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- Found 1 interfaces on host : 0) 192.168.12.249
- Player connection [8920] Target information:
- Player connection [8920] * "[IP] 192.168.12.249 [Port] 55000 [Flags] 2 [Guid] 3480403512 [EditorId] 2705879312 [Version] 1048832 [Id] WindowsPlayer(2,DESKTOP-66IQ7KN) [Debug] 0 [PackageName] WindowsPlayer [ProjectName] At Skies Edge"
- Player connection [8920] Started UDP target info broadcast (1) on [225.0.0.222:54997].
- Input System module state changed to: Initialized.
- [PhysX] Initialized MultithreadedTaskDispatcher with 12 workers.
- Initialize engine version: 2022.3.62f3 (96770f904ca7)
- [Subsystems] Discovering subsystems at path C:/Users/Rober/Documents/My Games/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: NVIDIA GeForce GTX 1650 (ID=0x1f82)
- Vendor: NVIDIA
- VRAM: 3935 MB
- Driver: 32.0.15.9597
- <RI> Initializing input.
- Using Windows.Gaming.Input
- <RI> Input initialized.
- <RI> Initialized touch support.
- Input System polling thread started.
- The referenced script on this Behaviour (Game Object 'Main Camera') is missing!
- [PhysX] Initialized MultithreadedTaskDispatcher with 12 workers.
- UnloadTime: 0.765000 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 12 workers.
- UnloadTime: 1.447800 ms
- Unloading 78 unused Assets / (16.7 MB). Loaded Objects now: 4105.
- Memory consumption went from 0.68 GB to 0.66 GB.
- Total: 2.940100 ms (FindLiveObjects: 0.276100 ms CreateObjectMapping: 0.148500 ms MarkObjects: 1.367700 ms DeleteObjects: 1.147500 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 12 workers.
- UnloadTime: 1.789700 ms
- Unloading 6 unused Assets / (11.1 KB). Loaded Objects now: 4106.
- Memory consumption went from 0.66 GB to 0.66 GB.
- Total: 1.303100 ms (FindLiveObjects: 0.186000 ms CreateObjectMapping: 0.110500 ms MarkObjects: 0.986700 ms DeleteObjects: 0.019500 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 12 workers.
- UnloadTime: 0.833800 ms
- Unloading 6 unused Assets / (264 B). Loaded Objects now: 4107.
- Memory consumption went from 0.66 GB to 0.66 GB.
- Total: 1.664500 ms (FindLiveObjects: 0.211400 ms CreateObjectMapping: 0.122400 ms MarkObjects: 1.308900 ms DeleteObjects: 0.021400 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 12 workers.
- UnloadTime: 0.893700 ms
- Unloading 6 unused Assets / (1.0 KB). Loaded Objects now: 4108.
- Memory consumption went from 0.66 GB to 0.66 GB.
- Total: 1.410800 ms (FindLiveObjects: 0.205700 ms CreateObjectMapping: 0.129000 ms MarkObjects: 1.060700 ms DeleteObjects: 0.015200 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 12 workers.
- UnloadTime: 0.840900 ms
- Unloading 6 unused Assets / (Unknown). Loaded Objects now: 4109.
- Memory consumption went from 0.66 GB to 0.66 GB.
- Total: 1.366000 ms (FindLiveObjects: 0.202500 ms CreateObjectMapping: 0.122100 ms MarkObjects: 1.024100 ms DeleteObjects: 0.017000 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 12 workers.
- UnloadTime: 0.861200 ms
- Unloading 6 unused Assets / (264 B). Loaded Objects now: 4110.
- Memory consumption went from 0.66 GB to 0.66 GB.
- Total: 1.382300 ms (FindLiveObjects: 0.189600 ms CreateObjectMapping: 0.114800 ms MarkObjects: 1.060700 ms DeleteObjects: 0.017000 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 12 workers.
- UnloadTime: 28.524700 ms
- Unloading 341 unused Assets / (205.0 MB). Loaded Objects now: 3751.
- Memory consumption went from 0.68 GB to 496.1 MB.
- Total: 17.523900 ms (FindLiveObjects: 0.209700 ms CreateObjectMapping: 0.112600 ms MarkObjects: 1.598800 ms DeleteObjects: 15.602700 ms)
- Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
- [PhysX] Initialized MultithreadedTaskDispatcher with 12 workers.
