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- Player connection [14844] Started UDP target info broadcast (1) on [225.0.0.222:54997].
- Input System module state changed to: Initialized.
- [PhysX] Initialized MultithreadedTaskDispatcher with 16 workers.
- Initialize engine version: 2022.3.62f3 (96770f904ca7)
- [Subsystems] Discovering subsystems at path D:/ASE Debug Dialogue/At Skies Edge_Data/UnitySubsystems
- GfxDevice: creating device client; threaded=1; jobified=0
- Direct3D:
- Version: Direct3D 11.0 [level 11.1]
- Renderer: Intel(R) Arc(TM) B580 Graphics (ID=0xe20b)
- Vendor: Intel
- VRAM: 12118 MB
- Driver: 32.0.101.8629
- <RI> Initializing input.
- Using Windows.Gaming.Input
- <RI> Input initialized.
- <RI> Initialized touch support.
- The referenced script on this Behaviour (Game Object 'Main Camera') is missing!
- [PhysX] Initialized MultithreadedTaskDispatcher with 16 workers.
- UnloadTime: 0.563400 ms
- Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
- Shader 'Alps_0_0': fallback shader 'Hidden/Alps_0_0_Base457429932' not found
- Shader 'Alps_0_0': dependency 'BaseMapShader' shader 'Hidden/Alps_0_0_Base457429932' not found
- [PhysX] Initialized MultithreadedTaskDispatcher with 16 workers.
- UnloadTime: 0.997400 ms
- Unloading 78 unused Assets / (16.7 MB). Loaded Objects now: 4105.
- Memory consumption went from 0.68 GB to 0.66 GB.
- Total: 2.286500 ms (FindLiveObjects: 0.196000 ms CreateObjectMapping: 0.065300 ms MarkObjects: 1.087500 ms DeleteObjects: 0.937500 ms)
- Unloading 5 Unused Serialized files (Serialized files now loaded: 0)
- restoring tree data
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- TreeManager:OnDestroy()
- [PhysX] Initialized MultithreadedTaskDispatcher with 16 workers.
- UnloadTime: 1.628800 ms
- Unloading 6 unused Assets / (Unknown). Loaded Objects now: 4106.
- Memory consumption went from 0.66 GB to 0.66 GB.
- Total: 1.106700 ms (FindLiveObjects: 0.137000 ms CreateObjectMapping: 0.056000 ms MarkObjects: 0.902000 ms DeleteObjects: 0.011400 ms)
- Unloading 5 Unused Serialized files (Serialized files now loaded: 0)
- restoring tree data
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- TreeManager:OnDestroy()
- [PhysX] Initialized MultithreadedTaskDispatcher with 16 workers.
- UnloadTime: 0.522000 ms
- Unloading 6 unused Assets / (Unknown). Loaded Objects now: 4107.
- Memory consumption went from 0.66 GB to 0.66 GB.
- Total: 1.025300 ms (FindLiveObjects: 0.105800 ms CreateObjectMapping: 0.054000 ms MarkObjects: 0.852900 ms DeleteObjects: 0.012400 ms)
- Unloading 5 Unused Serialized files (Serialized files now loaded: 0)
- restoring tree data
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- TreeManager:OnDestroy()
- [PhysX] Initialized MultithreadedTaskDispatcher with 16 workers.
- UnloadTime: 0.555700 ms
- Unloading 6 unused Assets / (13.7 KB). Loaded Objects now: 4108.
- Memory consumption went from 0.66 GB to 0.66 GB.
- Total: 1.050300 ms (FindLiveObjects: 0.108500 ms CreateObjectMapping: 0.054300 ms MarkObjects: 0.874200 ms DeleteObjects: 0.012900 ms)
- Unloading 5 Unused Serialized files (Serialized files now loaded: 0)
- restoring tree data
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- TreeManager:OnDestroy()
- [PhysX] Initialized MultithreadedTaskDispatcher with 16 workers.
- UnloadTime: 0.541900 ms
- Unloading 6 unused Assets / (Unknown). Loaded Objects now: 4109.
- Memory consumption went from 0.66 GB to 0.66 GB.
- Total: 1.001600 ms (FindLiveObjects: 0.105500 ms CreateObjectMapping: 0.054600 ms MarkObjects: 0.830500 ms DeleteObjects: 0.010900 ms)
- Unloading 5 Unused Serialized files (Serialized files now loaded: 0)
- restoring tree data
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- TreeManager:OnDestroy()
- [PhysX] Initialized MultithreadedTaskDispatcher with 16 workers.
- UnloadTime: 0.570800 ms
- Unloading 6 unused Assets / (Unknown). Loaded Objects now: 4110.
- Memory consumption went from 0.66 GB to 0.66 GB.
- Total: 1.023400 ms (FindLiveObjects: 0.117300 ms CreateObjectMapping: 0.055700 ms MarkObjects: 0.836600 ms DeleteObjects: 0.013500 ms)
- Joystick connected ("Controller (XBOX 360 For Windows)").
- Input System polling thread started.
- Unloading 5 Unused Serialized files (Serialized files now loaded: 0)
- restoring tree data
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- TreeManager:OnDestroy()
- [PhysX] Initialized MultithreadedTaskDispatcher with 16 workers.
- UnloadTime: 19.968000 ms
- Unloading 341 unused Assets / (226.3 MB). Loaded Objects now: 3751.
- Memory consumption went from 0.68 GB to 474.8 MB.
- Total: 14.015400 ms (FindLiveObjects: 0.197500 ms CreateObjectMapping: 0.092600 ms MarkObjects: 1.105200 ms DeleteObjects: 12.619800 ms)
- Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
- [PhysX] Initialized MultithreadedTaskDispatcher with 16 workers.
- UnloadTime: 0.570100 ms
- Unloading 51 unused Assets / (22.2 MB). Loaded Objects now: 9676.
- Memory consumption went from 353.5 MB to 331.3 MB.
- Total: 2.794900 ms (FindLiveObjects: 0.313500 ms CreateObjectMapping: 0.168000 ms MarkObjects: 1.086900 ms DeleteObjects: 1.226100 ms)
- Unloading 4 Unused Serialized files (Serialized files now loaded: 0)
- [PhysX] Initialized MultithreadedTaskDispatcher with 16 workers.
- UnloadTime: 0.958900 ms
- Unloading 5901 unused Assets / (90.5 MB). Loaded Objects now: 4009.
- Memory consumption went from 354.1 MB to 263.6 MB.
- Total: 10.810900 ms (FindLiveObjects: 0.370800 ms CreateObjectMapping: 0.322200 ms MarkObjects: 1.192500 ms DeleteObjects: 8.925000 ms)
- Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
- [PhysX] Initialized MultithreadedTaskDispatcher with 16 workers.
- UnloadTime: 0.549000 ms
- Unloading 46 unused Assets / (22.2 MB). Loaded Objects now: 9935.
- Memory consumption went from 353.8 MB to 331.6 MB.
- Total: 3.492600 ms (FindLiveObjects: 0.275000 ms CreateObjectMapping: 0.153700 ms MarkObjects: 1.917600 ms DeleteObjects: 1.146000 ms)
- firing on select
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponOptionBox:OnSelect(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.EventSystems.EventSystem:SetSelectedGameObject(GameObject, BaseEventData)
- UnityEngine.UI.Selectable:Select()
- HangarController:PopulateWeaponOptionList()
- HangarController:ConfirmAircraft(HangarInfoObject, Button)
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.UI.Button:OnSubmit(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessNavigation(NavigationModel&)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- populate weapon list
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- HangarController:PopulateWeaponList(WeaponOptionBox)
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.UI.Button:OnSubmit(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessNavigation(NavigationModel&)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- populate hardpoint with 0
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- HangarController:ShowHardpointList(Button, Int32)
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.UI.Button:OnSubmit(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessNavigation(NavigationModel&)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- last selected option weapon is null
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- HangarController:ShowHardpointList(Button, Int32)
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.UI.Button:OnSubmit(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessNavigation(NavigationModel&)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- clearing hardpoints
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- HangarController:ShowHardpointList(Button, Int32)
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.UI.Button:OnSubmit(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessNavigation(NavigationModel&)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- adding new weapon
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- HangarController:AddNewWeapon()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.UI.Button:OnSubmit(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessNavigation(NavigationModel&)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- firing on select
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponOptionBox:OnSelect(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.EventSystems.EventSystem:SetSelectedGameObject(GameObject, BaseEventData)
- UnityEngine.UI.Selectable:Select()
- HangarController:ReturnToOption()
- HangarController:ReturnToPrevious(CallbackContext)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent`1:Invoke(T0)
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- firing on select
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponOptionBox:OnSelect(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.EventSystems.EventSystem:SetSelectedGameObject(GameObject, BaseEventData)
- UnityEngine.UI.Selectable:OnMove(AxisEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessNavigation(NavigationModel&)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- populate weapon list
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- HangarController:PopulateWeaponList(WeaponOptionBox)
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.UI.Button:OnSubmit(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessNavigation(NavigationModel&)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- populate hardpoint with 7
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- HangarController:ShowHardpointList(Button, Int32)
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.UI.Button:OnSubmit(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessNavigation(NavigationModel&)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- last selected option weapon is null
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- HangarController:ShowHardpointList(Button, Int32)
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.UI.Button:OnSubmit(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessNavigation(NavigationModel&)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- clearing hardpoints
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- HangarController:ShowHardpointList(Button, Int32)
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.UI.Button:OnSubmit(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessNavigation(NavigationModel&)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- hardpoint 0is incompatible
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- HardpointBox:OnSelect(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.EventSystems.EventSystem:SetSelectedGameObject(GameObject, BaseEventData)
- UnityEngine.UI.Selectable:Select()
- HangarController:ShowHardpointList(Button, Int32)
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.UI.Button:OnSubmit(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessNavigation(NavigationModel&)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- adding new weapon
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- HangarController:AddNewWeapon()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.UI.Button:OnSubmit(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessNavigation(NavigationModel&)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- firing on select
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponOptionBox:OnSelect(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.EventSystems.EventSystem:SetSelectedGameObject(GameObject, BaseEventData)
- UnityEngine.UI.Selectable:Select()
- HangarController:ReturnToOption()
- HangarController:ReturnToPrevious(CallbackContext)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent`1:Invoke(T0)
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- firing on select
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponOptionBox:OnSelect(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.EventSystems.EventSystem:SetSelectedGameObject(GameObject, BaseEventData)
- UnityEngine.UI.Selectable:OnMove(AxisEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessNavigation(NavigationModel&)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- populate weapon list
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- HangarController:PopulateWeaponList(WeaponOptionBox)
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.UI.Button:OnSubmit(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessNavigation(NavigationModel&)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- populate hardpoint with 15
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- HangarController:ShowHardpointList(Button, Int32)
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.UI.Button:OnSubmit(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessNavigation(NavigationModel&)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- last selected option weapon is null
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- HangarController:ShowHardpointList(Button, Int32)
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.UI.Button:OnSubmit(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessNavigation(NavigationModel&)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- clearing hardpoints
