntimatterAnnihilation/Source/Content/Unity/RimVibes Bundles/Library/ScriptAssemblies/Unity.VSCode.Editor.dll
-
-
- D:/Steam Games/steamapps/common/RimWorld/Mods/AntimatterAnnihilation/Source/Content/Unity/RimVibes Bundles/Library/ScriptAssemblies/Unity.RenderPipelines.Core.Editor.dll
-
-
- D:/Steam Games/steamapps/common/RimWorld/Mods/AntimatterAnnihilation/Source/Content/Unity/RimVibes Bundles/Library/ScriptAssemblies/Unity.RenderPipelines.Core.Runtime.dll
-
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-
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-
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-
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-
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-
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-
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-
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-
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-
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-
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-
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-
-
- D:/Steam Games/steamapps/common/RimWorld/Mods/AntimatterAnnihilation/Source/Content/Unity/RimVibes Bundles/Library/ScriptAssemblies/Unity.TextMeshPro.dll
-
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- D:/Steam Games/steamapps/common/RimWorld/Mods/AntimatterAnnihilation/Source/Content/Unity/RimVibes Bundles/Library/ScriptAssemblies/UnityEditor.UI.dll
+
+
+
+
+
+
+
+
+
+
+
+ D:\Unity Installs\2020.1.0f1\Editor\Data\Managed\UnityEngine\UnityEngine.dll
- D:/Unity Installs/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.AIModule.dll
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- D:/Unity Installs/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.AndroidJNIModule.dll
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+ D:\Unity Installs\2020.1.0f1\Editor\Data\Managed\UnityEngine\UnityEngine.AnimationModule.dll
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-
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- D:/Unity Installs/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.IMGUIModule.dll
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- D:/Unity Installs/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.UnityWebRequestAssetBundleModule.dll
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- D:/Unity Installs/Unity/Editor/Data/NetStandard/compat/2.0.0/shims/netstandard/System.Threading.ThreadPool.dll
+ D:\Unity Installs\2020.1.0f1\Editor\Data\NetStandard\compat\2.0.0\shims\netstandard\System.Threading.ThreadPool.dll
- D:/Unity Installs/Unity/Editor/Data/NetStandard/compat/2.0.0/shims/netstandard/System.Threading.Timer.dll
+ D:\Unity Installs\2020.1.0f1\Editor\Data\NetStandard\compat\2.0.0\shims\netstandard\System.Threading.Timer.dll
- D:/Unity Installs/Unity/Editor/Data/NetStandard/compat/2.0.0/shims/netstandard/System.ValueTuple.dll
+ D:\Unity Installs\2020.1.0f1\Editor\Data\NetStandard\compat\2.0.0\shims\netstandard\System.ValueTuple.dll
- D:/Unity Installs/Unity/Editor/Data/NetStandard/compat/2.0.0/shims/netstandard/System.Xml.ReaderWriter.dll
+ D:\Unity Installs\2020.1.0f1\Editor\Data\NetStandard\compat\2.0.0\shims\netstandard\System.Xml.ReaderWriter.dll
- D:/Unity Installs/Unity/Editor/Data/NetStandard/compat/2.0.0/shims/netstandard/System.Xml.XDocument.dll
+ D:\Unity Installs\2020.1.0f1\Editor\Data\NetStandard\compat\2.0.0\shims\netstandard\System.Xml.XDocument.dll
- D:/Unity Installs/Unity/Editor/Data/NetStandard/compat/2.0.0/shims/netstandard/System.Xml.XmlDocument.dll
+ D:\Unity Installs\2020.1.0f1\Editor\Data\NetStandard\compat\2.0.0\shims\netstandard\System.Xml.XmlDocument.dll
- D:/Unity Installs/Unity/Editor/Data/NetStandard/compat/2.0.0/shims/netstandard/System.Xml.XmlSerializer.dll
+ D:\Unity Installs\2020.1.0f1\Editor\Data\NetStandard\compat\2.0.0\shims\netstandard\System.Xml.XmlSerializer.dll
- D:/Unity Installs/Unity/Editor/Data/NetStandard/compat/2.0.0/shims/netstandard/System.Xml.XPath.dll
+ D:\Unity Installs\2020.1.0f1\Editor\Data\NetStandard\compat\2.0.0\shims\netstandard\System.Xml.XPath.dll
- D:/Unity Installs/Unity/Editor/Data/NetStandard/compat/2.0.0/shims/netstandard/System.Xml.XPath.XDocument.dll
+ D:\Unity Installs\2020.1.0f1\Editor\Data\NetStandard\compat\2.0.0\shims\netstandard\System.Xml.XPath.XDocument.dll
- D:/Unity Installs/Unity/Editor/Data/NetStandard/Extensions/2.0.0/System.Numerics.Vectors.dll
+ D:\Unity Installs\2020.1.0f1\Editor\Data\NetStandard\Extensions\2.0.0\System.Numerics.Vectors.dll
- D:/Unity Installs/Unity/Editor/Data/NetStandard/Extensions/2.0.0/System.Runtime.InteropServices.WindowsRuntime.dll
+ D:\Unity Installs\2020.1.0f1\Editor\Data\NetStandard\Extensions\2.0.0\System.Runtime.InteropServices.WindowsRuntime.dll
- D:/Unity Installs/Unity/Editor/Data/NetStandard/compat/2.0.0/shims/netfx/mscorlib.dll
+ D:\Unity Installs\2020.1.0f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\mscorlib.dll
- D:/Unity Installs/Unity/Editor/Data/NetStandard/compat/2.0.0/shims/netfx/System.ComponentModel.Composition.dll
+ D:\Unity Installs\2020.1.0f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.ComponentModel.Composition.dll
- D:/Unity Installs/Unity/Editor/Data/NetStandard/compat/2.0.0/shims/netfx/System.Core.dll
+ D:\Unity Installs\2020.1.0f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.Core.dll
- D:/Unity Installs/Unity/Editor/Data/NetStandard/compat/2.0.0/shims/netfx/System.Data.dll
+ D:\Unity Installs\2020.1.0f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.Data.dll
- D:/Unity Installs/Unity/Editor/Data/NetStandard/compat/2.0.0/shims/netfx/System.dll
+ D:\Unity Installs\2020.1.0f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.dll
- D:/Unity Installs/Unity/Editor/Data/NetStandard/compat/2.0.0/shims/netfx/System.Drawing.dll
+ D:\Unity Installs\2020.1.0f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.Drawing.dll
- D:/Unity Installs/Unity/Editor/Data/NetStandard/compat/2.0.0/shims/netfx/System.IO.Compression.FileSystem.dll
+ D:\Unity Installs\2020.1.0f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.IO.Compression.FileSystem.dll
