feat: Phase 8 - VFX 和 AI 打赏反应系统

- Unity: 添加 VFXManager 实现金币雨和爱心爆炸特效
- Unity: NetworkManager 支持 GiftEffect 事件
- Unity: AgentVisual 支持自定义时长的 SpeechBubble
- Backend: LLMService 支持生成个性化感谢语
- Backend: Engine 统一处理礼物逻辑 (handle_gift)
- Backend: TwitchBot 接入新的礼物处理流程
This commit is contained in:
empty
2026-01-01 21:38:49 +08:00
parent 1f29010de6
commit d1b02b4dfd
12 changed files with 731 additions and 57 deletions

View File

@@ -948,11 +948,17 @@ class GameEngine:
# Use the existing process_comment method to handle commands
await self.process_comment(user, text)
async def process_bits(self, user: str, amount: int) -> None:
"""Process Twitch bits and convert to game gold."""
# 1 Bit = 1 Gold conversion rate
gold_added = amount
async def handle_gift(self, user: str, amount: int, gift_type: str = "bits") -> None:
"""
Handle a gift/donation (bits, subscription, or test).
Args:
user: Name of the donor
amount: Value of the gift
gift_type: Type of gift (bits, test, etc.)
"""
# 1. Add gold to user
gold_added = amount
with get_db_session() as db:
user_obj = self._get_or_create_user(db, user)
user_obj.gold += gold_added
@@ -960,14 +966,38 @@ class GameEngine:
await self._broadcast_event(EventType.USER_UPDATE, {
"user": user,
"gold": user_obj.gold,
"message": f"{user} received {gold_added} gold from {amount} bits!"
"message": f"{user} received {gold_added} gold!"
})
# Also broadcast a special bits event for UI effects
await self._broadcast_event("bits_received", {
"user": user,
"bits": amount,
"gold": gold_added
})
logger.info(f"Processed bits: {user} -> {amount} bits -> {gold_added} gold")
# Check for alive agents for reaction
alive_agents = db.query(Agent).filter(Agent.status == "Alive").all()
agent = random.choice(alive_agents) if alive_agents else None
# Extract data immediately to avoid DetachedInstanceError after session closes
agent_name = agent.name if agent else "Survivor"
agent_personality = agent.personality if agent else "friendly"
# 2. Generate AI gratitude
gratitude = await llm_service.generate_gratitude(
user=user,
amount=amount,
agent_name=agent_name,
agent_personality=agent_personality,
gift_name=gift_type
)
# 3. Broadcast gift effect to Unity
await self._broadcast_event("gift_effect", {
"user": user,
"gift_type": gift_type,
"value": amount,
"message": f"{user} sent {amount} {gift_type}!",
"agent_name": agent_name if agent else None,
"gratitude": gratitude,
"duration": 8.0
})
logger.info(f"Processed gift: {user} -> {amount} {gift_type} (Gratitude: {gratitude})")
async def process_bits(self, user: str, amount: int) -> None:
"""Deprecated: Use handle_gift instead."""
await self.handle_gift(user, amount, "bits")