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- HangarController:ShowHardpointList(Button, Int32)
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.UI.Button:OnSubmit(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessNavigation(NavigationModel&)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- hardpoint 0is incompatible
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- HardpointBox:OnSelect(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.EventSystems.EventSystem:SetSelectedGameObject(GameObject, BaseEventData)
- UnityEngine.UI.Selectable:Select()
- HangarController:ShowHardpointList(Button, Int32)
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.UI.Button:OnSubmit(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessNavigation(NavigationModel&)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- hardpoint 1is incompatible
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- HardpointBox:OnSelect(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.EventSystems.EventSystem:SetSelectedGameObject(GameObject, BaseEventData)
- UnityEngine.UI.Selectable:OnMove(AxisEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessNavigation(NavigationModel&)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- adding new weapon
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- HangarController:AddNewWeapon()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.UI.Button:OnSubmit(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessNavigation(NavigationModel&)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- adding new weapon
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- HangarController:AddNewWeapon()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.UI.Button:OnSubmit(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessNavigation(NavigationModel&)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- firing on select
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponOptionBox:OnSelect(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.EventSystems.EventSystem:SetSelectedGameObject(GameObject, BaseEventData)
- UnityEngine.UI.Selectable:Select()
- HangarController:ReturnToOption()
- HangarController:ReturnToPrevious(CallbackContext)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent`1:Invoke(T0)
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- firing on select
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponOptionBox:OnSelect(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.EventSystems.EventSystem:SetSelectedGameObject(GameObject, BaseEventData)
- UnityEngine.UI.Selectable:OnMove(AxisEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessNavigation(NavigationModel&)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- checking weapon group 0
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- HangarController:TransferLoadoutData()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.UI.Button:OnSubmit(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessNavigation(NavigationModel&)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- adding first weapon to equipment list
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- HangarController:TransferLoadoutData()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.UI.Button:OnSubmit(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessNavigation(NavigationModel&)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- checking weapon group 1
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- HangarController:TransferLoadoutData()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.UI.Button:OnSubmit(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessNavigation(NavigationModel&)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- checking position 0with weapon ID 0 equipment list has count 1
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- HangarController:TransferLoadoutData()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.UI.Button:OnSubmit(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessNavigation(NavigationModel&)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- adding weapon SRAM with ID 7
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- HangarController:TransferLoadoutData()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.UI.Button:OnSubmit(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessNavigation(NavigationModel&)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- added new weapon to equipment list, equipment list now has 2
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- HangarController:TransferLoadoutData()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.UI.Button:OnSubmit(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessNavigation(NavigationModel&)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- checking weapon group 2
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- HangarController:TransferLoadoutData()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.UI.Button:OnSubmit(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessNavigation(NavigationModel&)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- checking position 0with weapon ID 0 equipment list has count 2
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- HangarController:TransferLoadoutData()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.UI.Button:OnSubmit(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessNavigation(NavigationModel&)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- adding weapon GPBM with ID 15
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- HangarController:TransferLoadoutData()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.UI.Button:OnSubmit(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessNavigation(NavigationModel&)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- added new weapon to equipment list, equipment list now has 3
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- HangarController:TransferLoadoutData()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.UI.Button:OnSubmit(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessNavigation(NavigationModel&)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- checking position 1with weapon ID 7 equipment list has count 3
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- HangarController:TransferLoadoutData()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.UI.Button:OnSubmit(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessNavigation(NavigationModel&)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- adding weapon GPBM with ID 15
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- HangarController:TransferLoadoutData()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.UI.Button:OnSubmit(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessNavigation(NavigationModel&)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- added new weapon to equipment list, equipment list now has 4
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- HangarController:TransferLoadoutData()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.UI.Button:OnSubmit(BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessNavigation(NavigationModel&)
- UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- Unloading 5 Unused Serialized files (Serialized files now loaded: 0)
- [PhysX] Initialized MultithreadedTaskDispatcher with 16 workers.
- UnloadTime: 1.142300 ms
- Unloading 5965 unused Assets / (90.9 MB). Loaded Objects now: 3661.
- Memory consumption went from 331.8 MB to 240.9 MB.
- Total: 10.581600 ms (FindLiveObjects: 0.335500 ms CreateObjectMapping: 0.180700 ms MarkObjects: 1.174100 ms DeleteObjects: 8.890900 ms)
- Shader 'DesertBeach_0_0': fallback shader 'Hidden/DesertBeach_0_0_Base2022006542' not found
- Shader 'DesertBeach_0_0': dependency 'BaseMapShader' shader 'Hidden/DesertBeach_0_0_Base2022006542' not found
- The referenced script on this Behaviour (Game Object 'Tank 2 (6)') is missing!
- The referenced script on this Behaviour (Game Object 'Tank 2 (3)') is missing!
- The referenced script on this Behaviour (Game Object 'Tank 2 (2) (1)') is missing!
- The referenced script on this Behaviour (Game Object 'Tank 2 (2)') is missing!
- The referenced script on this Behaviour (Game Object 'Tank 2 (5)') is missing!
- The referenced script on this Behaviour (Game Object 'Grendel Tank (3)') is missing!
- The referenced script on this Behaviour (Game Object 'Tank 2 (1)') is missing!
- The referenced script on this Behaviour (Game Object 'Tank 2 (7)') is missing!
- The referenced script on this Behaviour (Game Object 'Grendel Tank (2)') is missing!
- The referenced script on this Behaviour (Game Object 'Tank 2 (4)') is missing!
- The referenced script on this Behaviour (Game Object 'Grendel Tank (4)') is missing!
- The referenced script on this Behaviour (Game Object 'Tank 2 (2) ') is missing!
- The referenced script on this Behaviour (Game Object 'Tank 2') is missing!
- The referenced script on this Behaviour (Game Object 'Grendel Tank') is missing!
- The referenced script on this Behaviour (Game Object 'Grendel Tank (1)') is missing!
- Unloading 10 Unused Serialized files (Serialized files now loaded: 0)
- [PhysX] Initialized MultithreadedTaskDispatcher with 16 workers.
- UnloadTime: 0.542300 ms
- NullReferenceException: Object reference not set to an instance of an object.
- at GameManager.get_TargetController () [0x00000] in <00000000000000000000000000000000>:0
- at NonTargetObject.OnEnable () [0x00000] in <00000000000000000000000000000000>:0
- disabling operation unit Enemy Tank Squad (1)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:SetActive(Boolean)
- VehicleUnit:Awake()
- disabling Enemy Tank Squad (1) (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnDisable()
- OperationUnit:SetActive(Boolean)
- VehicleUnit:Awake()
- loading rebinds
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- GameManager:SpawnPlayerAircraft()
- GameManager:Awake()
- NullReferenceException: Object reference not set to an instance of an object.
- at CutsceneManager.Awake () [0x00000] in <00000000000000000000000000000000>:0
- changing targets
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:Start()
- adding new slot 0 out of total slots 2
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- 0
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- 2
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- adding new slot 1 out of total slots 2
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- 1
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- 2
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- adding new slot 0 out of total slots 2
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- 0
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- 2
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- adding new slot 1 out of total slots 2
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- 1
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- 2
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- adding new slot 0 out of total slots 2
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- 0
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- 4
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- adding new slot 1 out of total slots 2
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- 1
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- 4
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- adding new slot 2 out of total slots 2
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- 2
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- 4
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- adding new slot 3 out of total slots 2
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- 3
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- 4
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- setting up tree data to restore on scene end
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- TreeManager:SetTreeData()
- TreeManager:OnEnable()
- CameraController:Start()
- NullReferenceException: Object reference not set to an instance of an object.
- at CinematicCamera.Start () [0x00000] in <00000000000000000000000000000000>:0
- changing targets
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:Start()
- phase 1
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- MissionManager:Start()
- changing targets
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:Start()
- moving unit while untracked Ogre (UnityEngine.GameObject) to WaypointPrefab (UnityEngine.Transform), target transform is WaypointPrefab (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:MoveUnitIfUntracked(Transform)
- VehicleStateMachine:Start()
- Ogre (UnityEngine.GameObject) is stopping
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:MoveUnitIfUntracked(Transform)
- VehicleStateMachine:Start()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_14to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- Unloading 15 unused Assets / (27.8 MB). Loaded Objects now: 41286.
- Memory consumption went from 0.91 GB to 0.88 GB.