- UnloadTime: 0.641600 ms
- Unloading 51 unused Assets / (22.2 MB). Loaded Objects now: 9676.
- Memory consumption went from 353.6 MB to 331.4 MB.
- Total: 3.597100 ms (FindLiveObjects: 0.364700 ms CreateObjectMapping: 0.228500 ms MarkObjects: 1.780500 ms DeleteObjects: 1.223100 ms)
- loadouts
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- HangarController:UpdateLiveryOrMirror(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)
- loadouts
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- HangarController:UpdateLiveryOrMirror(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: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 12
- 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 14
- 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()
- 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)
- 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 12 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 HMPM with ID 14
- 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()
- Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
- [PhysX] Initialized MultithreadedTaskDispatcher with 12 workers.
- UnloadTime: 1.252000 ms
- Unloading 5965 unused Assets / (90.9 MB). Loaded Objects now: 3660.
- Memory consumption went from 331.9 MB to 241.0 MB.
- Total: 12.948000 ms (FindLiveObjects: 0.381400 ms CreateObjectMapping: 0.229500 ms MarkObjects: 1.255200 ms DeleteObjects: 11.081700 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 12 workers.
- UnloadTime: 0.489200 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()
- loading custom 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()
- 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()
- setting up tree data to restore on scene end
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- TreeManager:SetTreeData()
- TreeManager:OnEnable()
- CameraController:Start()
- (270.00, 270.00, 0.00)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- CockpitInstrumentController:Start()
- 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: 41245.
- Memory consumption went from 0.91 GB to 0.88 GB.
- Total: 15.614500 ms (FindLiveObjects: 3.455300 ms CreateObjectMapping: 0.819300 ms MarkObjects: 9.527900 ms DeleteObjects: 1.811600 ms)
- triggering Mission Intro Trigger (1) (UnityEngine.GameObject) on player
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- MissionTrigger:OnTriggerEnter(Collider)
- 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()
- 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 audio slider 3
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- PauseController:Navigate(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 audio slider 4
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- PauseController:Navigate(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 audio slider 5
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- PauseController:Navigate(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)
- confirming option 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)
- 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)
- saving player prefs
- 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)
- 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:Pause()
- 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:Pause()
- 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)
- 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()
- 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)
- 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()
- 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 4
- 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_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()
- 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()
- 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()
- starting operation
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationController:OnTriggerEnter(Collider)
- set operation Operation 1 (UnityEngine.GameObject) in progress
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationController:SetOperation(OperationStatus)
- OperationController: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_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()
- adding C6_08to 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_08
- 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_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()
- 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()
- 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)
- 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()
- changing targets
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:Start()
- 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()
- 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()
- 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)
- 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_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_LK_3to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script AW_B_LK_3 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_S3_L1to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script GN_S3_L1 is valid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- 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)
- hiding alt script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideAltScript()
- Dust Eater 1 (UnityEngine.GameObject) ready to idle
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleMoveState:Execute()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding AW_B_EM_1to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script AW_B_EM_1 is valid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- 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)
- 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 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 GN_E2_F1to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script GN_E2_F1 is valid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- Dust Eater 2 (UnityEngine.GameObject) ready to idle
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleMoveState:Execute()
- 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_0to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script AW_B_LK_0 is valid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- 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()
- firing at ground target
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- AttackState:FireGroundMissile()
- AIWeaponController:LaunchMissileImmediately(TargetObject)
- AIWeaponController:LaunchMissile()
- 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 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_TK_3to 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_27to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script AW_B_TK_3 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_27
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- receiving target destroyed notif
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- TurretSystem:OnTargetUnitDestroyed()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Missile:DamageTarget()
- Missile:OnCollisionEnter(Collision)
- UnityEngine.Physics:ReportContacts(ReadOnly)
- UnityEngine.Physics:OnSceneContact(PhysicsScene, IntPtr, Int32)
- receiving target destroyed notif
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:OnTargetUnitDestroyed()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Missile:DamageTarget()
- Missile:OnCollisionEnter(Collision)
- UnityEngine.Physics:ReportContacts(ReadOnly)
- UnityEngine.Physics:OnSceneContact(PhysicsScene, IntPtr, Int32)
- disabling Enemy Tank Squad 1A1 (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnDisable()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Missile:DamageTarget()
- Missile:OnCollisionEnter(Collision)
- UnityEngine.Physics:ReportContacts(ReadOnly)
- UnityEngine.Physics:OnSceneContact(PhysicsScene, IntPtr, Int32)
- 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_28to 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_28
- 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_29to 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_29
- 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_30to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- 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)