- D:/Unity Installs/Unity/Editor/Data/NetStandard/compat/2.0.0/shims/netfx/System.Net.dll
+ D:\Unity Installs\2020.1.0f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.Net.dll
- D:/Unity Installs/Unity/Editor/Data/NetStandard/compat/2.0.0/shims/netfx/System.Numerics.dll
+ D:\Unity Installs\2020.1.0f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.Numerics.dll
- D:/Unity Installs/Unity/Editor/Data/NetStandard/compat/2.0.0/shims/netfx/System.Runtime.Serialization.dll
+ D:\Unity Installs\2020.1.0f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.Runtime.Serialization.dll
- D:/Unity Installs/Unity/Editor/Data/NetStandard/compat/2.0.0/shims/netfx/System.ServiceModel.Web.dll
+ D:\Unity Installs\2020.1.0f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.ServiceModel.Web.dll
- D:/Unity Installs/Unity/Editor/Data/NetStandard/compat/2.0.0/shims/netfx/System.Transactions.dll
+ D:\Unity Installs\2020.1.0f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.Transactions.dll
- D:/Unity Installs/Unity/Editor/Data/NetStandard/compat/2.0.0/shims/netfx/System.Web.dll
+ D:\Unity Installs\2020.1.0f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.Web.dll
- D:/Unity Installs/Unity/Editor/Data/NetStandard/compat/2.0.0/shims/netfx/System.Windows.dll
+ D:\Unity Installs\2020.1.0f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.Windows.dll
- D:/Unity Installs/Unity/Editor/Data/NetStandard/compat/2.0.0/shims/netfx/System.Xml.dll
+ D:\Unity Installs\2020.1.0f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.Xml.dll
- D:/Unity Installs/Unity/Editor/Data/NetStandard/compat/2.0.0/shims/netfx/System.Xml.Linq.dll
+ D:\Unity Installs\2020.1.0f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.Xml.Linq.dll
- D:/Unity Installs/Unity/Editor/Data/NetStandard/compat/2.0.0/shims/netfx/System.Xml.Serialization.dll
+ D:\Unity Installs\2020.1.0f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.Xml.Serialization.dll
+
+
+ Library\ScriptAssemblies\Unity.Timeline.Editor.dll
+
+ Library\ScriptAssemblies\Unity.VSCode.Editor.dll
+
+
+ Library\ScriptAssemblies\Unity.RenderPipelines.Core.Editor.dll
+
+
+ Library\ScriptAssemblies\Unity.RenderPipelines.Core.Runtime.dll
+
+
+ Library\ScriptAssemblies\Unity.TextMeshPro.Editor.dll
+
+
+ Library\ScriptAssemblies\UnityEngine.UI.dll
+
+
+ Library\ScriptAssemblies\Unity.Searcher.Editor.dll
+
+
+ Library\ScriptAssemblies\Unity.Timeline.dll
+
+
+ Library\ScriptAssemblies\Unity.AssetBundleBrowser.Editor.dll
+
+
+ Library\ScriptAssemblies\Unity.Rider.Editor.dll
+
+
+ Library\ScriptAssemblies\Unity.RenderPipelines.ShaderGraph.ShaderGraphLibrary.dll
+
+
+ Library\ScriptAssemblies\Unity.2D.Sprite.Editor.dll
+
+
+ Library\ScriptAssemblies\Unity.2D.Tilemap.Editor.dll
+
+
+ Library\ScriptAssemblies\Unity.VisualStudio.Editor.dll
+
+
+ Library\ScriptAssemblies\Unity.ShaderGraph.Editor.dll
+
+
+ Library\ScriptAssemblies\Unity.RenderPipelines.Core.ShaderLibrary.dll
+
+
+ Library\ScriptAssemblies\Unity.TextMeshPro.dll
+
+
+ Library\ScriptAssemblies\UnityEditor.UI.dll
+
+
+
-
-
\ No newline at end of file
+
diff --git a/Source/Content/Unity/RimVibes Bundles/Assets/Scenes/AA.unity b/Source/Content/Unity/RimVibes Bundles/Assets/Scenes/AA.unity
index 5dfc256..773b926 100644
--- a/Source/Content/Unity/RimVibes Bundles/Assets/Scenes/AA.unity
+++ b/Source/Content/Unity/RimVibes Bundles/Assets/Scenes/AA.unity
@@ -43,7 +43,7 @@ RenderSettings:
--- !u!157 &3
LightmapSettings:
m_ObjectHideFlags: 0
- serializedVersion: 11
+ serializedVersion: 12
m_GIWorkflowMode: 1
m_GISettings:
serializedVersion: 2
@@ -96,8 +96,9 @@ LightmapSettings:
m_PVRFilteringAtrousPositionSigmaAO: 1
m_ExportTrainingData: 0
m_TrainingDataDestination: TrainingData
+ m_LightProbeSampleCountMultiplier: 4
m_LightingDataAsset: {fileID: 0}
- m_UseShadowmask: 1
+ m_LightingSettings: {fileID: 1841281100}
--- !u!196 &4
NavMeshSettings:
serializedVersion: 2
@@ -117,6 +118,8 @@ NavMeshSettings:
manualTileSize: 0
tileSize: 256
accuratePlacement: 0
+ maxJobWorkers: 0
+ preserveTilesOutsideBounds: 0
debug:
m_Flags: 0
m_NavMeshData: {fileID: 0}
@@ -138,7 +141,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
- m_IsActive: 1
+ m_IsActive: 0
--- !u!65 &518338973
BoxCollider:
m_ObjectHideFlags: 0
@@ -166,6 +169,8 @@ MeshRenderer:
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
+ m_RayTracingMode: 2
+ m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@@ -190,6 +195,7 @@ MeshRenderer:
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
+ m_AdditionalVertexStreams: {fileID: 0}
--- !u!33 &518338975
MeshFilter:
m_ObjectHideFlags: 0
@@ -311,7 +317,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
- m_IsActive: 1
+ m_IsActive: 0
--- !u!108 &771627306
Light:
m_ObjectHideFlags: 0
@@ -320,8 +326,9 @@ Light:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 771627305}
m_Enabled: 1
- serializedVersion: 9
+ serializedVersion: 10
m_Type: 1
+ m_Shape: 0
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_Intensity: 1
m_Range: 10
@@ -398,6 +405,11 @@ PrefabInstance:
propertyPath: m_Name
value: UpBeam
objectReference: {fileID: 0}
+ - target: {fileID: 3215580029954266982, guid: 90bb8ad0d5cda8b498b6463fff03356f,
+ type: 3}
+ propertyPath: m_IsActive
+ value: 0
+ objectReference: {fileID: 0}
- target: {fileID: 3215580029954266983, guid: 90bb8ad0d5cda8b498b6463fff03356f,
type: 3}
propertyPath: m_LocalPosition.x
@@ -471,7 +483,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
- m_IsActive: 1
+ m_IsActive: 0
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SpriteRenderer:
m_ObjectHideFlags: 0
@@ -486,6 +498,8 @@ SpriteRenderer:
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
+ m_RayTracingMode: 0
+ m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@@ -603,7 +617,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
- m_IsActive: 1
+ m_IsActive: 0
--- !u!212 &1008329523
SpriteRenderer:
m_ObjectHideFlags: 0
@@ -618,6 +632,8 @@ SpriteRenderer:
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
+ m_RayTracingMode: 0
+ m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@@ -713,6 +729,8 @@ MeshRenderer:
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
+ m_RayTracingMode: 2
