diff --git a/src/Game.Client/Assets/Localization/Tables/String/Common Shared Data.asset b/src/Game.Client/Assets/Localization/Tables/String/Common Shared Data.asset index 11c1f239..a2d2ecc2 100644 --- a/src/Game.Client/Assets/Localization/Tables/String/Common Shared Data.asset +++ b/src/Game.Client/Assets/Localization/Tables/String/Common Shared Data.asset @@ -74,7 +74,7 @@ MonoBehaviour: m_Metadata: m_Items: [] - m_Id: 483635457687552 - m_Key: Camera_Control_Reverse + m_Key: Input_Controls_Hold m_Metadata: m_Items: [] - m_Id: 485408155107328 @@ -201,6 +201,18 @@ MonoBehaviour: m_Key: Reset m_Metadata: m_Items: [] + - m_Id: 6347372679405568 + m_Key: Crouch_Controls + m_Metadata: + m_Items: [] + - m_Id: 6348878405181440 + m_Key: Input_Controls_Toggle + m_Metadata: + m_Items: [] + - m_Id: 6433956510572544 + m_Key: Sprint_Controls + m_Metadata: + m_Items: [] m_Metadata: m_Items: [] m_KeyGenerator: diff --git a/src/Game.Client/Assets/Localization/Tables/String/Common_en.asset b/src/Game.Client/Assets/Localization/Tables/String/Common_en.asset index 3d1dc32e..4b13502c 100644 --- a/src/Game.Client/Assets/Localization/Tables/String/Common_en.asset +++ b/src/Game.Client/Assets/Localization/Tables/String/Common_en.asset @@ -75,7 +75,7 @@ MonoBehaviour: m_Metadata: m_Items: [] - m_Id: 483635457687552 - m_Localized: Reverse + m_Localized: Hold m_Metadata: m_Items: [] - m_Id: 485408155107328 @@ -202,6 +202,18 @@ MonoBehaviour: m_Localized: Reset m_Metadata: m_Items: [] + - m_Id: 6347372679405568 + m_Localized: Crouch Controls + m_Metadata: + m_Items: [] + - m_Id: 6348878405181440 + m_Localized: Toggle + m_Metadata: + m_Items: [] + - m_Id: 6433956510572544 + m_Localized: Sprint Controls + m_Metadata: + m_Items: [] references: version: 2 RefIds: [] diff --git a/src/Game.Client/Assets/Localization/Tables/String/Common_ja.asset b/src/Game.Client/Assets/Localization/Tables/String/Common_ja.asset index 5212c04b..cbe4eb49 100644 --- a/src/Game.Client/Assets/Localization/Tables/String/Common_ja.asset +++ b/src/Game.Client/Assets/Localization/Tables/String/Common_ja.asset @@ -75,7 +75,7 @@ MonoBehaviour: m_Metadata: m_Items: [] - m_Id: 483635457687552 - m_Localized: "\u30EA\u30D0\u30FC\u30B9" + m_Localized: "\u30DB\u30FC\u30EB\u30C9" m_Metadata: m_Items: [] - m_Id: 485408155107328 @@ -202,6 +202,18 @@ MonoBehaviour: m_Localized: "\u30EA\u30BB\u30C3\u30C8" m_Metadata: m_Items: [] + - m_Id: 6347372679405568 + m_Localized: "\u3057\u3083\u304C\u307F\u64CD\u4F5C" + m_Metadata: + m_Items: [] + - m_Id: 6348878405181440 + m_Localized: "\u30C8\u30B0\u30EB" + m_Metadata: + m_Items: [] + - m_Id: 6433956510572544 + m_Localized: "\u30B9\u30D7\u30EA\u30F3\u30C8\u64CD\u4F5C" + m_Metadata: + m_Items: [] references: version: 2 RefIds: [] diff --git a/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/HorrorOptionSaveServiceTests.cs b/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/HorrorOptionSaveServiceTests.cs index 1a7be889..14b108d5 100644 --- a/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/HorrorOptionSaveServiceTests.cs +++ b/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/HorrorOptionSaveServiceTests.cs @@ -42,7 +42,7 @@ public async Task Load_WhenNoFile_CreatesDefaultData() await