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_30
- 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_31to 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_31
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- receiving target destroyed notif
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- TurretSystem:OnTargetUnitDestroyed()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Bullet:OnTriggerEnter(Collider)
- receiving target destroyed notif
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:OnTargetUnitDestroyed()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Bullet:OnTriggerEnter(Collider)
- increasing stage
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Bullet:OnTriggerEnter(Collider)
- enabling operation unit Enemy Tank Squad 1B1
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:SetActive(Boolean)
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Bullet:OnTriggerEnter(Collider)
- enabling operation unit Enemy Tank Squad 2B1
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:SetActive(Boolean)
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Bullet:OnTriggerEnter(Collider)
- Dust Eater 1 (UnityEngine.GameObject) is moving
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:ContinueMoving()
- UnityEngine.Events.UnityEvent:Invoke()
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Bullet:OnTriggerEnter(Collider)
- Dust Eater 2 (UnityEngine.GameObject) is moving
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:ContinueMoving()
- UnityEngine.Events.UnityEvent:Invoke()
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Bullet: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()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Bullet: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()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Bullet: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()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Bullet: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()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Bullet:OnTriggerEnter(Collider)
- Enemy Tank Squad 1B1 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()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Bullet: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()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Bullet:OnTriggerEnter(Collider)
- Enemy Tank Squad 2B1 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()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Bullet: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()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Bullet:OnTriggerEnter(Collider)
- disabling Missile Turrets (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent:Invoke()
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Bullet:OnTriggerEnter(Collider)
- disabling Allied Destroyer Fleet (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- UnityEngine.Events.InvokableCall`1:Invoke(T1)
- UnityEngine.Events.UnityEvent:Invoke()
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Bullet:OnTriggerEnter(Collider)
- Dust Eater 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()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Bullet: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()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Bullet:OnTriggerEnter(Collider)
- Dust Eater 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()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Bullet: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()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Bullet:OnTriggerEnter(Collider)
- disabling Enemy Tank Squad 2A1 (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnDisable()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Bullet:OnTriggerEnter(Collider)
- 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()
- 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_32to 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_32
- 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)
- 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_33to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- 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)
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_33
- 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_34to 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_34
- 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)
- 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)
- 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)
- 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 C6_38to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- 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)
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_38
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- receiving target destroyed notif
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- TurretSystem:OnTargetUnitDestroyed()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Missile:DamageTarget()
- Missile:OnCollisionEnter(Collision)
- UnityEngine.Physics:ReportContacts(ReadOnly)
- UnityEngine.Physics:OnSceneContact(PhysicsScene, IntPtr, Int32)
- receiving target destroyed notif
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:OnTargetUnitDestroyed()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Missile:DamageTarget()
- Missile:OnCollisionEnter(Collision)
- UnityEngine.Physics:ReportContacts(ReadOnly)
- UnityEngine.Physics:OnSceneContact(PhysicsScene, IntPtr, Int32)
- disabling Enemy Tank Squad 2B1 (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnDisable()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Missile:DamageTarget()
- Missile: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()
- 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_39to 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_39
- 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()
- 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 C6_40to 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_40
- 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_41to 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_41
- 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_42to 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_43to 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_44to 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_TK_4to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script C6_42 is valid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- alt script C6_43 is valid
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- alt script C6_44 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()
- alt script AW_B_TK_4 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()
- hiding alt script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideAltScript()
- Exception: Attempting to use an invalid operation handle
- at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject].Release () [0x00000] in <00000000000000000000000000000000>:0
- at UnityEngine.AddressableAssets.Addressables.Release[TObject] (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] handle) [0x00000] in <00000000000000000000000000000000>:0
- at ScriptManager.HideAltScript () [0x00000] in <00000000000000000000000000000000>:0
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding GN_E1_M0to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script GN_E1_M0 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_3to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script AW_B_LK_3 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_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_45to 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_47to 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_47
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- alt script C6_45 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()
- 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_TH_2to 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_48to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- 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)
- NullReferenceException: Object reference not set to an instance of an object.