+ m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@@ -737,6 +755,7 @@ MeshRenderer:
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
+ m_AdditionalVertexStreams: {fileID: 0}
--- !u!33 &1015429836
MeshFilter:
m_ObjectHideFlags: 0
@@ -788,9 +807,9 @@ MeshCollider:
m_Material: {fileID: 0}
m_IsTrigger: 0
m_Enabled: 1
- serializedVersion: 3
+ serializedVersion: 4
m_Convex: 0
- m_CookingOptions: 14
+ m_CookingOptions: 30
m_Mesh: {fileID: 10209, guid: 0000000000000000e000000000000000, type: 0}
--- !u!23 &1038440092
MeshRenderer:
@@ -806,6 +825,8 @@ MeshRenderer:
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
+ m_RayTracingMode: 2
+ m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@@ -830,6 +851,7 @@ MeshRenderer:
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
+ m_AdditionalVertexStreams: {fileID: 0}
--- !u!33 &1038440093
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m_ObjectHideFlags: 0
@@ -868,7 +890,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
- m_IsActive: 1
+ m_IsActive: 0
--- !u!114 &1199412219
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -921,7 +943,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
- m_IsActive: 1
+ m_IsActive: 0
--- !u!65 &1392659422
BoxCollider:
m_ObjectHideFlags: 0
@@ -949,6 +971,8 @@ MeshRenderer:
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
+ m_RayTracingMode: 2
+ m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@@ -973,6 +997,7 @@ MeshRenderer:
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m_SortingLayer: 0
m_SortingOrder: 0
+ m_AdditionalVertexStreams: {fileID: 0}
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@@ -995,6 +1020,121 @@ Transform:
m_Father: {fileID: 0}
m_RootOrder: 13
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
+--- !u!1 &1436793223
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+ m_Name: UI
+ m_TagString: Untagged
+ m_Icon: {fileID: 0}
+ m_NavMeshLayer: 0
+ m_StaticEditorFlags: 0
+ m_IsActive: 1
+--- !u!114 &1436793224
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+ m_PrefabAsset: {fileID: 0}
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+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: e64df26a2d69f4143b06135e381d752e, type: 3}
+ m_Name:
+ m_EditorClassIdentifier:
+ DrawRect:
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+ x: 100
+ y: 100
+ width: 500
+ height: 400
+ VerticalSplit: 0.3
+ SectionAWidth: 100
+ SectionBWidth: 100
+ MinVerticalSize: 50
+ MinSectionWidth: 50
+--- !u!4 &1436793225
+Transform:
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+ m_Children: []
+ m_Father: {fileID: 0}
+ m_RootOrder: 15
+ m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
+--- !u!850595691 &1841281100
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+ m_PrefabAsset: {fileID: 0}
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+ m_IndirectOutputScale: 1
+ m_UsingShadowmask: 1
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+ m_BakeResolution: 40
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+ m_PVRSampling: 1
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+ m_PVREnvironmentSampleCount: 256
+ m_PVREnvironmentReferencePointCount: 2048
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+ m_PVRRussianRouletteStartBounce: 2
+ m_PVREnvironmentMIS: 1
+ m_PVRFilteringMode: 1
+ m_PVRDenoiserTypeDirect: 1
+ m_PVRDenoiserTypeIndirect: 1
+ m_PVRDenoiserTypeAO: 1
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+ m_PVRFilterTypeIndirect: 0
+ m_PVRFilterTypeAO: 0
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+ m_PVRFilteringGaussRadiusAO: 2
+ m_PVRFilteringAtrousPositionSigmaDirect: 0.5
+ m_PVRFilteringAtrousPositionSigmaIndirect: 2
+ m_PVRFilteringAtrousPositionSigmaAO: 1
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GameObject:
m_ObjectHideFlags: 0
@@ -1041,6 +1181,8 @@ MeshRenderer:
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
+ m_RayTracingMode: 2
+ m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@@ -1065,6 +1207,7 @@ MeshRenderer:
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
+ m_AdditionalVertexStreams: {fileID: 0}
--- !u!33 &1995564036
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m_ObjectHideFlags: 0
@@ -1105,7 +1248,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
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+ m_IsActive: 0
--- !u!65 &2045558466
BoxCollider:
m_ObjectHideFlags: 0
@@ -1133,6 +1276,8 @@ MeshRenderer:
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
+ m_RayTracingMode: 2
+ m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@@ -1157,6 +1302,7 @@ MeshRenderer:
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
+ m_AdditionalVertexStreams: {fileID: 0}
--- !u!33 &2045558468
MeshFilter:
m_ObjectHideFlags: 0
@@ -1320,5 +1466,10 @@ PrefabInstance:
propertyPath: m_Name
value: MegCharge
objectReference: {fileID: 0}
+ - target: {fileID: 7640404104117162390, guid: 28798bf3b38295d44bc4b4818b4e40f2,
+ type: 3}
+ propertyPath: m_IsActive
+ value: 0
+ objectReference: {fileID: 0}
m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: 28798bf3b38295d44bc4b4818b4e40f2, type: 3}
diff --git a/Source/Content/Unity/RimVibes Bundles/Assets/TerminalHUD.cs b/Source/Content/Unity/RimVibes Bundles/Assets/TerminalHUD.cs
new file mode 100644
index 0000000..b60a9d8
--- /dev/null
+++ b/Source/Content/Unity/RimVibes Bundles/Assets/TerminalHUD.cs
@@ -0,0 +1,156 @@
+using System;
+using UnityEngine;
+
+namespace Assets
+{
+ class TerminalHUD : MonoBehaviour
+ {
+ public Rect DrawRect;
+ [Range(0f, 1f)]
+ public float VerticalSplit = 0.3f;
+
+ public float SectionAWidth = 100;
+ public float SectionBWidth = 100;
+
+ public float MinVerticalSize = 100f;
+ public float MinSectionWidth = 50f;
+
+ private int currentlyDragging = -1;
+ private int draggableIndex;
+ private float sectionBStart;
+ private float sectionAStart;
+
+ private void OnGUI()
+ {
+ DrawUI(DrawRect);
+ }
+
+ void DrawUI(Rect rect)
+ {
+ draggableIndex = 0;
+ float topHeight = rect.height * VerticalSplit;
+ Rect topArea = new Rect(rect.x, rect.y, rect.width, topHeight);
+ float bottomHeight = rect.height - topHeight;
+ Rect bottomArea = new Rect(rect.x, rect.y + topHeight, rect.width, bottomHeight);
+
+ // Title.