- Total: 13.091200 ms (FindLiveObjects: 3.525500 ms CreateObjectMapping: 0.654100 ms MarkObjects: 6.642500 ms DeleteObjects: 2.268800 ms)
- disabling Primary Armament (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- GameManager:CheckTargetActive()
- GameManager:Update()
- disabling Allied Naval Unit (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnDisable()
- GameManager:CheckTargetActive()
- GameManager:Update()
- disabling Enemy Tank Squad (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnDisable()
- GameManager:CheckTargetActive()
- GameManager:Update()
- disabling Ogre (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnDisable()
- GameManager:CheckTargetActive()
- GameManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_14
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- triggering Mission Intro Trigger (1) (UnityEngine.GameObject) on player
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- MissionTrigger:OnTriggerEnter(Collider)
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_15to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_15
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_16to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- triggering Engage Bunkers (UnityEngine.GameObject) on player
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- MissionTrigger:OnTriggerEnter(Collider)
- invoking ult event
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- UltEvents.UltEventHolder:Invoke()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_16
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_05to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_05
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- no target
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:ChangeTarget()
- WeaponController:TrySwitchWeapon()
- WeaponController:OnSelectWeapon2(CallbackContext)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent`1:Invoke(T0)
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_06to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- no target
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:ChangeTarget()
- WeaponController:TrySwitchWeapon()
- WeaponController:OnSelectWeapon2(CallbackContext)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent`1:Invoke(T0)
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- selecting weapon 1
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:OnSelectWeapon1(CallbackContext)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent`1:Invoke(T0)
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- no target
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:ChangeTarget()
- WeaponController:TrySwitchWeapon()
- WeaponController:OnSelectWeapon2(CallbackContext)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent`1:Invoke(T0)
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_06
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- triggering Location Callout (UnityEngine.GameObject) on player
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- MissionTrigger:OnTriggerEnter(Collider)
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_161to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_161
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- triggering Engage Oil Facility (UnityEngine.GameObject) on player
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- MissionTrigger:OnTriggerEnter(Collider)
- invoking ult event
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- UltEvents.UltEventHolder:Invoke()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- moving formation untracked Enemy Formation (2) (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- FormationController:MoveUnitIfUntracked(Transform)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent:Invoke()
- OperationController:SetOperation(OperationStatus)
- System.Reflection.RuntimeMethodInfo:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
- System.Reflection.MethodBase:Invoke(Object, Object[])
- UltEvents.PersistentCall:Invoke()
- UltEvents.UltEventBase:InvokePersistentCalls()
- UltEvents.UltEventHolder:Invoke()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- moving formation untracked Enemy Formation (3) (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- FormationController:MoveUnitIfUntracked(Transform)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent:Invoke()
- OperationController:SetOperation(OperationStatus)
- System.Reflection.RuntimeMethodInfo:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
- System.Reflection.MethodBase:Invoke(Object, Object[])
- UltEvents.PersistentCall:Invoke()
- UltEvents.UltEventBase:InvokePersistentCalls()
- UltEvents.UltEventHolder:Invoke()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- set operation Operation 3 (UnityEngine.GameObject) in progress
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationController:SetOperation(OperationStatus)
- System.Reflection.RuntimeMethodInfo:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
- System.Reflection.MethodBase:Invoke(Object, Object[])
- UltEvents.PersistentCall:Invoke()
- UltEvents.UltEventBase:InvokePersistentCalls()
- UltEvents.UltEventHolder:Invoke()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- adding NPC evade bark
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VoiceInfo:RandomlySaySomething()
- <RandomAllyDialogue>d__109:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- 5 3
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VoiceInfo:RandomlySaySomething()
- <RandomAllyDialogue>d__109:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_162to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_162
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_07to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_07
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- bark is invalid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_08to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- set operation Operation 1 (UnityEngine.GameObject) in progress
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationController:SetOperation(OperationStatus)
- <StartOperationDelayed>d__48:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- moving unit while untracked Landing Force (UnityEngine.GameObject) to Landing Waypoint (UnityEngine.Transform), target transform is Landing Waypoint (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:MoveUnitIfUntracked(Transform)
- VehicleMoveState:Execute()
- Landing Force (UnityEngine.GameObject) is stopping
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:MoveUnitIfUntracked(Transform)
- VehicleMoveState:Execute()
- checking tag
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- MissionTrigger:OnTriggerEnter(Collider)
- invoking event
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- MissionTrigger:OnTriggerEnter(Collider)
- increasing stage
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- enabling operation unit Dust Eater 1
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:SetActive(Boolean)
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- enabling operation unit Dust Eater 2
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:SetActive(Boolean)
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- enabling operation unit Enemy Tank Squad 1A1
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:SetActive(Boolean)
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- enabling operation unit Enemy Tank Squad 2A1
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:SetActive(Boolean)
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- enabling operation unit MLRS 1
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:SetActive(Boolean)
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- enabling operation unit MLRS 2
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:SetActive(Boolean)
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- Enemy Tank Squad 1A1 attempting to attack new unit
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:AttackUnit(VehicleUnit)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent:Invoke()
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- changing targets
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:AttackUnit(VehicleUnit)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent:Invoke()
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- Enemy Tank Squad 2A1 attempting to attack new unit
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:AttackUnit(VehicleUnit)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent:Invoke()
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- changing targets
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:AttackUnit(VehicleUnit)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent:Invoke()
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- MLRS 1 attempting to attack new unit
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:AttackUnit(VehicleUnit)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent:Invoke()
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- changing targets
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:AttackUnit(VehicleUnit)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent:Invoke()
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- MLRS 2 attempting to attack new unit
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:AttackUnit(VehicleUnit)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent:Invoke()
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- changing targets
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:AttackUnit(VehicleUnit)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent:Invoke()
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- invoking ult event
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- UltEvents.UltEventHolder:Invoke()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- moving unit while untracked Dust Eater 1 (UnityEngine.GameObject) to Event Trigger 1A (UnityEngine.Transform), target transform is Event Trigger 1A (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:MoveUnitIfUntracked(Transform)
- VehicleStateMachine:Start()
- Dust Eater 1 (UnityEngine.GameObject) is stopping
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:MoveUnitIfUntracked(Transform)
- VehicleStateMachine:Start()
- changing targets
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:Start()
- moving unit while untracked Dust Eater 2 (UnityEngine.GameObject) to Event Trigger 2A (UnityEngine.Transform), target transform is Event Trigger 2A (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:MoveUnitIfUntracked(Transform)
- VehicleStateMachine:Start()
- Dust Eater 2 (UnityEngine.GameObject) is stopping
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:MoveUnitIfUntracked(Transform)
- VehicleStateMachine:Start()
- changing targets
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:Start()
- changing targets
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:Start()
- changing targets
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:Start()
- changing targets
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:Start()
- changing targets
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:Start()
- checking tag
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- MissionTrigger:OnTriggerEnter(Collider)
- invoking event
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- MissionTrigger:OnTriggerEnter(Collider)
- invoking ult event
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- UltEvents.UltEventHolder:Invoke()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- checking tag
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- MissionTrigger:OnTriggerEnter(Collider)
- invoking event
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- MissionTrigger:OnTriggerEnter(Collider)
- disabling Dust Eater 1 (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnDisable()
- GameManager:CheckTargetActive()
- GameManager:Update()
- disabling Dust Eater 2 (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnDisable()
- GameManager:CheckTargetActive()
- GameManager:Update()
- disabling Enemy Tank Squad 1A1 (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnDisable()
- GameManager:CheckTargetActive()
- GameManager:Update()
- disabling Enemy Tank Squad 2A1 (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnDisable()
- GameManager:CheckTargetActive()
- GameManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_08
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- no character line found!
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VoiceInfo:AddBark(String, Boolean)
- ScriptManager:AddNPCMissBark(Boolean)
- EnemyMissile:RotateMissile()
- Missile:FixedUpdate()
- destroying with effect
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- DestroyEffect:SwapToDamagedMesh()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationController:DestroyImportantObject(Boolean)
- OperationController:Update()
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_153to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_153
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- PlayOneShot was called with a null AudioClip.
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.AudioSource:PlayOneShot(AudioClip)
- ScriptManager:PlayBarkInBackground(AudioClip)
- <>c__DisplayClass64_0:<AddBark>b__0(AsyncOperationHandle`1)
- DelegateList`1:Invoke(T)
- UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean)
- UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:ProviderCompleted(T, Boolean, Exception)
- UnityEngine.ResourceManagement.ResourceProviders.InternalOp:ActionComplete(AsyncOperation)
- UnityEngine.AsyncOperation:InvokeCompletionEvent()
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_154to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_154
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- selecting weapon 1
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:OnSelectWeapon1(CallbackContext)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent`1:Invoke(T0)
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- adding NPC evade bark
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VoiceInfo:RandomlySaySomething()
- <RandomAllyDialogue>d__109:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- 3 0
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VoiceInfo:RandomlySaySomething()
- <RandomAllyDialogue>d__109:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_155to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_155
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_183to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_183
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- bark is invalid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_160to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_160
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_156to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_12to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script C6_156 is valid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_12
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- playing alt audio in background
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:PlayAltAudio()
- ScriptManager:<LoadAltScript>b__92_0(AsyncOperationHandle`1)
- DelegateList`1:Invoke(T)
- UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean)
- UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:ProviderCompleted(T, Boolean, Exception)
- UnityEngine.ResourceManagement.ResourceProviders.InternalOp:ActionComplete(AsyncOperation)
- UnityEngine.AsyncOperation:InvokeCompletionEvent()
- aircraft collided with ground!
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- AircraftAI:OnCollisionEnter(Collision)
- UnityEngine.Physics:ReportContacts(ReadOnly)
- UnityEngine.Physics:OnSceneContact(PhysicsScene, IntPtr, Int32)
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- bark is invalid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_18to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_18
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- bark is invalid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_20to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- aircraft collided with ground!
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- AircraftAI:OnCollisionEnter(Collision)
- UnityEngine.Physics:ReportContacts(ReadOnly)
- UnityEngine.Physics:OnSceneContact(PhysicsScene, IntPtr, Int32)
- enabling operation unit Enemy Formation (1)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:SetActive(Boolean)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent:Invoke()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- CombatAircraftAI:DestroyObject()
- OperationController:DestroyImportantObject(Boolean)
- OperationController:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_20
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_186to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_186
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- bark is invalid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_21to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_21
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_22to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_22
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- selecting weapon 1
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:OnSelectWeapon1(CallbackContext)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent`1:Invoke(T0)
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_24to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_24
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_188to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_188
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- destroying with effect
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- DestroyEffect:SwapToDamagedMesh()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationController:DestroyImportantObject(Boolean)
- OperationController:Update()
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- bark is invalid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- no character line found!