- at FormationController.AttackVehicleUnit (VehicleUnit unit, System.Boolean includePlayer) [0x00000] in <00000000000000000000000000000000>:0
- at System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <00000000000000000000000000000000>:0
- at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <00000000000000000000000000000000>:0
- at UltEvents.PersistentCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0
- at UltEvents.UltEventBase.InvokePersistentCalls () [0x00000] in <00000000000000000000000000000000>:0
- at UltEvents.UltEventHolder.Invoke () [0x00000] in <00000000000000000000000000000000>:0
- at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0
- at MissionTrigger.OnTriggerEnter (UnityEngine.Collider other) [0x00000] in <00000000000000000000000000000000>:0
- Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
- at System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <00000000000000000000000000000000>:0
- at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <00000000000000000000000000000000>:0
- at UltEvents.PersistentCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0
- at UltEvents.UltEventBase.InvokePersistentCalls () [0x00000] in <00000000000000000000000000000000>:0
- at UltEvents.UltEventHolder.Invoke () [0x00000] in <00000000000000000000000000000000>:0
- at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0
- at MissionTrigger.OnTriggerEnter (UnityEngine.Collider other) [0x00000] in <00000000000000000000000000000000>:0
- alt script AW_B_TH_2 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_48
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- 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)
- hiding script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:HideScript()
- 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)
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding AW_B_ES_5to alt channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script AW_B_ES_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()
- receiving target destroyed notif
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- TurretSystem:OnTargetUnitDestroyed()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Missile:DamageTarget()
- Missile:OnCollisionEnter(Collision)
- UnityEngine.Physics:ReportContacts(ReadOnly)
- UnityEngine.Physics:OnSceneContact(PhysicsScene, IntPtr, Int32)
- receiving target destroyed notif
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:OnTargetUnitDestroyed()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Missile:DamageTarget()
- Missile:OnCollisionEnter(Collision)
- UnityEngine.Physics:ReportContacts(ReadOnly)
- UnityEngine.Physics:OnSceneContact(PhysicsScene, IntPtr, Int32)
- increasing stage
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Missile:DamageTarget()
- Missile:OnCollisionEnter(Collision)
- UnityEngine.Physics:ReportContacts(ReadOnly)
- UnityEngine.Physics:OnSceneContact(PhysicsScene, IntPtr, Int32)
- disabling Enemy SPG Squad 1 (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Missile:DamageTarget()
- Missile:OnCollisionEnter(Collision)
- UnityEngine.Physics:ReportContacts(ReadOnly)
- UnityEngine.Physics:OnSceneContact(PhysicsScene, IntPtr, Int32)
- enabling operation unit Enemy SPG Squad 1
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:SetActive(Boolean)
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Missile:DamageTarget()
- Missile:OnCollisionEnter(Collision)
- UnityEngine.Physics:ReportContacts(ReadOnly)
- UnityEngine.Physics:OnSceneContact(PhysicsScene, IntPtr, Int32)
- disabling Enemy SPG Squad 2 (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Missile:DamageTarget()
- Missile:OnCollisionEnter(Collision)
- UnityEngine.Physics:ReportContacts(ReadOnly)
- UnityEngine.Physics:OnSceneContact(PhysicsScene, IntPtr, Int32)
- enabling operation unit Enemy SPG Squad 2
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- OperationUnit:SetActive(Boolean)
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Missile:DamageTarget()
- Missile:OnCollisionEnter(Collision)
- UnityEngine.Physics:ReportContacts(ReadOnly)
- UnityEngine.Physics:OnSceneContact(PhysicsScene, IntPtr, Int32)
- Enemy Tank Squad 1C1 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()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Missile:DamageTarget()
- Missile:OnCollisionEnter(Collision)
- UnityEngine.Physics:ReportContacts(ReadOnly)
- UnityEngine.Physics:OnSceneContact(PhysicsScene, IntPtr, Int32)
- 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()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Missile:DamageTarget()
- Missile:OnCollisionEnter(Collision)
- UnityEngine.Physics:ReportContacts(ReadOnly)
- UnityEngine.Physics:OnSceneContact(PhysicsScene, IntPtr, Int32)
- Enemy Tank Squad 2C1 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()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Missile:DamageTarget()