+ AutoLabel(rect.position, "Power Control Terminal");
+
+ // Vertical slide.
+ float vertSize = Mathf.Clamp(Draggable(new Vector2(rect.x, rect.y + topHeight), rect.width, 0) - rect.y, MinVerticalSize, rect.height - MinVerticalSize);
+ VerticalSplit = vertSize / rect.height;
+
+ // First section slide.
+ float maxSecAWidth = rect.width - SectionCWidth() - MinSectionWidth;
+ SectionAWidth = Mathf.Clamp(Draggable(new Vector2(rect.x + SectionAWidth, rect.y + topHeight), 0f, bottomHeight, () =>
+ {
+ sectionBStart = SectionBWidth;
+ sectionAStart = SectionAWidth;
+ }) - rect.x, MinSectionWidth, maxSecAWidth);
+ if (IsDragging())
+ {
+ float deltaA = SectionAWidth - sectionAStart;
+ float adjustedB = sectionBStart - deltaA;
+ SectionBWidth = adjustedB;
+ }
+
+ // Second section slide.
+ float cWidth = rect.xMax - Draggable(new Vector2(rect.x + SectionAWidth + SectionBWidth, rect.y + topHeight), 0f, bottomHeight);
+ float bWidth = rect.width - cWidth - SectionAWidth;
+ SectionBWidth = Mathf.Clamp(bWidth, MinSectionWidth, rect.width - SectionAWidth - MinSectionWidth);
+
+ Rect sectionA = new Rect(rect.x, rect.y + topHeight, SectionAWidth, bottomHeight);
+ Rect sectionB = new Rect(rect.x + SectionAWidth, rect.y + topHeight, SectionBWidth, bottomHeight);
+ Rect sectionC = new Rect(rect.x + SectionAWidth + SectionBWidth, rect.y + topHeight, SectionCWidth(), bottomHeight);
+
+ //GUI.Box(rect, "");
+ GUI.Box(topArea, "");
+ GUI.Box(sectionA, "");
+ GUI.Box(sectionB, "");
+ GUI.Box(sectionC, "");
+
+ float SectionCWidth()
+ {
+ return rect.width - SectionAWidth - SectionBWidth;
+ }
+
+ void AutoLabel(Vector2 pos, string text)
+ {
+ GUI.Label(new Rect(pos.x, pos.y, 250, 250), text);
+ }
+ }
+
+ bool IsDragging()
+ {
+ return currentlyDragging == draggableIndex;
+ }
+
+ float Draggable(Vector2 start, float width, float height, Action startDrag = null)
+ {
+ if (width != 0 && height != 0)
+ throw new System.Exception("Width and height cannot both be non-zero.");
+
+ if (width == 0 && height == 0)
+ throw new System.Exception("Width and height cannot both be zero.");
+
+ int thisIndex = ++draggableIndex;
+
+ var e = Event.current;
+ bool isVertical = height != 0;
+
+ const float THICC = 20f;
+ const float HALF_THICC = THICC * 0.5f;
+
+ Rect drawArea;
+ if (isVertical)
+ drawArea = new Rect(start.x - HALF_THICC, start.y, THICC, height);
+ else
+ drawArea = new Rect(start.x, start.y - HALF_THICC, width, THICC);
+
+ bool isDraggingSelf = currentlyDragging == thisIndex;
+ bool isDraggingAny = currentlyDragging > 0;
+
+ // Update when dragging.
+ if (isDraggingSelf)
+ {
+ // Detect stop drag.
+ if (e.button == 0 && e.type == EventType.MouseUp)
+ {
+ currentlyDragging = -1;
+ }
+ else
+ {
+ if (isVertical)
+ start.x = e.mousePosition.x;
+ else
+ start.y = e.mousePosition.y;
+ }
+
+ var oldColor = GUI.color;
+ GUI.color = new Color(0f, 0f, 0f, 0.8f);
+ GUI.Box(drawArea, "");
+ GUI.color = oldColor;
+ }
+
+ bool mouseInArea = drawArea.Contains(e.mousePosition);
+
+ // Draw drag hint.
+ if (!isDraggingAny && mouseInArea)
+ {
+ var oldColor = GUI.color;
+ GUI.color = new Color(0f, 0f, 0f, 0.35f);
+ GUI.Box(drawArea, "");
+ GUI.color = oldColor;
+ }
+
+ // Detect start drag.