LoadDefaultData(); Assert.That(_service.Data, Is.Not.Null); - Assert.That(_service.Data.Version, Is.EqualTo(2)); + Assert.That(_service.Data.Version, Is.EqualTo(1)); Assert.That(_service.Data.LanguageCode, Is.EqualTo("ja")); Assert.That(_service.Data.InputBindingOverridesJson, Is.EqualTo("")); Assert.That(_service.Data.CameraFov, Is.EqualTo(60f)); @@ -188,7 +188,7 @@ public void Serialization_RoundTrip_PreservesAllProperties() CameraControlVertical = true, CameraSensitivityHorizontal = 2.5f, CameraSensitivityVertical = 0.5f, - CameraAcceleration = 1.5f, + CameraAcceleration = 15f, CameraShake = 0.25f, CameraFov = 100f, DisplayMode = FullScreenMode.ExclusiveFullScreen, diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorOptionDialogComponent.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorOptionDialogComponent.cs index 5b5c76c6..e2be09e2 100644 --- a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorOptionDialogComponent.cs +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorOptionDialogComponent.cs @@ -67,7 +67,7 @@ public override UniTask Startup() SceneComponent.Initialize(Options); - // General + // Gameplay SceneComponent.OnLanguageChanged .Subscribe(code => { @@ -97,7 +97,14 @@ public override UniTask Startup() .Subscribe(v => { _optionSaveService.SetCameraFov(v); }) .AddTo(Disposables); - // Display + SceneComponent.OnSprintModeChanged + .Subscribe(b => { _optionSaveService.SetSprintToggle(b); }) + .AddTo(Disposables); + SceneComponent.OnCrouchModeChanged + .Subscribe(b => { _optionSaveService.SetCrouchToggle(b); }) + .AddTo(Disposables); + + // Graphics SceneComponent.OnDisplayModeChanged .Subscribe(mode => { @@ -134,7 +141,7 @@ public override UniTask Startup() }) .AddTo(Disposables); - // Input(キーリバインド) + // Controls(キーリバインド) foreach (var rebindView in SceneComponent.RebindViews) { var rebind = rebindView; @@ -255,6 +262,9 @@ public class HorrorOptionDialogComponent : GameSceneComponent [SerializeField] private SliderValueSelector _cameraShake; [SerializeField] private SliderValueSelector _cameraFov; + [SerializeField] private SliderBooleanSelector _sprintMode; + [SerializeField] private SliderBooleanSelector _crouchMode; + [Header("Options - Graphics")] [SerializeField] private SliderIndexSelector _displayMode; [SerializeField] private GenericValues _displayModeValues; @@ -285,6 +295,8 @@ public class HorrorOptionDialogComponent : GameSceneComponent public Observable OnCameraControlHorizontalChanged => _cameraControlHorizontal.OnValueChanged; public Observable OnCameraControlVerticalChanged => _cameraControlVertical.OnValueChanged; + public Observable OnSprintModeChanged => _sprintMode.OnValueChanged; + public Observable OnCrouchModeChanged => _crouchMode.OnValueChanged; public Observable OnCameraSensitivityHorizontalChanged => _cameraSensitivityHorizontal.OnValueChanged; public Observable OnCameraSensitivityVerticalChanged => _cameraSensitivityVertical.OnValueChanged; public Observable OnCameraAccelerationChanged => _cameraAcceleration.OnValueChanged; @@ -329,7 +341,7 @@ public void Initialize(HorrorOptionSaveData d) { _tabGroup.Initialize(); - // General + // Gameplay _language.SetIndex(_languageValues[d.LanguageCode]); _cameraControlHorizontal.SetBool(d.CameraControlHorizontal); _cameraControlVertical.SetBool(d.CameraControlVertical); @@ -339,6 +351,9 @@ public void Initialize(HorrorOptionSaveData d) _cameraShake.SetValue(d.CameraShake); _cameraFov.SetValue(d.CameraFov); + _crouchMode.SetBool(d.CrouchToggle); + _sprintMode.SetBool(d.SprintToggle); + // Display _displayMode.SetIndex(_displayModeValues[d.DisplayMode]); _resolution.SetIndex(ResolveResolutionIndex(d.ResolutionWidth, d.ResolutionHeight)); diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Player/HorrorPlayerController.