View File

@@ -56,6 +56,24 @@ MOCK_REACTIONS = {
"My stomach is eating itself...",
"Is this how it ends? Starving on a beach?",
],
"gratitude_arrogant": [
"Finally! A worthy tribute! {user}, you understand greatness!",
"About time someone recognized my value! Thanks, {user}!",
"Hmph, {user} knows quality when they see it. Much appreciated!",
"A gift for ME? Well, obviously. Thank you, {user}!",
],
"gratitude_humble": [
"Oh my gosh, {user}! You're too kind! Thank you so much!",
"Wow, {user}, I don't deserve this! You're amazing!",
"*tears up* {user}... this means the world to me!",
"Thank you, thank you {user}! You're the best!",
],
"gratitude_neutral": [
"Hey, thanks {user}! That's really generous of you!",
"Wow, {user}! Thank you so much for the support!",
"Appreciate it, {user}! You're awesome!",
"{user}, you're a legend! Thank you!",
],
}
# Default model configuration
@@ -461,6 +479,92 @@ class LLMService:
logger.error(f"LLM API error for social interaction: {e}")
return f"{initiator_name}: ...\n{target_name}: ..."
async def generate_gratitude(
self,
user: str,
amount: int,
agent_name: str = "Survivor",
agent_personality: str = "friendly",
gift_name: str = "bits"
) -> str:
"""
Generate a special gratitude response for donations/gifts.
Args:
user: Name of the user who gave the gift
amount: Amount of the gift
agent_name: Name of the agent (optional)
agent_personality: Personality of the agent (optional)
gift_name: Type of gift (bits, subscription, etc.)
Returns:
An excited, grateful response from the agent
"""
personality = agent_personality.lower() if agent_personality else "friendly"
if self._mock_mode:
if "arrogant" in personality or "proud" in personality:
responses = MOCK_REACTIONS.get("gratitude_arrogant", [])
elif "humble" in personality or "shy" in personality or "kind" in personality:
responses = MOCK_REACTIONS.get("gratitude_humble", [])
else:
responses = MOCK_REACTIONS.get("gratitude_neutral", [])
if responses:
return random.choice(responses).format(user=user, amount=amount)
return f"Thank you so much, {user}! You're amazing!"
try:
# Customize tone based on personality
if "arrogant" in personality or "proud" in personality:
tone_instruction = (
"You are somewhat arrogant but still grateful. "
"React with confident excitement, like 'Finally, a worthy tribute!' "
"but still thank them."
)
elif "humble" in personality or "shy" in personality:
tone_instruction = (
"You are humble and easily moved. "
"React with overwhelming gratitude, maybe even get teary-eyed."
)
else:
tone_instruction = (
"React with genuine excitement and gratitude."
)
system_prompt = (
f"You are {agent_name}, a survivor on a deserted island. "
f"Personality: {personality if personality else 'friendly'}. "
f"A wealthy patron named {user} just gave you {amount} {gift_name}! "
f"{tone_instruction} "
f"Respond with extreme excitement and gratitude (max 15 words). "
f"Keep it fun and energetic!"
)
kwargs = {
"model": self._model,
"messages": [
{"role": "system", "content": system_prompt},
{"role": "user", "content": f"{user} just gave you {amount} {gift_name}! React!"}
],
"max_tokens": 40,
"temperature": 0.95,
}
if self._api_base:
kwargs["api_base"] = self._api_base
if self._api_key and not self._api_key_header:
kwargs["api_key"] = self._api_key
if self._extra_headers:
kwargs["extra_headers"] = self._extra_headers
response = await self._acompletion(**kwargs)
return response.choices[0].message.content.strip()
except Exception as e:
logger.error(f"LLM API error for gratitude: {e}")
return f"Wow, thank you so much {user}! You're amazing!"
# Global instance for easy import
llm_service = LLMService()

View File

@@ -140,6 +140,13 @@ async def websocket_endpoint(websocket: WebSocket):
text = message.payload.get("message", "")
await engine.process_comment(user, text)
# Handle test gift action
elif message.action == "test_gift":
user = message.payload.get("user", "TestUser")
bits = int(message.payload.get("bits", 100))
# Trigger handle_gift in engine
await engine.handle_gift(user, bits, "bits")
except WebSocketDisconnect:
manager.disconnect(websocket)
except Exception as e:

View File

@@ -7,6 +7,7 @@ Compatible with twitchio 2.x (IRC-based)
import os
import logging
import random
from typing import TYPE_CHECKING
from twitchio.ext import commands
@@ -83,20 +84,19 @@ class TwitchBot(commands.Bot):
if hasattr(message, 'tags') and message.tags:
bits = message.tags.get('bits')
if bits:
try:
bits_amount = int(bits)
logger.info(f"Received {bits_amount} bits from {username}")
await self._game_engine.process_bits(username, bits_amount)
await self._handle_bits(username, int(bits))
# Send special gift effect to Unity
await self._game_engine._broadcast_event("gift_effect", {
"type": "gift_effect",
"user": username,
"value": bits_amount,
"message": f"{username} cheered {bits_amount} bits!"
})
except (ValueError, TypeError) as e:
logger.error(f"Error parsing bits amount: {e}")
async def _handle_bits(self, username: str, bits_amount: int):
"""
Handle bits donation.
Delegates to game engine's unified gift handling.
"""
try:
logger.info(f"Received {bits_amount} bits from {username}")
await self._game_engine.handle_gift(username, bits_amount, "bits")
except Exception as e:
logger.error(f"Error handling bits: {e}")
async def event_command_error(self, context, error):
"""Called when a command error occurs."""
@@ -110,3 +110,4 @@ class TwitchBot(commands.Bot):
logger.error(f"Twitch bot error: {error}")
if data:
logger.debug(f"Error data: {data}")

File diff suppressed because one or more lines are too long

View File

@@ -922,9 +922,15 @@ namespace TheIsland.Visual
#region Speech
public void ShowSpeech(string text)
{
ShowSpeech(text, speechDuration);
}
public void ShowSpeech(string text, float duration)
{
if (_speechBubble == null || !IsAlive) return;
_speechBubble.DisplayDuration = duration;
_speechBubble.Setup(text);
Debug.Log($"[AgentVisual] {_currentData?.name} says: \"{text}\"");
}