+ if (!isDraggingAny && e.button == 0 && e.type == EventType.MouseDown && mouseInArea)
+ {
+ currentlyDragging = thisIndex;
+ startDrag?.Invoke();
+ }
+
+ return isVertical ? start.x : start.y;
+ }
+ }
+}
diff --git a/Source/Content/Unity/RimVibes Bundles/Packages/manifest.json b/Source/Content/Unity/RimVibes Bundles/Packages/manifest.json
index a2e6efe..649ce1d 100644
--- a/Source/Content/Unity/RimVibes Bundles/Packages/manifest.json
+++ b/Source/Content/Unity/RimVibes Bundles/Packages/manifest.json
@@ -3,15 +3,15 @@
"com.unity.2d.sprite": "1.0.0",
"com.unity.2d.tilemap": "1.0.0",
"com.unity.assetbundlebrowser": "1.7.0",
- "com.unity.collab-proxy": "1.2.16",
+ "com.unity.collab-proxy": "1.3.8",
"com.unity.ext.nunit": "1.0.0",
- "com.unity.ide.rider": "1.0.8",
- "com.unity.ide.visualstudio": "1.0.11",
- "com.unity.ide.vscode": "1.0.7",
- "com.unity.shadergraph": "6.9.2",
- "com.unity.test-framework": "1.0.13",
- "com.unity.textmeshpro": "2.0.1",
- "com.unity.timeline": "1.1.0",
+ "com.unity.ide.rider": "1.2.1",
+ "com.unity.ide.visualstudio": "2.0.2",
+ "com.unity.ide.vscode": "1.2.1",
+ "com.unity.shadergraph": "8.2.0",
+ "com.unity.test-framework": "1.1.14",
+ "com.unity.textmeshpro": "3.0.0-preview.1",
+ "com.unity.timeline": "1.2.6",
"com.unity.ugui": "1.0.0",
"com.unity.modules.ai": "1.0.0",
"com.unity.modules.androidjni": "1.0.0",
diff --git a/Source/Content/Unity/RimVibes Bundles/Packages/packages-lock.json b/Source/Content/Unity/RimVibes Bundles/Packages/packages-lock.json
new file mode 100644
index 0000000..0722e22
--- /dev/null
+++ b/Source/Content/Unity/RimVibes Bundles/Packages/packages-lock.json
@@ -0,0 +1,375 @@
+{
+ "dependencies": {
+ "com.unity.2d.sprite": {
+ "version": "1.0.0",
+ "depth": 0,
+ "source": "builtin",
+ "dependencies": {}
+ },
+ "com.unity.2d.tilemap": {
+ "version": "1.0.0",
+ "depth": 0,
+ "source": "builtin",
+ "dependencies": {}
+ },
+ "com.unity.assetbundlebrowser": {
+ "version": "1.7.0",
+ "depth": 0,
+ "source": "registry",
+ "dependencies": {},
+ "url": "https://packages.unity.com"
+ },
+ "com.unity.collab-proxy": {
+ "version": "1.3.8",
+ "depth": 0,
+ "source": "registry",
+ "dependencies": {},
+ "url": "https://packages.unity.com"
+ },
+ "com.unity.ext.nunit": {
+ "version": "1.0.0",
+ "depth": 0,
+ "source": "registry",
+ "dependencies": {},
+ "url": "https://packages.unity.com"
+ },
+ "com.unity.ide.rider": {
+ "version": "1.2.1",
+ "depth": 0,
+ "source": "registry",
+ "dependencies": {
+ "com.unity.test-framework": "1.1.1"
+ },
+ "url": "https://packages.unity.com"
+ },
+ "com.unity.ide.visualstudio": {
+ "version": "2.0.2",
+ "depth": 0,
+ "source": "registry",
+ "dependencies": {},
+ "url": "https://packages.unity.com"
+ },
+ "com.unity.ide.vscode": {
+ "version": "1.2.1",
+ "depth": 0,
+ "source": "registry",
+ "dependencies": {},
+ "url": "https://packages.unity.com"
+ },
+ "com.unity.render-pipelines.core": {
+ "version": "8.2.0",
+ "depth": 1,
+ "source": "registry",
+ "dependencies": {
+ "com.unity.ugui": "1.0.0"
+ },
+ "url": "https://packages.unity.com"
+ },
+ "com.unity.searcher": {
+ "version": "4.0.9",
+ "depth": 1,
+ "source": "registry",
+ "dependencies": {},
+ "url": "https://packages.unity.com"
+ },
+ "com.unity.shadergraph": {
+ "version": "8.2.0",
+ "depth": 0,
+ "source": "registry",
+ "dependencies": {
+ "com.unity.render-pipelines.core": "8.2.0",
+ "com.unity.searcher": "4.0.9"
+ },
+ "url": "https://packages.unity.com"
+ },
+ "com.unity.test-framework": {
+ "version": "1.1.14",
+ "depth": 0,
+ "source": "registry",
+ "dependencies": {
+ "com.unity.ext.nunit": "1.0.0",
+ "com.unity.modules.imgui": "1.0.0",
+ "com.unity.modules.jsonserialize": "1.0.0"
+ },
+ "url": "https://packages.unity.com"
+ },
+ "com.unity.textmeshpro": {
+ "version": "3.0.0-preview.1",
+ "depth": 0,
+ "source": "registry",
+ "dependencies": {
+ "com.unity.ugui": "1.0.0"
+ },
+ "url": "https://packages.unity.com"
+ },
+ "com.unity.timeline": {
+ "version": "1.2.6",
+ "depth": 0,
+ "source": "registry",
+ "dependencies": {},
+ "url": "https://packages.unity.com"
+ },
+ "com.unity.ugui": {
+ "version": "1.0.0",
+ "depth": 0,
+ "source": "builtin",
+ "dependencies": {
+ "com.unity.modules.ui": "1.0.0"
+ }
+ },
+ "com.unity.modules.ai": {
+ "version": "1.0.0",
+ "depth": 0,
+ "source": "builtin",
+ "dependencies": {}
+ },
+ "com.unity.modules.androidjni": {
+ "version": "1.0.0",
+ "depth": 0,
+ "source": "builtin",
+ "dependencies": {}
+ },
+ "com.unity.modules.animation": {
+ "version": "1.0.0",
+ "depth": 0,
+ "source": "builtin",