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Player/HorrorPlayerController.cs index 4bcf34f4..9b4afaa5 100644 --- a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Player/HorrorPlayerController.cs +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Player/HorrorPlayerController.cs @@ -23,6 +23,16 @@ public class HorrorPlayerController : MonoBehaviour [SerializeField] private float _jump = 5.0f; [SerializeField] private float _gravity = -20.0f; + [Header("しゃがみ")] + [SerializeField] private float _crouchSpeed = 1.2f; + [SerializeField] private float _crouchHeight = 1.0f; + + [Tooltip("立ち↔しゃがみ補間の応答速度(1-exp(-k・dt) の k)")] + [SerializeField] private float _crouchTransitionSpeed = 8f; + + [Tooltip("立ち上がり判定の対象レイヤー。プレイヤー自身のレイヤーは含めないこと")] + [SerializeField] private LayerMask _ceilingLayerMask; + [Header("回転速度(度/秒)")] [SerializeField] private float _lookRotationSpeed = 0.1f; @@ -42,6 +52,16 @@ public class HorrorPlayerController : MonoBehaviour private float _speed; private bool _jumpTriggered; + // 走り(トグル/ホールド切替) + private bool _sprintToggle; // オプション値(false=ホールド, true=トグル) + private bool _isSprinting; // 走り状態 + + // しゃがみ姿勢(移動ステートと直交する姿勢として保持) + private bool _crouchToggle; // オプション値(false=ホールド, true=トグル) + private bool _isCrouching; // 目標姿勢 + private float _crouchBlend; // 0=立ち, 1=しゃがみ の実補間値(形状・カメラ高さの単一ソース) + private float _standHeight; // 立ち時の CharacterController 高さ(Initialize で実測) + // 垂直速度(重力 + ジャンプ) private float _verticalVelocity; @@ -62,6 +82,7 @@ public class HorrorPlayerController : MonoBehaviour // カメラ揺れ設定(ヘッドボブ figure-8 + ストライド同期ロール、停止時はアイドルスウェイ) private Vector3 _cameraBasePosition; + private Vector3 _standCameraBasePosition; // 立ち目線の不変参照点(しゃがみ補間の基準) private float _bobPhase; private float _idlePhase; // アイドルスウェイの常時位相 private float _moveBobWeight; // 0=停止, 1=移動(ease)。cameraShake とは分離 @@ -80,12 +101,18 @@ public class HorrorPlayerController : MonoBehaviour private const float IdleSwayAmplitude = 0.05f; // アイドル:縦位置振幅(m, ヘッドボブより小) private const float IdleSwayRoll = 0.01f; // アイドル:ロール角(度, 小) + private const float CeilingCheckBuffer = 0.15f; // しゃがみ:立ち上がりに必要な頭上余裕(m) + public void Initialize(HorrorOptionSaveData data) { TryGetComponent(out _characterController); + // 立ち姿勢の基準値を実測で保持(prefab 値の変更に追従させ、しゃがみ補間の不変参照点にする) + _standHeight = _characterController.height; + _standCameraBasePosition = _mainCamera.transform.localPosition; + // ヘッドボブの基準(rest)位置と Camera(FOV 反映用)を保持 - _cameraBasePosition = _mainCamera.transform.localPosition; + _cameraBasePosition = _standCameraBasePosition; // オプション設定の反映 ApplyOptions(data); @@ -97,7 +124,11 @@ public void Initialize(HorrorOptionSaveData