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VoiceInfo:AddBark(String, Boolean)
- ScriptManager:AddNPCMissBark(Boolean)
- EnemyMissile:RotateMissile()
- Missile:FixedUpdate()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding AW_B_GR_5to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script AW_B_GR_5 is valid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- hiding alt script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideAltScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding AW_B_TH_5to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script AW_B_TH_5 is valid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- hiding alt script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideAltScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding AW_B_LK_6to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script AW_B_LK_6 is valid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- hiding alt script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideAltScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding AW_B_GR_5to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script AW_B_GR_5 is valid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- hiding alt script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideAltScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding AW_B_TH_4to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script AW_B_TH_4 is valid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- adding alt script C6_195
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:AddScriptAtFront(String)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent:Invoke()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- CombatAircraftAI:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- AircraftAI:OnDamage(Single, Int32, Boolean)
- Missile:DamageTarget()
- Missile:OnCollisionEnter(Collision)
- UnityEngine.Physics:ReportContacts(ReadOnly)
- UnityEngine.Physics:OnSceneContact(PhysicsScene, IntPtr, Int32)
- hiding alt script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideAltScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_195to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- destroying with effect
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- DestroyEffect:SwapToDamagedMesh()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationController:DestroyImportantObject(Boolean)
- OperationController:Update()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_158to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script C6_195 is valid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- hiding alt script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideAltScript()
- alt script C6_158 is valid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- hiding alt script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideAltScript()
- no character line found!
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VoiceInfo:AddBark(String, Boolean)
- ScriptManager:AddNPCMissBark(Boolean)
- EnemyMissile:RotateMissile()
- Missile:FixedUpdate()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding AW_B_LK_10to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script AW_B_LK_10 is valid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- hiding alt script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideAltScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding GN_T3_S2to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script GN_T3_S2 is valid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- hiding alt script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideAltScript()
- destroying with effect
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- DestroyEffect:SwapToDamagedMesh()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationController:DestroyImportantObject(Boolean)
- OperationController:Update()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding AW_B_GR_5to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script AW_B_GR_5 is valid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- hiding alt script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideAltScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding AW_B_TH_4to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script AW_B_TH_4 is valid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- hiding alt script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideAltScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding AW_B_GR_1to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script AW_B_GR_1 is valid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- hiding alt script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideAltScript()
- destroying with effect
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- DestroyEffect:SwapToDamagedMesh()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationController:DestroyImportantObject(Boolean)
- OperationController:Update()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding AW_B_MS_0to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding AW_B_TH_4to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- enabling operation unit Enemy Formation (4)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:SetActive(Boolean)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent:Invoke()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- CombatAircraftAI:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- AircraftAI:OnDamage(Single, Int32, Boolean)
- Missile:DamageTarget()
- Missile:OnCollisionEnter(Collision)
- UnityEngine.Physics:ReportContacts(ReadOnly)
- UnityEngine.Physics:OnSceneContact(PhysicsScene, IntPtr, Int32)
- moving formation untracked Enemy Formation (4) (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- FormationController:MoveUnitIfUntracked(Transform)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent:Invoke()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- CombatAircraftAI:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- AircraftAI:OnDamage(Single, Int32, Boolean)
- Missile:DamageTarget()
- Missile:OnCollisionEnter(Collision)
- UnityEngine.Physics:ReportContacts(ReadOnly)
- UnityEngine.Physics:OnSceneContact(PhysicsScene, IntPtr, Int32)
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_189to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script AW_B_MS_0 is valid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- hiding alt script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideAltScript()
- alt script AW_B_TH_4 is valid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- hiding alt script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideAltScript()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_189
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- firing at ground target
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- AttackState:FireGroundMissile()
- AIWeaponController:LaunchMissileImmediately(TargetObject)
- AIWeaponController:LaunchMissile()
- firing at ground target
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- AttackState:FireGroundMissile()
- AIWeaponController:LaunchMissileImmediately(TargetObject)
- AIWeaponController:LaunchMissile()
- firing at ground target
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- AttackState:FireGroundMissile()
- AIWeaponController:LaunchMissileImmediately(TargetObject)
- AIWeaponController:LaunchMissile()
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding GN_E2_M2to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script GN_E2_M2 is valid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- hiding alt script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideAltScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding AW_B_F1_6to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script AW_B_F1_6 is valid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- hiding alt script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideAltScript()
- confirming pause menu selection
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- PauseController:Confirm(CallbackContext)
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- setting controller Operation 1
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:RestartMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- Landing Force (UnityEngine.GameObject) receiving operation fail event
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:RestartMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- disabling Landing Force (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnDisable()
- VehicleUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:RestartMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- disabling AA and Non Critical (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:RestartMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- disabling Allied Destroyer Fleet (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- TurretSystem:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:RestartMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- disabling Missile Turrets (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- TurretSystem:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:RestartMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- Dust Eater 1 (UnityEngine.GameObject) receiving operation fail event
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:RestartMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- Dust Eater 2 (UnityEngine.GameObject) receiving operation fail event
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:RestartMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- Enemy Tank Squad 1A1 (UnityEngine.GameObject) receiving operation fail event
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:RestartMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- Enemy Tank Squad 2A1 (UnityEngine.GameObject) receiving operation fail event
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:RestartMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- disabling MLRS 1 (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:RestartMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- disabling MLRS 2 (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:RestartMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- setting controller Operation 2
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:RestartMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- disabling AA (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:RestartMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- Enemy Tank Squad (UnityEngine.GameObject) receiving operation fail event
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:RestartMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- Ogre (UnityEngine.GameObject) receiving operation fail event
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:RestartMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- setting controller Operation 3
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:RestartMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- disabling Oil Facility (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:RestartMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- disabling Containers (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:RestartMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- disabling Headquarters (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:RestartMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- Allied Naval Unit (UnityEngine.GameObject) receiving operation fail event
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:RestartMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- disabling Allied Naval Unit (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnDisable()
- VehicleUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:RestartMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- disabling Sheds (1) (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:RestartMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- disabling Sheds (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:RestartMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- disabling Primary Armament (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- TurretSystem:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:RestartMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- disabling pause menu
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- PauseController:OnDisable()
- GameManager:RestartMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- saving player prefs
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- PauseController:OnDisable()
- GameManager:RestartMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- The referenced script on this Behaviour (Game Object 'Tank 2 (6)') is missing!
- The referenced script on this Behaviour (Game Object 'Tank 2 (3)') is missing!
- The referenced script on this Behaviour (Game Object 'Tank 2 (2) (1)') is missing!
- The referenced script on this Behaviour (Game Object 'Tank 2 (2)') is missing!
- The referenced script on this Behaviour (Game Object 'Tank 2 (5)') is missing!
- The referenced script on this Behaviour (Game Object 'Grendel Tank (3)') is missing!
- The referenced script on this Behaviour (Game Object 'Tank 2 (1)') is missing!
- The referenced script on this Behaviour (Game Object 'Tank 2 (7)') is missing!
- The referenced script on this Behaviour (Game Object 'Grendel Tank (2)') is missing!
- The referenced script on this Behaviour (Game Object 'Tank 2 (4)') is missing!
- The referenced script on this Behaviour (Game Object 'Grendel Tank (4)') is missing!
- The referenced script on this Behaviour (Game Object 'Tank 2 (2) ') is missing!
- The referenced script on this Behaviour (Game Object 'Tank 2') is missing!
- The referenced script on this Behaviour (Game Object 'Grendel Tank') is missing!
- The referenced script on this Behaviour (Game Object 'Grendel Tank (1)') is missing!
- Unloading 10 Unused Serialized files (Serialized files now loaded: 6)
- restoring tree data
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- TreeManager:OnDestroy()
- disable vfx offset
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- disabling Goblin (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- disabling Enemy Formation (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- destroying
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- disabling Mako (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- disabling Iris (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- disabling Enemy Formation (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- disabling Enemy Formation (1) (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- disabling Enemy Formation (1) (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- disabling Enemy Formation (2) (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- disabling Enemy Formation (3) (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- disabling Enemy Formation (5) (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- disabling Enemy Formation (4) (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- disabling Allied Formation (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- [PhysX] Initialized MultithreadedTaskDispatcher with 16 workers.
- UnloadTime: 23.440500 ms
- NullReferenceException: Object reference not set to an instance of an object.
- at GameManager.get_TargetController () [0x00000] in <00000000000000000000000000000000>:0
- at NonTargetObject.OnEnable () [0x00000] in <00000000000000000000000000000000>:0
- disabling operation unit Enemy Tank Squad (1)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:SetActive(Boolean)
- VehicleUnit:Awake()
- disabling Enemy Tank Squad (1) (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnDisable()
- OperationUnit:SetActive(Boolean)
- VehicleUnit:Awake()
- loading rebinds
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- GameManager:SpawnPlayerAircraft()
- GameManager:Awake()
- NullReferenceException: Object reference not set to an instance of an object.
- at CutsceneManager.Awake () [0x00000] in <00000000000000000000000000000000>:0
- Unloading 79 unused Assets / (2.0 MB). Loaded Objects now: 23728.
- Memory consumption went from 0.93 GB to 0.93 GB.