+ "dependencies": {}
+ },
+ "com.unity.modules.assetbundle": {
+ "version": "1.0.0",
+ "depth": 0,
+ "source": "builtin",
+ "dependencies": {}
+ },
+ "com.unity.modules.audio": {
+ "version": "1.0.0",
+ "depth": 0,
+ "source": "builtin",
+ "dependencies": {}
+ },
+ "com.unity.modules.cloth": {
+ "version": "1.0.0",
+ "depth": 0,
+ "source": "builtin",
+ "dependencies": {
+ "com.unity.modules.physics": "1.0.0"
+ }
+ },
+ "com.unity.modules.director": {
+ "version": "1.0.0",
+ "depth": 0,
+ "source": "builtin",
+ "dependencies": {
+ "com.unity.modules.audio": "1.0.0",
+ "com.unity.modules.animation": "1.0.0"
+ }
+ },
+ "com.unity.modules.imageconversion": {
+ "version": "1.0.0",
+ "depth": 0,
+ "source": "builtin",
+ "dependencies": {}
+ },
+ "com.unity.modules.imgui": {
+ "version": "1.0.0",
+ "depth": 0,
+ "source": "builtin",
+ "dependencies": {}
+ },
+ "com.unity.modules.jsonserialize": {
+ "version": "1.0.0",
+ "depth": 0,
+ "source": "builtin",
+ "dependencies": {}
+ },
+ "com.unity.modules.particlesystem": {
+ "version": "1.0.0",
+ "depth": 0,
+ "source": "builtin",
+ "dependencies": {}
+ },
+ "com.unity.modules.physics": {
+ "version": "1.0.0",
+ "depth": 0,
+ "source": "builtin",
+ "dependencies": {}
+ },
+ "com.unity.modules.physics2d": {
+ "version": "1.0.0",
+ "depth": 0,
+ "source": "builtin",
+ "dependencies": {}
+ },
+ "com.unity.modules.screencapture": {
+ "version": "1.0.0",
+ "depth": 0,
+ "source": "builtin",
+ "dependencies": {
+ "com.unity.modules.imageconversion": "1.0.0"
+ }
+ },
+ "com.unity.modules.subsystems": {
+ "version": "1.0.0",
+ "depth": 1,
+ "source": "builtin",
+ "dependencies": {
+ "com.unity.modules.jsonserialize": "1.0.0"
+ }
+ },
+ "com.unity.modules.terrain": {
+ "version": "1.0.0",
+ "depth": 0,
+ "source": "builtin",
+ "dependencies": {}
+ },
+ "com.unity.modules.terrainphysics": {
+ "version": "1.0.0",
+ "depth": 0,
+ "source": "builtin",
+ "dependencies": {
+ "com.unity.modules.physics": "1.0.0",
+ "com.unity.modules.terrain": "1.0.0"
+ }
+ },
+ "com.unity.modules.tilemap": {
+ "version": "1.0.0",
+ "depth": 0,
+ "source": "builtin",
+ "dependencies": {
+ "com.unity.modules.physics2d": "1.0.0"
+ }
+ },
+ "com.unity.modules.ui": {
+ "version": "1.0.0",
+ "depth": 0,
+ "source": "builtin",
+ "dependencies": {}
+ },
+ "com.unity.modules.uielements": {
+ "version": "1.0.0",
+ "depth": 0,
+ "source": "builtin",
+ "dependencies": {
+ "com.unity.modules.ui": "1.0.0",
+ "com.unity.modules.imgui": "1.0.0",
+ "com.unity.modules.jsonserialize": "1.0.0",
+ "com.unity.modules.uielementsnative": "1.0.0"
+ }
+ },
+ "com.unity.modules.uielementsnative": {
+ "version": "1.0.0",
+ "depth": 1,
+ "source": "builtin",
+ "dependencies": {
+ "com.unity.modules.ui": "1.0.0",
+ "com.unity.modules.imgui": "1.0.0",
+ "com.unity.modules.jsonserialize": "1.0.0"
+ }
+ },
+ "com.unity.modules.umbra": {
+ "version": "1.0.0",
+ "depth": 0,
+ "source": "builtin",
+ "dependencies": {}
+ },
+ "com.unity.modules.unityanalytics": {
+ "version": "1.0.0",
+ "depth": 0,
+ "source": "builtin",
+ "dependencies": {
+ "com.unity.modules.unitywebrequest": "1.0.0",
+ "com.unity.modules.jsonserialize": "1.0.0"
+ }
+ },
+ "com.unity.modules.unitywebrequest": {
+ "version": "1.0.0",
+ "depth": 0,
+ "source": "builtin",
+ "dependencies": {}
+ },
+ "com.unity.modules.unitywebrequestassetbundle": {
+ "version": "1.0.0",
+ "depth": 0,
+ "source": "builtin",
+ "dependencies": {
+ "com.unity.modules.assetbundle": "1.0.0",
+ "com.unity.modules.unitywebrequest": "1.0.0"
+ }
+ },
+ "com.unity.modules.unitywebrequestaudio": {
+ "version": "1.0.0",
+ "depth": 0,
+ "source": "builtin",
+ "dependencies": {
+ "com.unity.modules.unitywebrequest": "1.0.0",
+ "com.unity.modules.audio": "1.0.0"
+ }
+ },
+ "com.unity.modules.unitywebrequesttexture": {
+ "version": "1.0.0",
+ "depth": 0,
+ "source": "builtin",
+ "dependencies": {
+ "com.unity.modules.unitywebrequest": "1.0.0",
+ "com.unity.modules.imageconversion": "1.0.0"
+ }
+ },
+ "com.unity.modules.unitywebrequestwww": {
+ "version": "1.0.0",
+ "depth": 0,
+ "source": "builtin",
+ "dependencies": {
+ "com.unity.modules.unitywebrequest": "1.0.0",
+ "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
+ "com.unity.modules.unitywebrequestaudio": "1.0.0",
+ "com.unity.modules.audio": "1.0.0",
+ "com.unity.modules.assetbundle": "1.0.0",
+ "com.unity.modules.imageconversion": "1.0.0"
+ }
+ },
+ "com.unity.modules.vehicles": {
+ "version": "1.0.0",
+ "depth": 0,
+ "source": "builtin",
+ "dependencies": {
+ "com.unity.modules.physics": "1.0.0"
+ }
+ },