data) Observable.Merge(Player.Move.OnPerformedAsObservable() , Player.Look.OnPerformedAsObservable() , Player.Attack.OnPerformedAsObservable() - , Player.Jump.OnPerformedAsObservable()) + , Player.Interact.OnPerformedAsObservable() + , Player.Jump.OnPerformedAsObservable() + , Player.Crouch.OnPerformedAsObservable() + , Player.Sprint.OnPerformedAsObservable() + ) .Subscribe(_ => ApplicationEvents.HideCursor()) .AddTo(this); } @@ -113,6 +144,10 @@ public void ApplyOptions(HorrorOptionSaveData data) _lookAcceleration = data.CameraAcceleration; _cameraShake = data.CameraShake; _mainCamera.fieldOfView = data.CameraFov; + + // OnSaved でランタイム再適用される。カメラ基準位置は触らない(しゃがみ中のリセット防止) + _sprintToggle = data.SprintToggle; + _crouchToggle = data.CrouchToggle; } #region MonoBehaviour Methods @@ -156,8 +191,16 @@ private void UpdateInput() _smoothedLookValue = Vector2.zero; } - // 移動速度更新(LeftShift で走り、それ以外は歩き) - _speed = _moveValue.magnitude * (Player.Sprint.IsPressed() ? _runSpeed : _walkSpeed); + // しゃがみ入力(モード別)。移動速度が姿勢に依存するため先に確定させる + UpdateCrouchInput(); + // 走り入力(モード別)。しゃがみ状態が確定した後に判定する + UpdateSprintInput(); + + // 移動速度更新(しゃがみ中は crouchSpeed 優先、それ以外は _isSprinting で走り/歩き) + var baseSpeed = _isCrouching + ? _crouchSpeed + : (_isSprinting ? _runSpeed : _walkSpeed); + _speed = _moveValue.magnitude * baseSpeed; // ジャンプ入力受付 if (Player.Jump.WasPressedThisFrame() && CanJump()) @@ -171,11 +214,11 @@ private bool CanJump() if (!_stateMachine.IsProcessing()) return false; - // Idle/Moving状態でのみジャンプ可能 + // Idle/Moving状態でのみジャンプ可能(しゃがみ中は不可) var canJumpFromState = _stateMachine.IsCurrentState() || _stateMachine.IsCurrentState(); - return canJumpFromState && IsGrounded(); + return canJumpFromState && IsGrounded() && !_isCrouching; } private bool IsGrounded() => _characterController.isGrounded; @@ -186,6 +229,94 @@ private bool CanJump() private bool IsMoveInput() => _moveValue.magnitude > PlayerPhysicsConstants.InputThreshold; private bool IsLookInput() => _lookValue.magnitude > PlayerPhysicsConstants.InputThreshold; + /// + /// しゃがみ入力をモード別に処理する。空中(非接地)では姿勢を変更しない。 + /// 立ち上がる方向のみ で頭上を確認し、塞がっていればしゃがみを維持する。 + /// + private void UpdateCrouchInput() + { + // 空中ではしゃがみ入力を無視(姿勢は維持) + if (!IsGrounded()) return; + + if (_crouchToggle) + { + // トグル:押した瞬間に反転(立ち上がりは天井チェックを通す) + if (Player.Crouch.WasPressedThisFrame()) + { + if (_isCrouching) + { + if (CanStandUp()) _isCrouching = false; + } + else + { + _isCrouching = true; + } + } + } + else + { + // ホールド:押下中はしゃがみ、離したら立ち上がり試行 + if (Player.Crouch.IsPressed()) + { + _isCrouching = true; + } + else if (_isCrouching && CanStandUp()) + { + _isCrouching = false; + } + } + } + + /// + /// 走り入力をモード別に処理する。しゃがみ中は走れない(トグル状態も解除)。 + /// トグル時は押下で反転し、移動を止めると解除する。 + /// + private void UpdateSprintInput() + { + // しゃがみ中は走れない(トグル状態も強制解除) + if (_isCrouching) { _isSprinting = false; return; } + + if (_sprintToggle) + { + // トグル:押下で反転。移動入力が無ければ解除(停止で解除) + if (Player.Sprint.WasPressedThisFrame()) _isSprinting = !_isSprinting; + if (!IsMoveInput()) _isSprinting = false; + } + else + { + // ホールド:押下中のみ走る + _isSprinting = Player.Sprint.IsPressed(); + } + } + + /// + /// 立ち上がれるか(頭上の障害物判定)。立ち姿勢のカプセル頭頂までを SphereCast で掃引し、障害物が無ければ true。 + /// 自己衝突は (1)_ceilingMask に自レイヤーを含めない (2)始点を下半球中心に置く (3)半径を skinWidth 分縮める の三重で回避する。 + /// + private bool CanStandUp() + { + var radius = _characterController.radius; + + // 現在(しゃがみ)のカプセル下端をワールド座標で求める(center はローカル基準) + var bottomWorld = transform.TransformPoint(_characterController.center) - Vector3.up * (_characterController.height * 0.5f); + var origin = bottomWorld + Vector3.up * radius; // 下半球の中心(自カプセル内) + + // 下半球中心から、立ち姿勢の上半球中心(下端 + standHeight - radius)までの距離 + 頭上余裕 + var castDistance = _standHeight - 2f * radius + CeilingCheckBuffer; + if (castDistance <= 0f) return true; // 立ち高さ ≈ しゃがみ高さなら常に立てる + + var castRadius = Mathf.Max(0.01f, radius - _characterController.skinWidth); + + return !Physics.SphereCast( + origin, + castRadius, + Vector3.up, + out _, + castDistance, + _ceilingLayerMask, + QueryTriggerInteraction.Ignore); + } + #endregion #region StateMachine @@ -227,6 +358,7 @@ public override void Update() { var ctx = Context; ctx.ApplyRotation(); + ctx.UpdateCrouchPose(); ctx.UpdateHeadBob(); // ジャンプ入力チェック @@ -256,6 +388,7 @@ public override void Update() { var ctx = Context; ctx.ApplyRotation(); + ctx.UpdateCrouchPose(); ctx.UpdateHeadBob(); // ジャンプ入力チェック @@ -292,6 +425,7 @@ public override void Update() { var ctx = Context; ctx.ApplyRotation(); + ctx.UpdateCrouchPose(); ctx.UpdateHeadBob(); // 上昇終了 + 接地で着地判定 @@ -420,6 +554,32 @@ private void UpdateHeadBob() _mainCamera.transform.localEulerAngles = new Vector3(_cameraVerticalAngle, 0f, roll); } + /// + /// しゃがみ姿勢を毎フレーム補間する。CharacterController の height/center とカメラ基準位置(ヘッドボブの rest 位置)を + /// 補間値 _crouchBlend から導出する。カメラ rest 自体を下げることで と自然に合成される + /// (UpdateHeadBob より前に呼ぶこと)。 + /// + private void UpdateCrouchPose() + { + // 目標 0/1 へ指数補間(フレームレート非依存) + var target = _isCrouching ? 1f : 0f; + var ease = 1f - Mathf.Exp(-_crouchTransitionSpeed * Time.deltaTime); + _crouchBlend = Mathf.Lerp(_crouchBlend, target, ease); + + var height = Mathf.Lerp(_standHeight, _crouchHeight, _crouchBlend); + + // カプセル下端(= center.y - height/2)を立ち時と同じに固定し、足元を保ったまま頭だけ縮める + var centerY = (height - _standHeight) * 0.5f; + _characterController.height = height; + var center = _characterController.center; + center.y = centerY; + _characterController.center = center; + + // カメラ rest を縮んだ分だけ下げる(ヘッドボブはこの rest を基準に揺れる) + var eyeDrop = _standHeight - height; + _cameraBasePosition = _standCameraBasePosition - new Vector3(0f, eyeDrop, 0f); + } + #endregion } } diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/SaveData/HorrorOptionSaveData.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/SaveData/HorrorOptionSaveData.cs index 8c5a8fe6..502dfb1a 100644 --- a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/SaveData/HorrorOptionSaveData.cs +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/SaveData/HorrorOptionSaveData.cs @@ -11,9 +11,9 @@ namespace Game.Horror.SaveData public partial class HorrorOptionSaveData { /// セーブデータバージョン(マイグレーション用) - public int Version { get; set; } = 2; + public int Version { get; set; } = 1; - #region General / Camera + #region Gameplay /// 選択中のロケールコード(例: "ja", "en") public string LanguageCode { get; set; } = "ja"; @@ -31,7 +31,7 @@ public partial class HorrorOptionSaveData public float CameraSensitivityVertical { get; set; } = 1f; /// カメラ加速 - public float CameraAcceleration { get; set; } = 1f; + public float CameraAcceleration { get; set; } = 15f; /// カメラシェイク強度 public float CameraShake { get; set; } = 1f; @@ -39,6 +39,12 @@ public partial class HorrorOptionSaveData /// カメラ FOV public float CameraFov { get; set; } = 60f; + /// 走り入力モード(false=ホールド, true=トグル) + public bool SprintToggle { get; set; } + + /// しゃがみ入力モード(false=ホールド, true=トグル) + public bool CrouchToggle { get; set; } = true; + #endregion #region Graphics diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/SaveData/HorrorOptionSaveService.