- Missile:OnCollisionEnter(Collision)
- UnityEngine.Physics:ReportContacts(ReadOnly)
- UnityEngine.Physics:OnSceneContact(PhysicsScene, IntPtr, Int32)
- 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()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Missile:DamageTarget()
- Missile:OnCollisionEnter(Collision)
- UnityEngine.Physics:ReportContacts(ReadOnly)
- UnityEngine.Physics:OnSceneContact(PhysicsScene, IntPtr, Int32)
- Dust Eater 1 (UnityEngine.GameObject) is moving
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:ContinueMoving()
- UnityEngine.Events.UnityEvent:Invoke()
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Missile:DamageTarget()
- Missile:OnCollisionEnter(Collision)
- UnityEngine.Physics:ReportContacts(ReadOnly)
- UnityEngine.Physics:OnSceneContact(PhysicsScene, IntPtr, Int32)
- Dust Eater 2 (UnityEngine.GameObject) is moving
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:ContinueMoving()
- UnityEngine.Events.UnityEvent:Invoke()
- OperationController:IncreaseOperationStage()
- UnityEngine.Events.UnityEvent:Invoke()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Missile:DamageTarget()
- Missile:OnCollisionEnter(Collision)
- UnityEngine.Physics:ReportContacts(ReadOnly)
- UnityEngine.Physics:OnSceneContact(PhysicsScene, IntPtr, Int32)
- Dust Eater 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()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Missile:DamageTarget()
- Missile:OnCollisionEnter(Collision)
- UnityEngine.Physics:ReportContacts(ReadOnly)
- UnityEngine.Physics:OnSceneContact(PhysicsScene, IntPtr, Int32)
- 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()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Missile:DamageTarget()
- Missile:OnCollisionEnter(Collision)
- UnityEngine.Physics:ReportContacts(ReadOnly)
- UnityEngine.Physics:OnSceneContact(PhysicsScene, IntPtr, Int32)
- Dust Eater 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()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Missile:DamageTarget()
- Missile:OnCollisionEnter(Collision)
- UnityEngine.Physics:ReportContacts(ReadOnly)
- UnityEngine.Physics:OnSceneContact(PhysicsScene, IntPtr, Int32)
- 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()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Missile:DamageTarget()
- Missile:OnCollisionEnter(Collision)
- UnityEngine.Physics:ReportContacts(ReadOnly)
- UnityEngine.Physics:OnSceneContact(PhysicsScene, IntPtr, Int32)
- Enemy SPG Squad 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()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Missile:DamageTarget()
- Missile:OnCollisionEnter(Collision)
- UnityEngine.Physics:ReportContacts(ReadOnly)
- UnityEngine.Physics:OnSceneContact(PhysicsScene, IntPtr, Int32)
- 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()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Missile:DamageTarget()
- Missile:OnCollisionEnter(Collision)
- UnityEngine.Physics:ReportContacts(ReadOnly)
- UnityEngine.Physics:OnSceneContact(PhysicsScene, IntPtr, Int32)
- Enemy SPG Squad 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()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Missile:DamageTarget()
- Missile:OnCollisionEnter(Collision)
- UnityEngine.Physics:ReportContacts(ReadOnly)
- UnityEngine.Physics:OnSceneContact(PhysicsScene, IntPtr, Int32)
- 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()
- MissionCounter:IncrementCounter()
- UnityEngine.Events.UnityEvent:Invoke()
- TargetObject:CommonDestroyFunction()
- TargetObject:DestroyObject()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Missile:DamageTarget()
- Missile:OnCollisionEnter(Collision)
- UnityEngine.Physics:ReportContacts(ReadOnly)
- UnityEngine.Physics:OnSceneContact(PhysicsScene, IntPtr, Int32)
- disabling Enemy Tank Squad 1B1 (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnDisable()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Missile:DamageTarget()
- Missile:OnCollisionEnter(Collision)
- UnityEngine.Physics:ReportContacts(ReadOnly)
- UnityEngine.Physics:OnSceneContact(PhysicsScene, IntPtr, Int32)
- 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()
- dequeueing next script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- adding AW_B_TK_1to 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_51to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script AW_B_TK_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()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_51
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- set operation Operation 2 (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)
- 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()
- 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_52to 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_52