View File

@@ -152,6 +152,7 @@ namespace TheIsland.Core
network.OnTalk += HandleTalk;
network.OnRevive += HandleRevive;
network.OnSocialInteraction += HandleSocialInteraction;
network.OnGiftEffect += HandleGiftEffect; // Phase 8
}
private void UnsubscribeFromNetworkEvents()
@@ -178,6 +179,7 @@ namespace TheIsland.Core
network.OnTalk -= HandleTalk;
network.OnRevive -= HandleRevive;
network.OnSocialInteraction -= HandleSocialInteraction;
network.OnGiftEffect -= HandleGiftEffect; // Phase 8
}
#endregion
@@ -485,6 +487,54 @@ namespace TheIsland.Core
initiatorUI.ShowSpeech(data.dialogue);
}
}
/// <summary>
/// Handle gift effect event (Twitch bits, subscriptions).
/// Plays VFX and shows gratitude speech.
/// </summary>
private void HandleGiftEffect(GiftEffectData data)
{
Debug.Log($"[GameManager] Gift: {data.user} sent {data.value} {data.gift_type}");
// Find target agent position for VFX
Vector3 effectPosition = Vector3.zero;
int agentId = GetAgentIdByName(data.agent_name);
if (agentId >= 0 && _agentVisuals.TryGetValue(agentId, out AgentVisual agentVisual))
{
effectPosition = agentVisual.transform.position;
// Show gratitude speech with extended duration
if (!string.IsNullOrEmpty(data.gratitude))
{
float duration = data.duration > 0 ? data.duration : 8f;
agentVisual.ShowSpeech(data.gratitude, duration);
}
}
else if (agentId >= 0 && _agentUIs.TryGetValue(agentId, out AgentUI agentUI))
{
effectPosition = agentUI.transform.position;
if (!string.IsNullOrEmpty(data.gratitude))
{
agentUI.ShowSpeech(data.gratitude);
}
}
else
{
// Default to center if no agent found
effectPosition = new Vector3(0, 1, 0);
}
// Play VFX
if (VFXManager.Instance != null)
{
VFXManager.Instance.PlayEffect(data.gift_type, effectPosition);
}
// Show notification
ShowNotification(data.message);
}
#endregion
#region Agent Management

View File

@@ -240,6 +240,21 @@ namespace TheIsland.Models
public string dialogue;
}
/// <summary>
/// Gift effect event data (Twitch bits, subscriptions, etc.).
/// </summary>
[Serializable]
public class GiftEffectData
{
public string user;
public string gift_type; // "bits", "heart", "sub"
public int value;
public string message;
public string agent_name; // Target agent for the effect
public string gratitude; // AI-generated thank you message
public float duration; // How long to show the speech bubble (default 8s)
}
/// <summary>
/// Client message structure for sending to server.
/// </summary>
@@ -293,5 +308,8 @@ namespace TheIsland.Models
public const string SOCIAL_INTERACTION = "social_interaction";
public const string RELATIONSHIP_CHANGE = "relationship_change";
public const string AUTO_REVIVE = "auto_revive";
// Gift/Donation system (Phase 8)
public const string GIFT_EFFECT = "gift_effect";
}
}

View File

@@ -67,6 +67,7 @@ namespace TheIsland.Network
public event Action<ReviveEventData> OnRevive;
public event Action<SocialInteractionData> OnSocialInteraction;
public event Action<WorldStateData> OnWorldUpdate;
public event Action<GiftEffectData> OnGiftEffect; // Phase 8: Gift/Donation effects
#endregion
#region Private Fields
@@ -343,6 +344,11 @@ namespace TheIsland.Network
OnSocialInteraction?.Invoke(socialData);
break;
case EventTypes.GIFT_EFFECT:
var giftData = JsonUtility.FromJson<GiftEffectData>(dataJson);
OnGiftEffect?.Invoke(giftData);
break;
case EventTypes.COMMENT:
// Comments can be logged but typically not displayed in 3D
Debug.Log($"[Chat] {json}");