- Total: 3.451000 ms (FindLiveObjects: 0.937900 ms CreateObjectMapping: 0.190200 ms MarkObjects: 2.144400 ms DeleteObjects: 0.178100 ms)
- changing targets
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:Start()
- adding new slot 0 out of total slots 2
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- 0
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- 2
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- adding new slot 1 out of total slots 2
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- 1
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- 2
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- adding new slot 0 out of total slots 2
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- 0
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- 2
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- adding new slot 1 out of total slots 2
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- 1
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- 2
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- adding new slot 0 out of total slots 2
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- 0
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- 4
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- adding new slot 1 out of total slots 2
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- 1
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- 4
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- adding new slot 2 out of total slots 2
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- 2
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- 4
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- adding new slot 3 out of total slots 2
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- 3
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- 4
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:Start()
- setting up tree data to restore on scene end
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- TreeManager:SetTreeData()
- TreeManager:OnEnable()
- CameraController:Start()
- NullReferenceException: Object reference not set to an instance of an object.
- at CinematicCamera.Start () [0x00000] in <00000000000000000000000000000000>:0
- changing targets
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:Start()
- phase 1
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- MissionManager:Start()
- changing targets
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:Start()
- moving unit while untracked Ogre (UnityEngine.GameObject) to WaypointPrefab (UnityEngine.Transform), target transform is WaypointPrefab (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:MoveUnitIfUntracked(Transform)
- VehicleStateMachine:Start()
- Ogre (UnityEngine.GameObject) is stopping
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:MoveUnitIfUntracked(Transform)
- VehicleStateMachine:Start()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_14to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- disabling Primary Armament (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- GameManager:CheckTargetActive()
- GameManager:Update()
- disabling Allied Naval Unit (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnDisable()
- GameManager:CheckTargetActive()
- GameManager:Update()
- disabling Enemy Tank Squad (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnDisable()
- GameManager:CheckTargetActive()
- GameManager:Update()
- disabling Ogre (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnDisable()
- GameManager:CheckTargetActive()
- GameManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_14
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- triggering Mission Intro Trigger (1) (UnityEngine.GameObject) on player
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- MissionTrigger:OnTriggerEnter(Collider)
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_15to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_15
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_16to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_16
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_05to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_05
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- Joystick disconnected ("Controller (XBOX 360 For Windows)").
- Joystick reconnected ("Controller (XBOX 360 For Windows)").
- back
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- PauseController:Back(CallbackContext)
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfInteraction(InputActionPhase, TriggerState&, InputActionPhase, InputActionPhase, Boolean)
- UnityEngine.InputSystem.InputInteractionContext:Performed()
- UnityEngine.InputSystem.InputActionState:ProcessInteractions(TriggerState&, Int32, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- disabling pause menu
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- PauseController:OnDisable()
- GameManager:Pause()
- PauseController:Back(CallbackContext)
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfInteraction(InputActionPhase, TriggerState&, InputActionPhase, InputActionPhase, Boolean)
- UnityEngine.InputSystem.InputInteractionContext:Performed()
- UnityEngine.InputSystem.InputActionState:ProcessInteractions(TriggerState&, Int32, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- saving player prefs
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- PauseController:OnDisable()
- GameManager:Pause()
- PauseController:Back(CallbackContext)
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfInteraction(InputActionPhase, TriggerState&, InputActionPhase, InputActionPhase, Boolean)
- UnityEngine.InputSystem.InputInteractionContext:Performed()
- UnityEngine.InputSystem.InputActionState:ProcessInteractions(TriggerState&, Int32, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_06to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- disabling pause menu
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- PauseController:OnDisable()
- GameManager:Pause()
- PlayerAircraft:OnPause(CallbackContext)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent`1:Invoke(T0)
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfInteraction(InputActionPhase, TriggerState&, InputActionPhase, InputActionPhase, Boolean)
- UnityEngine.InputSystem.InputInteractionContext:Performed()
- UnityEngine.InputSystem.InputActionState:ProcessInteractions(TriggerState&, Int32, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- saving player prefs
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- PauseController:OnDisable()
- GameManager:Pause()
- PlayerAircraft:OnPause(CallbackContext)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent`1:Invoke(T0)
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfInteraction(InputActionPhase, TriggerState&, InputActionPhase, InputActionPhase, Boolean)
- UnityEngine.InputSystem.InputInteractionContext:Performed()
- UnityEngine.InputSystem.InputActionState:ProcessInteractions(TriggerState&, Int32, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_06
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- disabling pause menu
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- PauseController:OnDisable()
- GameManager:Pause()
- PlayerAircraft:OnPause(CallbackContext)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent`1:Invoke(T0)
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfInteraction(InputActionPhase, TriggerState&, InputActionPhase, InputActionPhase, Boolean)
- UnityEngine.InputSystem.InputInteractionContext:Performed()
- UnityEngine.InputSystem.InputActionState:ProcessInteractions(TriggerState&, Int32, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- saving player prefs
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- PauseController:OnDisable()
- GameManager:Pause()
- PlayerAircraft:OnPause(CallbackContext)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent`1:Invoke(T0)
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfInteraction(InputActionPhase, TriggerState&, InputActionPhase, InputActionPhase, Boolean)
- UnityEngine.InputSystem.InputInteractionContext:Performed()
- UnityEngine.InputSystem.InputActionState:ProcessInteractions(TriggerState&, Int32, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- triggering Location Callout (UnityEngine.GameObject) on player
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- MissionTrigger:OnTriggerEnter(Collider)
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_161to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_161
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- no target
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:ChangeTarget()
- WeaponController:TrySwitchWeapon()
- WeaponController:OnSelectWeapon2(CallbackContext)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent`1:Invoke(T0)
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- triggering Engage Oil Facility (UnityEngine.GameObject) on player
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- MissionTrigger:OnTriggerEnter(Collider)
- invoking ult event
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- UltEvents.UltEventHolder:Invoke()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- moving formation untracked Enemy Formation (2) (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- FormationController:MoveUnitIfUntracked(Transform)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent:Invoke()
- OperationController:SetOperation(OperationStatus)
- System.Reflection.RuntimeMethodInfo:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
- System.Reflection.MethodBase:Invoke(Object, Object[])
- UltEvents.PersistentCall:Invoke()
- UltEvents.UltEventBase:InvokePersistentCalls()
- UltEvents.UltEventHolder:Invoke()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- moving formation untracked Enemy Formation (3) (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- FormationController:MoveUnitIfUntracked(Transform)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent:Invoke()
- OperationController:SetOperation(OperationStatus)
- System.Reflection.RuntimeMethodInfo:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
- System.Reflection.MethodBase:Invoke(Object, Object[])
- UltEvents.PersistentCall:Invoke()
- UltEvents.UltEventBase:InvokePersistentCalls()
- UltEvents.UltEventHolder:Invoke()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- set operation Operation 3 (UnityEngine.GameObject) in progress
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationController:SetOperation(OperationStatus)
- System.Reflection.RuntimeMethodInfo:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
- System.Reflection.MethodBase:Invoke(Object, Object[])
- UltEvents.PersistentCall:Invoke()
- UltEvents.UltEventBase:InvokePersistentCalls()
- UltEvents.UltEventHolder:Invoke()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_162to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_162
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_07to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_07
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- set operation Operation 1 (UnityEngine.GameObject) in progress
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationController:SetOperation(OperationStatus)
- <StartOperationDelayed>d__48:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_08to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- moving unit while untracked Landing Force (UnityEngine.GameObject) to Landing Waypoint (UnityEngine.Transform), target transform is Landing Waypoint (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:MoveUnitIfUntracked(Transform)
- VehicleMoveState:Execute()
- Landing Force (UnityEngine.GameObject) is stopping
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:MoveUnitIfUntracked(Transform)
- VehicleMoveState:Execute()
- checking tag
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- MissionTrigger:OnTriggerEnter(Collider)
- invoking event
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- MissionTrigger:OnTriggerEnter(Collider)
- increasing stage
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- enabling operation unit Dust Eater 1
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:SetActive(Boolean)
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- enabling operation unit Dust Eater 2
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:SetActive(Boolean)
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- enabling operation unit Enemy Tank Squad 1A1
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:SetActive(Boolean)
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- enabling operation unit Enemy Tank Squad 2A1
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:SetActive(Boolean)
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- enabling operation unit MLRS 1
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:SetActive(Boolean)
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- enabling operation unit MLRS 2
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:SetActive(Boolean)
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- Enemy Tank Squad 1A1 attempting to attack new unit
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:AttackUnit(VehicleUnit)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent:Invoke()
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- changing targets
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:AttackUnit(VehicleUnit)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent:Invoke()
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- Enemy Tank Squad 2A1 attempting to attack new unit
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:AttackUnit(VehicleUnit)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent:Invoke()
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- changing targets
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:AttackUnit(VehicleUnit)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent:Invoke()
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- MLRS 1 attempting to attack new unit
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:AttackUnit(VehicleUnit)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent:Invoke()
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- changing targets
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:AttackUnit(VehicleUnit)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent:Invoke()
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- MLRS 2 attempting to attack new unit
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:AttackUnit(VehicleUnit)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent:Invoke()
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- changing targets
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:AttackUnit(VehicleUnit)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent:Invoke()
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- invoking ult event
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- UltEvents.UltEventHolder:Invoke()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- moving unit while untracked Dust Eater 1 (UnityEngine.GameObject) to Event Trigger 1A (UnityEngine.Transform), target transform is Event Trigger 1A (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:MoveUnitIfUntracked(Transform)
- VehicleStateMachine:Start()
- Dust Eater 1 (UnityEngine.GameObject) is stopping
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:MoveUnitIfUntracked(Transform)
- VehicleStateMachine:Start()
- changing targets
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:Start()
- moving unit while untracked Dust Eater 2 (UnityEngine.GameObject) to Event Trigger 2A (UnityEngine.Transform), target transform is Event Trigger 2A (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:MoveUnitIfUntracked(Transform)
- VehicleStateMachine:Start()
- Dust Eater 2 (UnityEngine.GameObject) is stopping
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:MoveUnitIfUntracked(Transform)
- VehicleStateMachine:Start()
- changing targets
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:Start()
- changing targets
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:Start()
- changing targets
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:Start()
- changing targets
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:Start()
- changing targets
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:Start()
- checking tag
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- MissionTrigger:OnTriggerEnter(Collider)
- invoking event
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- MissionTrigger:OnTriggerEnter(Collider)
- invoking ult event
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- UltEvents.UltEventHolder:Invoke()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionTrigger:OnTriggerEnter(Collider)
- checking tag
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- MissionTrigger:OnTriggerEnter(Collider)
- invoking event
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- MissionTrigger:OnTriggerEnter(Collider)
- disabling Dust Eater 1 (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnDisable()
- GameManager:CheckTargetActive()
- GameManager:Update()
- disabling Dust Eater 2 (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnDisable()
- GameManager:CheckTargetActive()
- GameManager:Update()
- disabling Enemy Tank Squad 1A1 (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnDisable()
- GameManager:CheckTargetActive()
- GameManager:Update()
- disabling Enemy Tank Squad 2A1 (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnDisable()
- GameManager:CheckTargetActive()
- GameManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_08
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- destroying with effect
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- DestroyEffect:SwapToDamagedMesh()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationController:DestroyImportantObject(Boolean)
- OperationController:Update()
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_183to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_183
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_153to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- NullReferenceException: Object reference not set to an instance of an object.