- 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_81to 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_81
- 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_82to 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_82
- 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_83to 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_83
- 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_84to 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_84
- 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()
- 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 C6_85to 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_85
- 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()
- 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)
- 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()
- 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_53to 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_53
- 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_54to 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_55to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script C6_54 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_55
- 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_56to 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_56
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- Dust Eater 2 (UnityEngine.GameObject) ready to idle
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleMoveState:Execute()
- receiving target destroyed notif
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:OnTargetUnitDestroyed()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Missile:DamageTarget()
- Missile:OnCollisionEnter(Collision)
- UnityEngine.Physics:ReportContacts(ReadOnly)
- UnityEngine.Physics:OnSceneContact(PhysicsScene, IntPtr, Int32)
- disabling Enemy Tank Squad 2C1 (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnDisable()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Missile:DamageTarget()
- Missile: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_57to 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_72to 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_72
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- alt script C6_57 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()
- 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_68to 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_68
- 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()
- 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()
- receiving target destroyed notif
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ArtilleryTeam:OnTargetUnitDestroyed()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Missile:DamageTarget()
- Missile:OnCollisionEnter(Collision)
- UnityEngine.Physics:ReportContacts(ReadOnly)
- UnityEngine.Physics:OnSceneContact(PhysicsScene, IntPtr, Int32)
- disabling Enemy Tank Squad 1C1 (UnityEngine.GameObject)
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleUnit:OnDisable()
- OperationUnit:DestroyUnit()
- VehicleUnit:UpdateFormationPositions(Int32)
- GroundVehicle:DestroyObject()
- TargetObject:OnDamage(Single, Int32, Boolean)
- Missile:DamageTarget()
- Missile: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_69to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- 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)
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_69
- 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_58to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- 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()
- 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()
- printing script
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:Update()
- loading audio C6_58
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:ShowScript()
- ScriptManager:Update()
- Dust Eater 1 (UnityEngine.GameObject) ready to idle
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- VehicleMoveState:Execute()
- 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_59to 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_61to main channel
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ScriptManager:SetScript()
- ScriptManager:Update()
- alt script C6_59 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()
- 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()
- <StartOperationDelayed>d__48:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- 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()
- <StartOperationDelayed>d__48:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- 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)
- <StartOperationDelayed>d__48:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- 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)
- <StartOperationDelayed>d__48:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- set operation Operation 3 (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)