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/SaveData/HorrorOptionSaveService.cs index 0557860d..51dcc45b 100644 --- a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/SaveData/HorrorOptionSaveService.cs +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/SaveData/HorrorOptionSaveService.cs @@ -19,7 +19,7 @@ public HorrorOptionSaveService(ISaveDataStorage storage) : base(storage) { } - #region General / Camera + #region Gameplay public void SetLanguageCode(string code) { @@ -77,6 +77,22 @@ public void SetCameraFov(float fov) MarkDirty(); } + /// 走り入力モードを保持する(false=ホールド, true=トグル)。 + public void SetSprintToggle(bool toggle) + { + if (Data == null) return; + Data.SprintToggle = toggle; + MarkDirty(); + } + + /// しゃがみ入力モードを保持する(false=ホールド, true=トグル)。 + public void SetCrouchToggle(bool toggle) + { + if (Data == null) return; + Data.CrouchToggle = toggle; + MarkDirty(); + } + #endregion #region Graphics diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Input/ProjectDefaultInputSystem.cs b/src/Game.Client/Assets/Programs/Runtime/Shared/Input/ProjectDefaultInputSystem.cs index 9e8f4e47..e60ee157 100644 --- a/src/Game.Client/Assets/Programs/Runtime/Shared/Input/ProjectDefaultInputSystem.cs +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Input/ProjectDefaultInputSystem.cs @@ -415,7 +415,7 @@ public @ProjectDefaultInputSystem() { ""name"": """", ""id"": ""cef2c1aa-5cc0-454a-8a11-15b45c23230a"", - ""path"": ""/leftCtrl"", + ""path"": ""/c"", ""interactions"": """", ""processors"": """", ""groups"": "";Keyboard&Mouse"", diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Input/ProjectDefaultInputSystem.inputactions b/src/Game.Client/Assets/Programs/Runtime/Shared/Input/ProjectDefaultInputSystem.inputactions index ebc93e9e..0eb776d2 100644 --- a/src/Game.Client/Assets/Programs/Runtime/Shared/Input/ProjectDefaultInputSystem.inputactions +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Input/ProjectDefaultInputSystem.inputactions @@ -327,7 +327,7 @@ { "name": "", "id": "cef2c1aa-5cc0-454a-8a11-15b45c23230a", - "path": "/leftCtrl", + "path": "/c", "interactions": "", "processors": "", "groups": ";Keyboard&Mouse", diff --git a/src/Game.Client/Assets/ProjectAssets/Horror/HorrorOptionDialog.prefab b/src/Game.Client/Assets/ProjectAssets/Horror/HorrorOptionDialog.prefab index 2d540db4..3b142800 100644 --- a/src/Game.Client/Assets/ProjectAssets/Horror/HorrorOptionDialog.prefab +++ b/src/Game.Client/Assets/ProjectAssets/Horror/HorrorOptionDialog.prefab @@ -170,9 +170,9 @@ RectTransform: - {fileID: 2111860448082810723} m_Father: {fileID: 6491051908687753337} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} - m_AnchorMin: {x: 0, y: 1} - m_AnchorMax: {x: 0, y: 1} - m_AnchoredPosition: {x: 885, y: -40} + m_AnchorMin: {x: 0, y: 0} + m_AnchorMax: {x: 0, y: 0} + m_AnchoredPosition: {x: 0, y: 0} m_SizeDelta: {x: 600, y: 60} m_Pivot: {x: 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