- at UnityEngine.RectTransform.get_anchoredPosition () [0x00000] in <00000000000000000000000000000000>:0
- at GunCrosshair.Update () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at UnityEngine.RectTransform.get_anchoredPosition () [0x00000] in <00000000000000000000000000000000>:0
- at GunCrosshair.Update () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at UnityEngine.RectTransform.get_anchoredPosition () [0x00000] in <00000000000000000000000000000000>:0
- at GunCrosshair.Update () [0x00000] in <00000000000000000000000000000000>:0
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_153
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- enabling operation unit Enemy Formation (1)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:SetActive(Boolean)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent:Invoke()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- CombatAircraftAI:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- AircraftAI:OnDamage(Single, Int32, Boolean)
- Bullet:OnTriggerEnter(Collider)
- selecting weapon 1
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- WeaponController:OnSelectWeapon1(CallbackContext)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent`1:Invoke(T0)
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_186to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_186
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- bark is invalid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_154to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_154
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- no character line found!
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VoiceInfo:AddBark(String, Boolean)
- ScriptManager:AddNPCMissBark(Boolean)
- EnemyMissile:RotateMissile()
- Missile:FixedUpdate()
- no character line found!
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VoiceInfo:AddBark(String, Boolean)
- ScriptManager:AddNPCMissBark(Boolean)
- EnemyMissile:RotateMissile()
- Missile:FixedUpdate()
- destroying with effect
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- DestroyEffect:SwapToDamagedMesh()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationController:DestroyImportantObject(Boolean)
- OperationController:Update()
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_155to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_155
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_160to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_160
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- bark is invalid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_156to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_12to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_12
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- alt script C6_156 is valid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- playing alt audio in background
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:PlayAltAudio()
- ScriptManager:<LoadAltScript>b__92_0(AsyncOperationHandle`1)
- DelegateList`1:Invoke(T)
- UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean)
- UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:ProviderCompleted(T, Boolean, Exception)
- UnityEngine.ResourceManagement.ResourceProviders.InternalOp:ActionComplete(AsyncOperation)
- UnityEngine.AsyncOperation:InvokeCompletionEvent()
- aircraft collided with ground!
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- AircraftAI:OnCollisionEnter(Collision)
- UnityEngine.Physics:ReportContacts(ReadOnly)
- UnityEngine.Physics:OnSceneContact(PhysicsScene, IntPtr, Int32)
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_18to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_18
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_20to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_20
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- aircraft collided with ground!
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- AircraftAI:OnCollisionEnter(Collision)
- UnityEngine.Physics:ReportContacts(ReadOnly)
- UnityEngine.Physics:OnSceneContact(PhysicsScene, IntPtr, Int32)
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_21to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_21
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_22to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_22
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_24to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_24
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding AW_B_GM_1to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script AW_B_GM_1 is valid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- hiding alt script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideAltScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_188to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_188
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- bark is invalid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding GN_E3_L2to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script GN_E3_L2 is valid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- hiding alt script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideAltScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding AW_B_LK_8to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script AW_B_LK_8 is valid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- hiding alt script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideAltScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding AW_B_TH_4to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script AW_B_TH_4 is valid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- adding alt script C6_195
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:AddScriptAtFront(String)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent:Invoke()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- CombatAircraftAI:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- AircraftAI:OnDamage(Single, Int32, Boolean)
- Bullet:OnTriggerEnter(Collider)
- hiding alt script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideAltScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_195to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script C6_195 is valid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- hiding alt script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideAltScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding AW_B_MS_4to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script AW_B_MS_4 is valid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- hiding alt script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideAltScript()
- destroying with effect
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- DestroyEffect:SwapToDamagedMesh()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationController:DestroyImportantObject(Boolean)
- OperationController:Update()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding C6_158to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script C6_158 is valid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- hiding alt script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideAltScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding AW_B_LK_8to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script AW_B_LK_8 is valid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- hiding alt script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideAltScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding AW_B_GR_4to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script AW_B_GR_4 is valid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- hiding alt script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideAltScript()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding AW_B_TH_4to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script AW_B_TH_4 is valid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- hiding alt script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideAltScript()
- destroying with effect
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- DestroyEffect:SwapToDamagedMesh()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationController:DestroyImportantObject(Boolean)
- OperationController:Update()
- aircraft collided with ground!
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- AircraftAI:OnCollisionEnter(Collision)
- UnityEngine.Physics:ReportContacts(ReadOnly)
- UnityEngine.Physics:OnSceneContact(PhysicsScene, IntPtr, Int32)
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding AW_B_GR_5to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script AW_B_GR_5 is valid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- hiding alt script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideAltScript()
- confirming pause menu selection
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- PauseController:Confirm(CallbackContext)
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- disabling pause menu
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- PauseController:OnDisable()
- GameManager:QuitMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- saving player prefs
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- PauseController:OnDisable()
- GameManager:QuitMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- setting controller Operation 1
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:QuitMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- Landing Force (UnityEngine.GameObject) receiving operation fail event
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:QuitMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- disabling Landing Force (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnDisable()
- VehicleUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:QuitMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- disabling AA and Non Critical (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:QuitMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- disabling Allied Destroyer Fleet (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- TurretSystem:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:QuitMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- disabling Missile Turrets (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- TurretSystem:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:QuitMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- Dust Eater 1 (UnityEngine.GameObject) receiving operation fail event
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:QuitMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- Dust Eater 2 (UnityEngine.GameObject) receiving operation fail event
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:QuitMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- Enemy Tank Squad 1A1 (UnityEngine.GameObject) receiving operation fail event
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:QuitMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- Enemy Tank Squad 2A1 (UnityEngine.GameObject) receiving operation fail event
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:QuitMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- disabling MLRS 1 (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:QuitMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- disabling MLRS 2 (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:QuitMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- setting controller Operation 2
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:QuitMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- disabling AA (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:QuitMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- Enemy Tank Squad (UnityEngine.GameObject) receiving operation fail event
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:QuitMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- Ogre (UnityEngine.GameObject) receiving operation fail event
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:QuitMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- setting controller Operation 3
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:QuitMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- disabling Oil Facility (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:QuitMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- disabling Containers (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:QuitMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- disabling Headquarters (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:QuitMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- Allied Naval Unit (UnityEngine.GameObject) receiving operation fail event
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:QuitMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- disabling Allied Naval Unit (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnDisable()
- VehicleUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:QuitMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- disabling Sheds (1) (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:QuitMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- disabling Sheds (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:QuitMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- disabling Primary Armament (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- TurretSystem:OnOperationFail()
- OperationController:SetOperation(OperationStatus)
- CheckpointController:WriteToJSON()
- MissionManager:ResetCheckpoint()
- GameManager:QuitMission()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, TValue, String, Object)
- UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&, Boolean)
- UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
- UnityEngine.InputSystem.InputActionState:ProcessDefaultInteraction(TriggerState&, Int32)
- UnityEngine.InputSystem.InputActionState:ProcessControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
- UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
- UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
- UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
- UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
- UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
- Unloading 3 Unused Serialized files (Serialized files now loaded: 8)
- restoring tree data
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- TreeManager:OnDestroy()
- disabling Enemy Formation (1) (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- disabling Enemy Formation (2) (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- disabling Enemy Formation (3) (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- disabling Enemy Formation (5) (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- disabling Allied Formation (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- disabling Mako (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- disabling Iris (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- disabling Enemy Formation (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- disabling Enemy Formation (1) (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- disable vfx offset
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- destroying
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- disabling Goblin (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- disabling Enemy Formation (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- NullReferenceException: Object reference not set to an instance of an object.
- at AAGun.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0
- [PhysX] Initialized MultithreadedTaskDispatcher with 16 workers.
- UnloadTime: 21.394300 ms
- Unloading 728 unused Assets / (401.5 MB). Loaded Objects now: 6408.
- Memory consumption went from 0.92 GB to 0.53 GB.
- Total: 50.852800 ms (FindLiveObjects: 0.354400 ms CreateObjectMapping: 0.115900 ms MarkObjects: 29.676200 ms DeleteObjects: 20.705800 ms)
- Joystick disconnected ("Controller (XBOX 360 For Windows)").
- Joystick reconnected ("Controller (XBOX 360 For Windows)").
- Input System module state changed to: ShutdownInProgress.
- Input System polling thread stopped.
- Input System polling thread exited.
- Input System module state changed to: Shutdown.