- destroying without 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()
- 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)
- 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)
- disabling Dust Eater 1 (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)
- 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)
- disabling Dust Eater 2 (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 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)
- disabling Enemy SPG Squad 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 Enemy SPG Squad 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 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)
- Unloading 7 Unused Serialized files (Serialized files now loaded: 9)
- 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)
- 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)
- destroying
- 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)
- 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
- [PhysX] Initialized MultithreadedTaskDispatcher with 12 workers.
- UnloadTime: 27.033600 ms
- Unloading 741 unused Assets / (277.7 MB). Loaded Objects now: 6527.
- Memory consumption went from 0.91 GB to 0.64 GB.
- Total: 57.910400 ms (FindLiveObjects: 0.579000 ms CreateObjectMapping: 0.233500 ms MarkObjects: 44.078900 ms DeleteObjects: 13.018400 ms)
- 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]: 1739 frames, [8.0 KB-16.0 KB]: 684 frames, [16.0 KB-32.0 KB]: 2 frames, [32.0 KB-64.0 KB]: 15363 frames, [64.0 KB-128.0 KB]: 2195 frames, [128.0 KB-256.0 KB]: 42 frames, [256.0 KB-0.5 MB]: 22 frames, [0.5 MB-1.0 MB]: 2 frames, [1.0 MB-2.0 MB]: 4 frames, [2.0 MB-4.0 MB]: 2 frames
- Initial Block Size 4.0 MB
- Current Block Size 4.0 MB
- Peak Allocated Bytes 3.8 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_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_Job.Worker 4]
- Initial Block Size 256.0 KB
- Current Block Size 256.0 KB
- Peak Allocated Bytes 108.8 KB
- 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_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 1]
- Initial Block Size 32.0 KB
- Current Block Size 56.0 KB
- Peak Allocated Bytes 52.3 KB
- 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_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_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 2]
- 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 84.4 KB
- Overflow Count 0
- [ALLOC_TEMP_Job.Worker 1]
- Initial Block Size 256.0 KB
- Current Block Size 256.0 KB
- Peak Allocated Bytes 84.4 KB
- Overflow Count 0
- [ALLOC_TEMP_Job.Worker 10]
- Initial Block Size 256.0 KB
- Current Block Size 256.0 KB
- Peak Allocated Bytes 84.4 KB
- Overflow Count 0
- [ALLOC_TEMP_Loading.PreloadManager]
- Initial Block Size 256.0 KB
- Current Block Size 0.5 MB
- Peak Allocated Bytes 490.0 KB
- Overflow Count 71608
- [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_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 3]
- Initial Block Size 256.0 KB
- Current Block Size 256.0 KB
- Peak Allocated Bytes 131.5 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 11
- 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 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_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_Job.Worker 0]
- Initial Block Size 256.0 KB
- Current Block Size 256.0 KB
- Peak Allocated Bytes 84.4 KB
- Overflow Count 0
- [ALLOC_TEMP_Job.Worker 5]
- Initial Block Size 256.0 KB
- Current Block Size 256.0 KB
- Peak Allocated Bytes 95.2 KB
- 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_Job.Worker 6]
- Initial Block Size 256.0 KB
- Current Block Size 256.0 KB
- Peak Allocated Bytes 84.4 KB
- Overflow Count 0
- [ALLOC_TEMP_EnlightenWorker] x 12
- Initial Block Size 64.0 KB
- Current Block Size 64.0 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 9]
- Initial Block Size 256.0 KB
- Current Block Size 256.0 KB
- Peak Allocated Bytes 84.4 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_Job.Worker 7]
- Initial Block Size 256.0 KB
- Current Block Size 256.0 KB
- Peak Allocated Bytes 84.4 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_Loading.AsyncRead]
- Initial Block Size 64.0 KB
- Current Block Size 64.0 KB
- Peak Allocated Bytes 392 B
- Overflow Count 0
- [ALLOC_MEMORYPROFILER]
- Peak usage frame count: [128.0 KB-256.0 KB]: 1156 frames, [256.0 KB-0.5 MB]: 913 frames, [0.5 MB-1.0 MB]: 1 frames, [1.0 MB-2.0 MB]: 83 frames, [2.0 MB-4.0 MB]: 17902 frames
- Requested Block Size 1.0 MB
- Peak Block count 3
- Peak Allocated memory 3.1 MB
- Peak Large allocation bytes 1.1 MB
- [ALLOC_DEFAULT] Dual Thread Allocator
- Peak main deferred allocation count 4482
- [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: 6592773
- 32B: 28 Subsections = 7168 buckets. Failed count: 2357890