+ "com.unity.modules.video": {
+ "version": "1.0.0",
+ "depth": 0,
+ "source": "builtin",
+ "dependencies": {
+ "com.unity.modules.audio": "1.0.0",
+ "com.unity.modules.ui": "1.0.0",
+ "com.unity.modules.unitywebrequest": "1.0.0"
+ }
+ },
+ "com.unity.modules.vr": {
+ "version": "1.0.0",
+ "depth": 0,
+ "source": "builtin",
+ "dependencies": {
+ "com.unity.modules.jsonserialize": "1.0.0",
+ "com.unity.modules.physics": "1.0.0",
+ "com.unity.modules.xr": "1.0.0"
+ }
+ },
+ "com.unity.modules.wind": {
+ "version": "1.0.0",
+ "depth": 0,
+ "source": "builtin",
+ "dependencies": {}
+ },
+ "com.unity.modules.xr": {
+ "version": "1.0.0",
+ "depth": 0,
+ "source": "builtin",
+ "dependencies": {
+ "com.unity.modules.physics": "1.0.0",
+ "com.unity.modules.jsonserialize": "1.0.0",
+ "com.unity.modules.subsystems": "1.0.0"
+ }
+ }
+ }
+}
diff --git a/Source/Content/Unity/RimVibes Bundles/ProjectSettings/InputManager.asset b/Source/Content/Unity/RimVibes Bundles/ProjectSettings/InputManager.asset
index 17c8f53..b16147e 100644
--- a/Source/Content/Unity/RimVibes Bundles/ProjectSettings/InputManager.asset
+++ b/Source/Content/Unity/RimVibes Bundles/ProjectSettings/InputManager.asset
@@ -293,3 +293,195 @@ InputManager:
type: 0
axis: 0
joyNum: 0
+ - serializedVersion: 3
+ m_Name: Enable Debug Button 1
+ descriptiveName:
+ descriptiveNegativeName:
+ negativeButton:
+ positiveButton: left ctrl
+ altNegativeButton:
+ altPositiveButton: joystick button 8
+ gravity: 0
+ dead: 0
+ sensitivity: 0
+ snap: 0
+ invert: 0
+ type: 0
+ axis: 0
+ joyNum: 0
+ - serializedVersion: 3
+ m_Name: Enable Debug Button 2
+ descriptiveName:
+ descriptiveNegativeName:
+ negativeButton:
+ positiveButton: backspace
+ altNegativeButton:
+ altPositiveButton: joystick button 9
+ gravity: 0
+ dead: 0
+ sensitivity: 0
+ snap: 0
+ invert: 0
+ type: 0
+ axis: 0
+ joyNum: 0
+ - serializedVersion: 3
+ m_Name: Debug Reset
+ descriptiveName:
+ descriptiveNegativeName:
+ negativeButton:
+ positiveButton: left alt
+ altNegativeButton:
+ altPositiveButton: joystick button 1
+ gravity: 0
+ dead: 0
+ sensitivity: 0
+ snap: 0
+ invert: 0
+ type: 0
+ axis: 0
+ joyNum: 0
+ - serializedVersion: 3
+ m_Name: Debug Next
+ descriptiveName:
+ descriptiveNegativeName:
+ negativeButton:
+ positiveButton: page down
+ altNegativeButton:
+ altPositiveButton: joystick button 5
+ gravity: 0
+ dead: 0
+ sensitivity: 0
+ snap: 0
+ invert: 0
+ type: 0
+ axis: 0
+ joyNum: 0
+ - serializedVersion: 3
+ m_Name: Debug Previous
+ descriptiveName:
+ descriptiveNegativeName:
+ negativeButton:
+ positiveButton: page up
+ altNegativeButton:
+ altPositiveButton: joystick button 4
+ gravity: 0
+ dead: 0
+ sensitivity: 0
+ snap: 0
+ invert: 0
+ type: 0
+ axis: 0
+ joyNum: 0
+ - serializedVersion: 3
+ m_Name: Debug Validate
+ descriptiveName:
+ descriptiveNegativeName:
+ negativeButton:
+ positiveButton: return
+ altNegativeButton:
+ altPositiveButton: joystick button 0
+ gravity: 0
+ dead: 0
+ sensitivity: 0
+ snap: 0
+ invert: 0
+ type: 0
+ axis: 0
+ joyNum: 0
+ - serializedVersion: 3
+ m_Name: Debug Persistent
+ descriptiveName:
+ descriptiveNegativeName:
+ negativeButton:
+ positiveButton: right shift
+ altNegativeButton:
+ altPositiveButton: joystick button 2
+ gravity: 0
+ dead: 0
+ sensitivity: 0
+ snap: 0
+ invert: 0
+ type: 0
+ axis: 0
+ joyNum: 0
+ - serializedVersion: 3
+ m_Name: Debug Multiplier
+ descriptiveName:
+ descriptiveNegativeName:
+ negativeButton:
+ positiveButton: left shift
+ altNegativeButton:
+ altPositiveButton: joystick button 3
+ gravity: 0
+ dead: 0
+ sensitivity: 0
+ snap: 0
+ invert: 0
+ type: 0
+ axis: 0
+ joyNum: 0
+ - serializedVersion: 3
+ m_Name: Debug Horizontal
+ descriptiveName:
+ descriptiveNegativeName:
+ negativeButton: left
+ positiveButton: right
+ altNegativeButton:
+ altPositiveButton:
+ gravity: 1000
+ dead: 0.001
+ sensitivity: 1000
+ snap: 0
+ invert: 0
+ type: 0
+ axis: 0
+ joyNum: 0
+ - serializedVersion: 3
+ m_Name: Debug Vertical
+ descriptiveName:
+ descriptiveNegativeName:
+ negativeButton: down
+ positiveButton: up
+ altNegativeButton:
+ altPositiveButton:
+ gravity: 1000
+ dead: 0.001
+ sensitivity: 1000
+ snap: 0
+ invert: 0
+ type: 0
+ axis: 0
+ joyNum: 0
+ - serializedVersion: 3
+ m_Name: Debug Vertical
+ descriptiveName:
+ descriptiveNegativeName:
+ negativeButton: down
+ positiveButton: up
+ altNegativeButton:
+ altPositiveButton:
+ gravity: 1000
+ dead: 0.001
+ sensitivity: 1000
+ snap: 0
+ invert: 0
+ type: 2
+ axis: 6
+ joyNum: 0
+ - serializedVersion: 3
+ m_Name: Debug Horizontal
+ descriptiveName:
+ descriptiveNegativeName:
+ negativeButton: left
+ positiveButton: right
+ altNegativeButton:
+ altPositiveButton:
+ gravity: 1000
+ dead: 0.001
+ sensitivity: 1000
+ snap: 0
+ invert: 0
+ type: 2
+ axis: 5
+ joyNum: 0
diff --git a/Source/Content/Unity/RimVibes Bundles/ProjectSettings/Physics2DSettings.asset b/Source/Content/Unity/RimVibes Bundles/ProjectSettings/Physics2DSettings.asset
index a6ba387..34e8328 100644
Binary files a/Source/Content/Unity/RimVibes Bundles/ProjectSettings/Physics2DSettings.asset and b/Source/Content/Unity/RimVibes Bundles/ProjectSettings/Physics2DSettings.asset differ
diff --git a/Source/Content/Unity/RimVibes Bundles/ProjectSettings/ProjectVersion.txt b/Source/Content/Unity/RimVibes Bundles/ProjectSettings/ProjectVersion.txt
index 5c5c469..e18cabd 100644
--- a/Source/Content/Unity/RimVibes Bundles/ProjectSettings/ProjectVersion.txt
+++ b/Source/Content/Unity/RimVibes Bundles/ProjectSettings/ProjectVersion.txt
@@ -1,2 +1,2 @@
-m_EditorVersion: 2019.2.17f1
-m_EditorVersionWithRevision: 2019.2.17f1 (8e603399ca02)
+m_EditorVersion: 2020.1.0f1
+m_EditorVersionWithRevision: 2020.1.0f1 (2ab9c4179772)
diff --git a/Source/Content/Unity/RimVibes Bundles/ProjectSettings/VersionControlSettings.asset b/Source/Content/Unity/RimVibes Bundles/ProjectSettings/VersionControlSettings.asset
new file mode 100644
index 0000000..dca2881
--- /dev/null
+++ b/Source/Content/Unity/RimVibes Bundles/ProjectSettings/VersionControlSettings.asset
@@ -0,0 +1,8 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!890905787 &1
+VersionControlSettings:
+ m_ObjectHideFlags: 0
+ m_Mode: Visible Meta Files
+ m_CollabEditorSettings:
+ inProgressEnabled: 1
diff --git a/Source/Content/Unity/RimVibes Bundles/UserSettings/EditorUserSettings.asset b/Source/Content/Unity/RimVibes Bundles/UserSettings/EditorUserSettings.asset
new file mode 100644
index 0000000..a05bc6e
--- /dev/null
+++ b/Source/Content/Unity/RimVibes Bundles/UserSettings/EditorUserSettings.asset
@@ -0,0 +1,25 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!162 &1
+EditorUserSettings:
+ m_ObjectHideFlags: 0
+ serializedVersion: 4
+ m_ConfigSettings:
+ UnityEditor.ShaderGraph.FloatingWindowsLayout2:
+ value: 181344140043005e1a220d3b1f364b524c0c5a27130c293326201334cee5322ca0bd30e8eb293a707b0fd0180b3d0a36fc0d3d04e649500d1002ee0b5dbd1d2c27c00ad113cb1e10e41f1addc80993b9859884a69ae6d8f0d1cda9e8fbfefaf9f9dea3fdb9ade882f0ffb0e1e380cafbf2c3adc18e9cd285a2908b87ee819c8395949c9483d38b8397ddbd90eed2a5a892a2af949aa48bafb19f85bd75a7ed3a7d25658598b7b58bb4b76aaf777690ca2863946c72c6cd81b6b6708f9f879f88769589d91c8f888e64d20f935e796571755c6b546677696a486c781c073c773d756a66771753783a27353f4c504172674347264e2e7a16016c711e4d7d5f686758400216064d1b4f487873735e6d726f6b3f577c7d47786579002d5170ed3627f73426d6f730ff32e8f9df0bea067daaedb5e048565c56404359b151db824e4c92975899da07
+ flags: 0
+ lightmappingDeviceAndPlatform:
+ value: 53
+ flags: 0
+ vcSharedLogLevel:
+ value: 0d5e400f0650
+ flags: 0
+ m_VCAutomaticAdd: 1
+ m_VCDebugCom: 0
+ m_VCDebugCmd: 0
+ m_VCDebugOut: 0
+ m_SemanticMergeMode: 2
+ m_VCShowFailedCheckout: 1
+ m_VCOverwriteFailedCheckoutAssets: 1
+ m_VCOverlayIcons: 1
+ m_VCAllowAsyncUpdate: 0
diff --git a/Source/RunRimworld/Program.cs b/Source/RunRimworld/Program.cs
index 28309f7..764ca0d 100644
--- a/Source/RunRimworld/Program.cs
+++ b/Source/RunRimworld/Program.cs
@@ -6,7 +6,7 @@ internal class Program
{
private static void Main(string[] args)
{
- const string PATH = @"D:\Steam Games\steamapps\common\RimWorld\RimWorldWin64.exe";
+ const string PATH = @"C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin64.exe";
ProcessStartInfo info = new ProcessStartInfo(PATH);
Process.Start(info);
diff --git a/Textures/AntimatterAnnihilation/UI/GlobalStrikeIcon.png b/Textures/AntimatterAnnihilation/UI/GlobalStrikeIcon.png
new file mode 100644
index 0000000..b1c9c7d
Binary files /dev/null and b/Textures/AntimatterAnnihilation/UI/GlobalStrikeIcon.png differ
diff --git a/_PublisherPlus.xml b/_PublisherPlus.xml
index f892ac0..d385c39 100644
--- a/_PublisherPlus.xml
+++ b/_PublisherPlus.xml
@@ -1,7 +1,8 @@
- D:\Steam Games\steamapps\common\RimWorld\Mods\AntimatterAnnihilation\.git
- D:\Steam Games\steamapps\common\RimWorld\Mods\AntimatterAnnihilation\Source
+ C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\AntimatterAnnihilation\.git
+ C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\AntimatterAnnihilation\Assemblies\Lib.InGameWiki.pdb
+ C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\AntimatterAnnihilation\Source
\ No newline at end of file