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@@ -0,0 +1,317 @@
using UnityEngine;
namespace TheIsland.Visual
{
/// <summary>
/// Singleton VFX Manager for handling particle effects.
/// Creates procedural particle systems for gift effects.
/// </summary>
public class VFXManager : MonoBehaviour
{
#region Singleton
private static VFXManager _instance;
public static VFXManager Instance
{
get
{
if (_instance == null)
{
_instance = FindFirstObjectByType<VFXManager>();
if (_instance == null)
{
var go = new GameObject("VFXManager");
_instance = go.AddComponent<VFXManager>();
}
}
return _instance;
}
}
#endregion
#region Settings
[Header("Gold Rain Settings")]
[SerializeField] private Color goldColor = new Color(1f, 0.84f, 0f); // Gold
[SerializeField] private int goldParticleCount = 50;
[SerializeField] private float goldDuration = 2f;
[Header("Heart Explosion Settings")]
[SerializeField] private Color heartColor = new Color(1f, 0.2f, 0.3f); // Red/Pink
[SerializeField] private int heartParticleCount = 30;
[SerializeField] private float heartDuration = 1.5f;
[Header("General Settings")]
[SerializeField] private float effectScale = 1f;
#endregion
#region Unity Lifecycle
private void Awake()
{
if (_instance != null && _instance != this)
{
Destroy(gameObject);
return;
}
_instance = this;
}
#endregion
#region Public Methods
/// <summary>
/// Play gold coin rain effect at position.
/// Used for Bits donations.
/// </summary>
public void PlayGoldRain(Vector3 position)
{
Debug.Log($"[VFXManager] Playing Gold Rain at {position}");
var ps = CreateGoldRainSystem(position);
ps.Play();
Destroy(ps.gameObject, goldDuration + 0.5f);
}
/// <summary>
/// Play heart explosion effect at position.
/// Used for subscription/heart gifts.
/// </summary>
public void PlayHeartExplosion(Vector3 position)
{
Debug.Log($"[VFXManager] Playing Heart Explosion at {position}");
var ps = CreateHeartExplosionSystem(position);
ps.Play();
Destroy(ps.gameObject, heartDuration + 0.5f);
}
/// <summary>
/// Play an effect by type name.
/// </summary>
public void PlayEffect(string effectType, Vector3 position)
{
switch (effectType.ToLower())
{
case "bits":
case "gold":
case "goldrain":
PlayGoldRain(position);
break;
case "heart":
case "hearts":
case "sub":
case "subscription":
PlayHeartExplosion(position);
break;
default:
// Default to gold rain
PlayGoldRain(position);
break;
}
}
#endregion
#region Particle System Creation
/// <summary>
/// Create a procedural gold coin rain particle system.
/// </summary>
private ParticleSystem CreateGoldRainSystem(Vector3 position)
{
GameObject go = new GameObject("GoldRain_VFX");
go.transform.position = position + Vector3.up * 3f; // Start above
ParticleSystem ps = go.AddComponent<ParticleSystem>();
var main = ps.main;
main.loop = false;
main.duration = goldDuration;
main.startLifetime = 1.5f;
main.startSpeed = 2f;
main.startSize = 0.15f * effectScale;
main.startColor = goldColor;
main.gravityModifier = 1f;
main.maxParticles = goldParticleCount;
main.simulationSpace = ParticleSystemSimulationSpace.World;
// Emission - burst at start
var emission = ps.emission;
emission.enabled = true;
emission.rateOverTime = 0;
emission.SetBursts(new ParticleSystem.Burst[]
{
new ParticleSystem.Burst(0f, goldParticleCount)
});
// Shape - spread from point
var shape = ps.shape;
shape.enabled = true;
shape.shapeType = ParticleSystemShapeType.Circle;
shape.radius = 1f * effectScale;
// Size over lifetime - shrink slightly
var sizeOverLifetime = ps.sizeOverLifetime;
sizeOverLifetime.enabled = true;
AnimationCurve sizeCurve = new AnimationCurve();
sizeCurve.AddKey(0f, 1f);
sizeCurve.AddKey(1f, 0.5f);
sizeOverLifetime.size = new ParticleSystem.MinMaxCurve(1f, sizeCurve);
// Color over lifetime - fade out
var colorOverLifetime = ps.colorOverLifetime;
colorOverLifetime.enabled = true;
Gradient gradient = new Gradient();
gradient.SetKeys(
new GradientColorKey[] {
new GradientColorKey(goldColor, 0f),
new GradientColorKey(goldColor, 0.7f)
},
new GradientAlphaKey[] {
new GradientAlphaKey(1f, 0f),
new GradientAlphaKey(1f, 0.5f),
new GradientAlphaKey(0f, 1f)
}
);
colorOverLifetime.color = gradient;
// Rotation - spin
var rotationOverLifetime = ps.rotationOverLifetime;