- 48B: 42 Subsections = 8601 buckets. Failed count: 4061928
- 64B: 38 Subsections = 6485 buckets. Failed count: 121751
- 80B: 51 Subsections = 7460 buckets. Failed count: 138159
- 96B: 11 Subsections = 1408 buckets. Failed count: 740147
- 112B: 44 Subsections = 5006 buckets. Failed count: 68313
- 128B: 6 Subsections = 614 buckets. Failed count: 44969
- [ALLOC_DEFAULT_MAIN]
- Peak usage frame count: [32.0 MB-64.0 MB]: 1404 frames, [64.0 MB-128.0 MB]: 951 frames, [128.0 MB-256.0 MB]: 17596 frames, [256.0 MB-0.50 GB]: 104 frames
- Requested Block Size 16.0 MB
- Peak Block count 16
- Peak Allocated memory 391.3 MB
- Peak Large allocation bytes 148.1 MB
- [ALLOC_DEFAULT_THREAD]
- Peak usage frame count: [8.0 MB-16.0 MB]: 644 frames, [16.0 MB-32.0 MB]: 495 frames, [32.0 MB-64.0 MB]: 729 frames, [64.0 MB-128.0 MB]: 558 frames, [128.0 MB-256.0 MB]: 17616 frames, [256.0 MB-0.50 GB]: 13 frames
- Requested Block Size 16.0 MB
- Peak Block count 5
- Peak Allocated memory 281.7 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 37
- [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: 6592773
- 32B: 28 Subsections = 7168 buckets. Failed count: 2357890
- 48B: 42 Subsections = 8601 buckets. Failed count: 4061928
- 64B: 38 Subsections = 6485 buckets. Failed count: 121751
- 80B: 51 Subsections = 7460 buckets. Failed count: 138159
- 96B: 11 Subsections = 1408 buckets. Failed count: 740147
- 112B: 44 Subsections = 5006 buckets. Failed count: 68313
- 128B: 6 Subsections = 614 buckets. Failed count: 44969
- [ALLOC_GFX_MAIN]
- Peak usage frame count: [64.0 KB-128.0 KB]: 489 frames, [0.5 MB-1.0 MB]: 973 frames, [1.0 MB-2.0 MB]: 591 frames, [2.0 MB-4.0 MB]: 99 frames, [8.0 MB-16.0 MB]: 17901 frames, [16.0 MB-32.0 MB]: 2 frames
- Requested Block Size 16.0 MB
- Peak Block count 1
- Peak Allocated memory 26.3 MB
- Peak Large allocation bytes 16.0 MB
- [ALLOC_GFX_THREAD]
- Peak usage frame count: [8.0 KB-16.0 KB]: 64 frames, [16.0 KB-32.0 KB]: 1067 frames, [32.0 KB-64.0 KB]: 2 frames, [64.0 KB-128.0 KB]: 82 frames, [256.0 KB-0.5 MB]: 300 frames, [1.0 MB-2.0 MB]: 2 frames, [2.0 MB-4.0 MB]: 27 frames, [16.0 MB-32.0 MB]: 690 frames, [32.0 MB-64.0 MB]: 2 frames, [64.0 MB-128.0 MB]: 3 frames, [128.0 MB-256.0 MB]: 112 frames, [256.0 MB-0.50 GB]: 17704 frames
- Requested Block Size 16.0 MB
- Peak Block count 2
- Peak Allocated memory 280.4 MB
- Peak Large allocation bytes 256.0 MB
- [ALLOC_CACHEOBJECTS] Dual Thread Allocator
- Peak main deferred allocation count 169
- [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: 6592773
- 32B: 28 Subsections = 7168 buckets. Failed count: 2357890
- 48B: 42 Subsections = 8601 buckets. Failed count: 4061928
- 64B: 38 Subsections = 6485 buckets. Failed count: 121751
- 80B: 51 Subsections = 7460 buckets. Failed count: 138159
- 96B: 11 Subsections = 1408 buckets. Failed count: 740147
- 112B: 44 Subsections = 5006 buckets. Failed count: 68313
- 128B: 6 Subsections = 614 buckets. Failed count: 44969
- [ALLOC_CACHEOBJECTS_MAIN]
- Peak usage frame count: [64.0 MB-128.0 MB]: 489 frames, [128.0 MB-256.0 MB]: 19566 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]: 489 frames, [16.0 MB-32.0 MB]: 642 frames, [32.0 MB-64.0 MB]: 1 frames, [64.0 MB-128.0 MB]: 18820 frames, [128.0 MB-256.0 MB]: 103 frames
- Requested Block Size 4.0 MB
- Peak Block count 31
- 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: 6592773
- 32B: 28 Subsections = 7168 buckets. Failed count: 2357890
- 48B: 42 Subsections = 8601 buckets. Failed count: 4061928
- 64B: 38 Subsections = 6485 buckets. Failed count: 121751
- 80B: 51 Subsections = 7460 buckets. Failed count: 138159
- 96B: 11 Subsections = 1408 buckets. Failed count: 740147
- 112B: 44 Subsections = 5006 buckets. Failed count: 68313
- 128B: 6 Subsections = 614 buckets. Failed count: 44969
- [ALLOC_TYPETREE_MAIN]
- Peak usage frame count: [32.0 KB-64.0 KB]: 20055 frames
- Requested Block Size 2.0 MB
- Peak Block count 1
- Peak Allocated memory 53.1 KB
- Peak Large allocation bytes 0 B
- [ALLOC_TYPETREE_THREAD]
- Peak usage frame count: [8.0 KB-16.0 KB]: 489 frames, [32.0 KB-64.0 KB]: 1582 frames, [64.0 KB-128.0 KB]: 17984 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]: 20054 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 65.9 KB
- ##utp:{"type":"MemoryLeaks","version":2,"phase":"Immediate","time":1776284998731,"processId":17484,"allocatedMemory":2539352,"memoryLabels":[{"Default":18696},{"NewDelete":12624},{"Manager":9640},{"GfxDevice":72},{"Animation":15792},{"Serialization":592420},{"JobScheduler":106720},{"ScriptingNativeRuntime":1556856},{"Renderer":168356},{"File":1256},{"String":3396},{"DynamicArray":8932},{"HashMap":2304},{"PoolAlloc":112},{"VR":1784},{"SceneLoad":288},{"NativeArray":39472},{"Subsystems":96},{"EditorGui":408},{"CoreBusinessMetrics":128}]}
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