- PlayerConnection::CleanupMemory Statistics:
- [ALLOC_TEMP_TLS] TLS Allocator
- StackAllocators :
- [ALLOC_TEMP_MAIN]
- Peak usage frame count: [4.0 KB-8.0 KB]: 6744 frames, [8.0 KB-16.0 KB]: 1215 frames, [16.0 KB-32.0 KB]: 1 frames, [32.0 KB-64.0 KB]: 19251 frames, [64.0 KB-128.0 KB]: 20449 frames, [128.0 KB-256.0 KB]: 184 frames, [256.0 KB-0.5 MB]: 25 frames, [0.5 MB-1.0 MB]: 4 frames, [1.0 MB-2.0 MB]: 6 frames, [2.0 MB-4.0 MB]: 1 frames, [4.0 MB-8.0 MB]: 2 frames
- Initial Block Size 4.0 MB
- Current Block Size 4.8 MB
- Peak Allocated Bytes 4.2 MB
- Overflow Count 0
- [ALLOC_TEMP_Background Job.Worker 8]
- Initial Block Size 32.0 KB
- Current Block Size 32.0 KB
- Peak Allocated Bytes 54 B
- Overflow Count 0
- [ALLOC_TEMP_Job.Worker 4]
- Initial Block Size 256.0 KB
- Current Block Size 256.0 KB
- Peak Allocated Bytes 131.5 KB
- Overflow Count 0
- [ALLOC_TEMP_AUDIO_FMOD mixer thread]
- Initial Block Size 64.0 KB
- Current Block Size 64.0 KB
- Peak Allocated Bytes 54 B
- Overflow Count 0
- [ALLOC_TEMP_]
- Initial Block Size 64.0 KB
- Current Block Size 64.0 KB
- Peak Allocated Bytes 0 B
- Overflow Count 0
- [ALLOC_TEMP_Background Job.Worker 11]
- Initial Block Size 32.0 KB
- Current Block Size 32.0 KB
- Peak Allocated Bytes 54 B
- Overflow Count 0
- [ALLOC_TEMP_Background Job.Worker 3]
- Initial Block Size 32.0 KB
- Current Block Size 32.0 KB
- Peak Allocated Bytes 54 B
- Overflow Count 0
- [ALLOC_TEMP_BatchDeleteObjects]
- Initial Block Size 64.0 KB
- Current Block Size 64.0 KB
- Peak Allocated Bytes 54 B
- Overflow Count 0
- [ALLOC_TEMP_Job.Worker 13]
- Initial Block Size 256.0 KB
- Current Block Size 256.0 KB
- Peak Allocated Bytes 38.8 KB
- Overflow Count 0
- [ALLOC_TEMP_Background Job.Worker 2]
- Initial Block Size 32.0 KB
- Current Block Size 32.0 KB
- Peak Allocated Bytes 54 B
- Overflow Count 0
- [ALLOC_TEMP_Job.Worker 10]
- Initial Block Size 256.0 KB
- Current Block Size 256.0 KB
- Peak Allocated Bytes 38.8 KB
- Overflow Count 0
- [ALLOC_TEMP_Job.Worker 12]
- Initial Block Size 256.0 KB
- Current Block Size 256.0 KB
- Peak Allocated Bytes 38.8 KB
- Overflow Count 0
- [ALLOC_TEMP_Loading.PreloadManager]
- Initial Block Size 256.0 KB
- Current Block Size 0.5 MB
- Peak Allocated Bytes 410.2 KB
- Overflow Count 71127
- [ALLOC_TEMP_Profiler.Dispatcher]
- Initial Block Size 64.0 KB
- Current Block Size 64.0 KB
- Peak Allocated Bytes 456 B
- Overflow Count 0
- [ALLOC_TEMP_Job.Worker 14]
- Initial Block Size 256.0 KB
- Current Block Size 256.0 KB
- Peak Allocated Bytes 38.8 KB
- Overflow Count 0
- [ALLOC_TEMP_Job.Worker 3]
- Initial Block Size 256.0 KB
- Current Block Size 256.0 KB
- Peak Allocated Bytes 103.5 KB
- Overflow Count 0
- [ALLOC_TEMP_Background Job.Worker 5]
- Initial Block Size 32.0 KB
- Current Block Size 32.0 KB
- Peak Allocated Bytes 54 B
- Overflow Count 0
- [ALLOC_TEMP_Background Job.Worker 13]
- Initial Block Size 32.0 KB
- Current Block Size 32.0 KB
- Peak Allocated Bytes 54 B
- Overflow Count 0
- [ALLOC_TEMP_Job.Worker 2]
- Initial Block Size 256.0 KB
- Current Block Size 256.0 KB
- Peak Allocated Bytes 138.3 KB
- Overflow Count 0
- [ALLOC_TEMP_HIDInput]
- Initial Block Size 64.0 KB
- Current Block Size 64.0 KB
- Peak Allocated Bytes 11.8 KB
- Overflow Count 0
- [ALLOC_TEMP_Job.Worker 11]
- Initial Block Size 256.0 KB
- Current Block Size 256.0 KB
- Peak Allocated Bytes 38.8 KB
- Overflow Count 0
- [ALLOC_TEMP_Job.Worker 0]
- Initial Block Size 256.0 KB
- Current Block Size 256.0 KB
- Peak Allocated Bytes 38.8 KB
- Overflow Count 0
- [ALLOC_TEMP_Job.Worker 5]
- Initial Block Size 256.0 KB
- Current Block Size 256.0 KB
- Peak Allocated Bytes 108.8 KB
- Overflow Count 0
- [ALLOC_TEMP_Job.Worker 6]
- Initial Block Size 256.0 KB
- Current Block Size 256.0 KB
- Peak Allocated Bytes 95.2 KB
- Overflow Count 0
- [ALLOC_TEMP_EnlightenWorker] x 16
- Initial Block Size 64.0 KB
- Current Block Size 64.0 KB
- Peak Allocated Bytes 54 B
- Overflow Count 0
- [ALLOC_TEMP_Job.Worker 9]
- Initial Block Size 256.0 KB
- Current Block Size 256.0 KB
- Peak Allocated Bytes 38.8 KB
- Overflow Count 0
- [ALLOC_TEMP_Background Job.Worker 9]
- Initial Block Size 32.0 KB
- Current Block Size 32.0 KB
- Peak Allocated Bytes 54 B
- Overflow Count 0
- [ALLOC_TEMP_Loading.AsyncRead]
- Initial Block Size 64.0 KB
- Current Block Size 64.0 KB
- Peak Allocated Bytes 268 B
- Overflow Count 0
- [ALLOC_TEMP_Background Job.Worker 10]
- Initial Block Size 32.0 KB
- Current Block Size 32.0 KB
- Peak Allocated Bytes 54 B
- Overflow Count 0
- [ALLOC_TEMP_Background Job.Worker 6]
- Initial Block Size 32.0 KB
- Current Block Size 32.0 KB
- Peak Allocated Bytes 54 B
- Overflow Count 0
- [ALLOC_TEMP_AUDIO_FMOD (WASAPI) feeder thread]
- Initial Block Size 64.0 KB
- Current Block Size 64.0 KB
- Peak Allocated Bytes 168 B
- Overflow Count 0
- [ALLOC_TEMP_Background Job.Worker 1]
- Initial Block Size 32.0 KB
- Current Block Size 56.0 KB
- Peak Allocated Bytes 52.3 KB
- Overflow Count 0
- [ALLOC_TEMP_AUDIO_FMOD stream thread]
- Initial Block Size 64.0 KB
- Current Block Size 64.0 KB
- Peak Allocated Bytes 54 B
- Overflow Count 0
- [ALLOC_TEMP_Background Job.Worker 15]
- Initial Block Size 32.0 KB
- Current Block Size 32.0 KB
- Peak Allocated Bytes 54 B
- Overflow Count 0
- [ALLOC_TEMP_Background Job.Worker 7]
- Initial Block Size 32.0 KB
- Current Block Size 32.0 KB
- Peak Allocated Bytes 54 B
- Overflow Count 0
- [ALLOC_TEMP_Job.Worker 8]
- Initial Block Size 256.0 KB
- Current Block Size 256.0 KB
- Peak Allocated Bytes 49.3 KB
- Overflow Count 0
- [ALLOC_TEMP_Job.Worker 1]
- Initial Block Size 256.0 KB
- Current Block Size 256.0 KB
- Peak Allocated Bytes 38.8 KB
- Overflow Count 0
- [ALLOC_TEMP_Background Job.Worker 12]
- Initial Block Size 32.0 KB
- Current Block Size 32.0 KB
- Peak Allocated Bytes 54 B
- Overflow Count 0
- [ALLOC_TEMP_AssetGarbageCollectorHelper] x 15
- Initial Block Size 64.0 KB
- Current Block Size 64.0 KB
- Peak Allocated Bytes 138 B
- Overflow Count 0
- [ALLOC_TEMP_Background Job.Worker 0]
- Initial Block Size 32.0 KB
- Current Block Size 32.0 KB
- Peak Allocated Bytes 54 B
- Overflow Count 0
- [ALLOC_TEMP_Background Job.Worker 4]
- Initial Block Size 32.0 KB
- Current Block Size 32.0 KB
- Peak Allocated Bytes 54 B
- Overflow Count 0
- [ALLOC_TEMP_Background Job.Worker 14]
- Initial Block Size 32.0 KB
- Current Block Size 32.0 KB
- Peak Allocated Bytes 54 B
- Overflow Count 0
- [ALLOC_TEMP_UnityGfxDeviceWorker]
- Initial Block Size 256.0 KB
- Current Block Size 460.0 KB
- Peak Allocated Bytes 457.4 KB
- Overflow Count 0
- [ALLOC_TEMP_Job.Worker 7]
- Initial Block Size 256.0 KB
- Current Block Size 256.0 KB
- Peak Allocated Bytes 38.8 KB
- Overflow Count 0
- [ALLOC_MEMORYPROFILER]
- Peak usage frame count: [128.0 KB-256.0 KB]: 5768 frames, [256.0 KB-0.5 MB]: 2038 frames, [0.5 MB-1.0 MB]: 1 frames, [1.0 MB-2.0 MB]: 109 frames, [2.0 MB-4.0 MB]: 39966 frames
- Requested Block Size 1.0 MB
- Peak Block count 3