rotationOverLifetime.enabled = true;
rotationOverLifetime.z = new ParticleSystem.MinMaxCurve(-180f, 180f);
// Renderer - use default sprite
var renderer = go.GetComponent<ParticleSystemRenderer>();
renderer.renderMode = ParticleSystemRenderMode.Billboard;
renderer.material = CreateParticleMaterial(goldColor);
return ps;
}
/// <summary>
/// Create a procedural heart explosion particle system.
/// </summary>
private ParticleSystem CreateHeartExplosionSystem(Vector3 position)
{
GameObject go = new GameObject("HeartExplosion_VFX");
go.transform.position = position + Vector3.up * 1.5f;
ParticleSystem ps = go.AddComponent<ParticleSystem>();
var main = ps.main;
main.loop = false;
main.duration = heartDuration;
main.startLifetime = 1.2f;
main.startSpeed = new ParticleSystem.MinMaxCurve(3f, 5f);
main.startSize = 0.2f * effectScale;
main.startColor = heartColor;
main.gravityModifier = -0.3f; // Float up slightly
main.maxParticles = heartParticleCount;
main.simulationSpace = ParticleSystemSimulationSpace.World;
// Emission - burst at start
var emission = ps.emission;
emission.enabled = true;
emission.rateOverTime = 0;
emission.SetBursts(new ParticleSystem.Burst[]
{
new ParticleSystem.Burst(0f, heartParticleCount)
});
// Shape - explode outwards from sphere
var shape = ps.shape;
shape.enabled = true;
shape.shapeType = ParticleSystemShapeType.Sphere;
shape.radius = 0.3f * effectScale;
// Size over lifetime - grow then shrink
var sizeOverLifetime = ps.sizeOverLifetime;
sizeOverLifetime.enabled = true;
AnimationCurve sizeCurve = new AnimationCurve();
sizeCurve.AddKey(0f, 0.5f);
sizeCurve.AddKey(0.3f, 1.2f);
sizeCurve.AddKey(1f, 0.2f);
sizeOverLifetime.size = new ParticleSystem.MinMaxCurve(1f, sizeCurve);
// Color over lifetime - vibrant to fade
var colorOverLifetime = ps.colorOverLifetime;
colorOverLifetime.enabled = true;
Gradient gradient = new Gradient();
gradient.SetKeys(
new GradientColorKey[] {
new GradientColorKey(heartColor, 0f),
new GradientColorKey(new Color(1f, 0.5f, 0.6f), 0.5f),
new GradientColorKey(heartColor, 1f)
},
new GradientAlphaKey[] {
new GradientAlphaKey(1f, 0f),
new GradientAlphaKey(1f, 0.4f),
new GradientAlphaKey(0f, 1f)
}
);
colorOverLifetime.color = gradient;
// Rotation - gentle spin
var rotationOverLifetime = ps.rotationOverLifetime;
rotationOverLifetime.enabled = true;
rotationOverLifetime.z = new ParticleSystem.MinMaxCurve(-90f, 90f);
// Renderer
var renderer = go.GetComponent<ParticleSystemRenderer>();
renderer.renderMode = ParticleSystemRenderMode.Billboard;
renderer.material = CreateParticleMaterial(heartColor);
return ps;
}
/// <summary>
/// Create a simple additive particle material.
/// </summary>
private Material CreateParticleMaterial(Color color)
{
// Use a built-in shader that works well for particles
Shader shader = Shader.Find("Particles/Standard Unlit");
if (shader == null)
{
shader = Shader.Find("Unlit/Color");
}
Material mat = new Material(shader);
mat.color = color;
// Enable additive blending for glow effect
if (shader.name.Contains("Particles"))
{
mat.SetFloat("_Mode", 2); // Additive
mat.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
mat.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.One);
}
// Use default particle texture
Texture2D particleTex = CreateDefaultParticleTexture();
mat.mainTexture = particleTex;
return mat;
}
/// <summary>
/// Create a simple circular particle texture procedurally.
/// </summary>
private Texture2D CreateDefaultParticleTexture()
{
int size = 32;
Texture2D tex = new Texture2D(size, size, TextureFormat.RGBA32, false);
Color[] pixels = new Color[size * size];
float center = size / 2f;
float radius = size / 2f - 1;
for (int y = 0; y < size; y++)
{
for (int x = 0; x < size; x++)
{
float dist = Vector2.Distance(new Vector2(x, y), new Vector2(center, center));
float alpha = Mathf.Clamp01(1f - (dist / radius));
alpha = alpha * alpha; // Softer falloff
pixels[y * size + x] = new Color(1f, 1f, 1f, alpha);
}
}
tex.SetPixels(pixels);
tex.Apply();
return tex;
}
#endregion
}
}

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goldParticleCount: 50
goldDuration: 2
heartColor: {r: 1, g: 0.2, b: 0.3, a: 1}
heartParticleCount: 30
heartDuration: 1.5
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