- Peak Allocated memory 3.9 MB
- Peak Large allocation bytes 1.1 MB
- [ALLOC_DEFAULT] Dual Thread Allocator
- Peak main deferred allocation count 14403
- [ALLOC_BUCKET]
- Large Block size 4.0 MB
- Used Block count 1
- Peak Allocated bytes 2.2 MB
- Failed Allocations. Bucket layout:
- 16B: 36 Subsections = 12288 buckets. Failed count: 12075149
- 32B: 28 Subsections = 7168 buckets. Failed count: 5302505
- 48B: 42 Subsections = 8601 buckets. Failed count: 8091068
- 64B: 38 Subsections = 6485 buckets. Failed count: 204770
- 80B: 51 Subsections = 7460 buckets. Failed count: 207778
- 96B: 11 Subsections = 1408 buckets. Failed count: 1663808
- 112B: 43 Subsections = 4892 buckets. Failed count: 60116
- 128B: 7 Subsections = 716 buckets. Failed count: 31205
- [ALLOC_DEFAULT_MAIN]
- Peak usage frame count: [32.0 MB-64.0 MB]: 2026 frames, [64.0 MB-128.0 MB]: 5850 frames, [128.0 MB-256.0 MB]: 37323 frames, [256.0 MB-0.50 GB]: 2683 frames
- Requested Block Size 16.0 MB
- Peak Block count 16
- Peak Allocated memory 393.1 MB
- Peak Large allocation bytes 148.1 MB
- [ALLOC_DEFAULT_THREAD]
- Peak usage frame count: [8.0 MB-16.0 MB]: 3203 frames, [16.0 MB-32.0 MB]: 588 frames, [32.0 MB-64.0 MB]: 1250 frames, [64.0 MB-128.0 MB]: 5485 frames, [128.0 MB-256.0 MB]: 37338 frames, [256.0 MB-0.50 GB]: 18 frames
- Requested Block Size 16.0 MB
- Peak Block count 5
- Peak Allocated memory 281.8 MB
- Peak Large allocation bytes 213.6 MB
- [ALLOC_TEMP_JOB_1_FRAME]
- Initial Block Size 2.0 MB
- Used Block Count 0
- Overflow Count (too large) 0
- Overflow Count (full) 0
- [ALLOC_TEMP_JOB_2_FRAMES]
- Initial Block Size 2.0 MB
- Used Block Count 0
- Overflow Count (too large) 0
- Overflow Count (full) 0
- [ALLOC_TEMP_JOB_4_FRAMES (JobTemp)]
- Initial Block Size 2.0 MB
- Used Block Count 1
- Overflow Count (too large) 0
- Overflow Count (full) 0
- [ALLOC_TEMP_JOB_ASYNC (Background)]
- Initial Block Size 1.0 MB
- Used Block Count 1
- Overflow Count (too large) 18
- Overflow Count (full) 0
- [ALLOC_GFX] Dual Thread Allocator
- Peak main deferred allocation count 32
- [ALLOC_BUCKET]
- Large Block size 4.0 MB
- Used Block count 1
- Peak Allocated bytes 2.2 MB
- Failed Allocations. Bucket layout:
- 16B: 36 Subsections = 12288 buckets. Failed count: 12075149
- 32B: 28 Subsections = 7168 buckets. Failed count: 5302505
- 48B: 42 Subsections = 8601 buckets. Failed count: 8091068
- 64B: 38 Subsections = 6485 buckets. Failed count: 204770
- 80B: 51 Subsections = 7460 buckets. Failed count: 207778
- 96B: 11 Subsections = 1408 buckets. Failed count: 1663808
- 112B: 43 Subsections = 4892 buckets. Failed count: 60116
- 128B: 7 Subsections = 716 buckets. Failed count: 31205
- [ALLOC_GFX_MAIN]
- Peak usage frame count: [64.0 KB-128.0 KB]: 583 frames, [0.5 MB-1.0 MB]: 3316 frames, [1.0 MB-2.0 MB]: 3894 frames, [2.0 MB-4.0 MB]: 122 frames, [4.0 MB-8.0 MB]: 2611 frames, [8.0 MB-16.0 MB]: 37354 frames, [16.0 MB-32.0 MB]: 2 frames
- Requested Block Size 16.0 MB
- Peak Block count 1
- Peak Allocated memory 18.3 MB
- Peak Large allocation bytes 8.0 MB
- [ALLOC_GFX_THREAD]
- Peak usage frame count: [8.0 KB-16.0 KB]: 83 frames, [16.0 KB-32.0 KB]: 3700 frames, [32.0 KB-64.0 KB]: 3 frames, [64.0 KB-128.0 KB]: 2439 frames, [256.0 KB-0.5 MB]: 301 frames, [1.0 MB-2.0 MB]: 1 frames, [2.0 MB-4.0 MB]: 24 frames, [16.0 MB-32.0 MB]: 1222 frames, [32.0 MB-64.0 MB]: 1 frames, [64.0 MB-128.0 MB]: 1 frames, [128.0 MB-256.0 MB]: 2687 frames, [256.0 MB-0.50 GB]: 37420 frames
- Requested Block Size 16.0 MB
- Peak Block count 3
- Peak Allocated memory 299.7 MB
- Peak Large allocation bytes 256.0 MB
- [ALLOC_CACHEOBJECTS] Dual Thread Allocator
- Peak main deferred allocation count 172
- [ALLOC_BUCKET]
- Large Block size 4.0 MB
- Used Block count 1
- Peak Allocated bytes 2.2 MB
- Failed Allocations. Bucket layout:
- 16B: 36 Subsections = 12288 buckets. Failed count: 12075149
- 32B: 28 Subsections = 7168 buckets. Failed count: 5302505
- 48B: 42 Subsections = 8601 buckets. Failed count: 8091068
- 64B: 38 Subsections = 6485 buckets. Failed count: 204770
- 80B: 51 Subsections = 7460 buckets. Failed count: 207778
- 96B: 11 Subsections = 1408 buckets. Failed count: 1663808
- 112B: 43 Subsections = 4892 buckets. Failed count: 60116
- 128B: 7 Subsections = 716 buckets. Failed count: 31205
- [ALLOC_CACHEOBJECTS_MAIN]
- Peak usage frame count: [64.0 MB-128.0 MB]: 583 frames, [128.0 MB-256.0 MB]: 47299 frames
- Requested Block Size 4.0 MB
- Peak Block count 39
- Peak Allocated memory 148.5 MB
- Peak Large allocation bytes 69.2 MB
- [ALLOC_CACHEOBJECTS_THREAD]
- Peak usage frame count: [0.5 MB-1.0 MB]: 582 frames, [16.0 MB-32.0 MB]: 3200 frames, [32.0 MB-64.0 MB]: 3 frames, [64.0 MB-128.0 MB]: 44010 frames, [128.0 MB-256.0 MB]: 87 frames
- Requested Block Size 4.0 MB
- Peak Block count 32
- Peak Allocated memory 165.2 MB
- Peak Large allocation bytes 68.9 MB
- [ALLOC_TYPETREE] Dual Thread Allocator
- Peak main deferred allocation count 1
- [ALLOC_BUCKET]
- Large Block size 4.0 MB
- Used Block count 1
- Peak Allocated bytes 2.2 MB
- Failed Allocations. Bucket layout:
- 16B: 36 Subsections = 12288 buckets. Failed count: 12075149
- 32B: 28 Subsections = 7168 buckets. Failed count: 5302505
- 48B: 42 Subsections = 8601 buckets. Failed count: 8091068
- 64B: 38 Subsections = 6485 buckets. Failed count: 204770
- 80B: 51 Subsections = 7460 buckets. Failed count: 207778
- 96B: 11 Subsections = 1408 buckets. Failed count: 1663808
- 112B: 43 Subsections = 4892 buckets. Failed count: 60116
- 128B: 7 Subsections = 716 buckets. Failed count: 31205
- [ALLOC_TYPETREE_MAIN]
- Peak usage frame count: [32.0 KB-64.0 KB]: 47882 frames
- Requested Block Size 2.0 MB
- Peak Block count 1
- Peak Allocated memory 58.3 KB
- Peak Large allocation bytes 0 B
- [ALLOC_TYPETREE_THREAD]
- Peak usage frame count: [8.0 KB-16.0 KB]: 583 frames, [32.0 KB-64.0 KB]: 7225 frames, [64.0 KB-128.0 KB]: 40074 frames
- Requested Block Size 2.0 MB
- Peak Block count 1
- Peak Allocated memory 125.2 KB
- Peak Large allocation bytes 0 B
- [ALLOC_PROFILER]
- Peak usage frame count: [0.5 MB-1.0 MB]: 47881 frames, [32.0 MB-64.0 MB]: 1 frames
- Requested Block Size 16.0 MB
- Peak Block count 3
- Peak Allocated memory 33.3 MB
- Peak Large allocation bytes 0 B
- [ALLOC_PROFILER_BUCKET]
- Large Block size 4.0 MB
- Used Block count 1
- Peak Allocated bytes 66.0 KB
- ##utp:{"type":"MemoryLeaks","version":2,"phase":"Immediate","time":1776268742710,"processId":7240,"allocatedMemory":2482982,"memoryLabels":[{"Default":16608},{"NewDelete":11804},{"Manager":16168},{"VFX":-88},{"GfxDevice":72},{"Animation":10864},{"Serialization":545100},{"JobScheduler":149288},{"ScriptingNativeRuntime":1556856},{"Renderer":119204},{"File":1256},{"String":2810},{"DynamicArray":5964},{"HashMap":2304},{"PoolAlloc":112},{"VR":1784},{"SceneLoad":288},{"NativeArray":41956},{"Subsystems":96},{"EditorGui":408},{"CoreBusinessMetrics":128}]}
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