<linker>
  <assembly fullname="AK.Wwise.Unity.API.WwiseTypes, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
    <type fullname="WwiseBankReference" preserve="all" />
    <type fullname="WwiseEventReference" preserve="all" />
    <type fullname="AK.Wwise.Bank" preserve="nothing" serialized="true" />
    <type fullname="AK.Wwise.Event" preserve="nothing" serialized="true" />
  </assembly>
  <assembly fullname="AK.Wwise.Unity.MonoBehaviour, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
    <type fullname="AkAmbient" preserve="all" />
    <type fullname="AkAudioListener" preserve="all" />
    <type fullname="AkEvent" preserve="all" />
    <type fullname="AkGameObj" preserve="all" />
    <type fullname="AkGameObjListenerList" preserve="nothing" serialized="true" />
    <type fullname="AkGameObjPositionOffsetData" preserve="nothing" serialized="true" />
  </assembly>
  <assembly fullname="AK.Wwise.Unity.Timeline, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
    <type fullname="AkTimelineEventPlayable" preserve="all" />
    <type fullname="AkTimelineEventTrack" preserve="all" />
  </assembly>
  <assembly fullname="Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
    <type fullname="HubShowMap" preserve="all" />
    <type fullname="Noname.Worldless.ColorSegments" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.ColorSegmentsMaterial" preserve="all" />
    <type fullname="ToJ.Mask" preserve="all" />
    <type fullname="Noname.Worldless.ColorSegment" preserve="nothing" serialized="true" />
  </assembly>
  <assembly fullname="Coffee.SoftMaskForUGUI, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
    <type fullname="Coffee.UISoftMask.SoftMask" preserve="all" />
    <type fullname="Coffee.UISoftMask.SoftMaskable" preserve="all" />
  </assembly>
  <assembly fullname="com.playeveryware.eos.core, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
    <type fullname="PlayEveryWare.EpicOnlineServices.EOSManager" preserve="all" />
  </assembly>
  <assembly fullname="I2, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
    <type fullname="I2.Loc.Localize" preserve="all" />
    <type fullname="I2.Loc.EventCallback" preserve="nothing" serialized="true" />
  </assembly>
  <assembly fullname="Noname, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
    <type fullname="GogGalaxyManager" preserve="all" />
    <type fullname="Noname.AnimatorEddaAven" preserve="all" />
    <type fullname="Noname.AnimatorIdleCuller" preserve="all" />
    <type fullname="Noname.AnimatorW" preserve="all" />
    <type fullname="Noname.AnimRandomizer" preserve="all" />
    <type fullname="Noname.Async" preserve="all" />
    <type fullname="Noname.Audio" preserve="all" />
    <type fullname="Noname.ButtonImage" preserve="all" />
    <type fullname="Noname.ButtonSprite" preserve="all" />
    <type fullname="Noname.CameraGrid" preserve="all" />
    <type fullname="Noname.CameraInterpolator" preserve="all" />
    <type fullname="Noname.CameraManager" preserve="all" />
    <type fullname="Noname.CameraShaker" preserve="all" />
    <type fullname="Noname.CamSpaceFader" preserve="all" />
    <type fullname="Noname.CanvasCameraSetter" preserve="all" />
    <type fullname="Noname.CanvasGroupAlphaInterpolator" preserve="all" />
    <type fullname="Noname.ChromaticAberration" preserve="all" />
    <type fullname="Noname.ColliderGizmo" preserve="all" />
    <type fullname="Noname.CulledAnimators" preserve="all" />
    <type fullname="Noname.Culler" preserve="all" />
    <type fullname="Noname.CullingActivator" preserve="all" />
    <type fullname="Noname.Dbg.DebugTrail" preserve="all" />
    <type fullname="Noname.Dbg.EvaListenerDebug" preserve="all" />
    <type fullname="Noname.DebugInput" preserve="all" />
    <type fullname="Noname.Effect" preserve="all" />
    <type fullname="Noname.Effects" preserve="all" />
    <type fullname="Noname.EffectsLoader" preserve="all" />
    <type fullname="Noname.EffectTracker" preserve="all" />
    <type fullname="Noname.EvaListener" preserve="all" />
    <type fullname="Noname.EvaTracks" preserve="all" />
    <type fullname="Noname.Feedbacks" preserve="all" />
    <type fullname="Noname.Flasher" preserve="all" />
    <type fullname="Noname.FloatInterpolator" preserve="all" />
    <type fullname="Noname.FovInterpolator" preserve="all" />
    <type fullname="Noname.FullScreenFader" preserve="all" />
    <type fullname="Noname.FullScreenPlainColorFader" preserve="all" />
    <type fullname="Noname.Gizmo" preserve="all" />
    <type fullname="Noname.ImageAlphaInterpolator" preserve="all" />
    <type fullname="Noname.InputManager" preserve="all" />
    <type fullname="Noname.InputSpriteSetDictionary" preserve="all" />
    <type fullname="Noname.LoadingIcon" preserve="all" />
    <type fullname="Noname.Logger" preserve="all" />
    <type fullname="Noname.MainSystem" preserve="all" />
    <type fullname="Noname.Model" preserve="all" />
    <type fullname="Noname.MotionPresetArray" preserve="all" />
    <type fullname="Noname.ParticlesClamper" preserve="all" />
    <type fullname="Noname.PolygonColliderGizmo" preserve="all" />
    <type fullname="Noname.PositionInterpolator" preserve="all" />
    <type fullname="Noname.RootTransReset" preserve="all" />
    <type fullname="Noname.RotationInterpolator" preserve="all" />
    <type fullname="Noname.RotationReset" preserve="all" />
    <type fullname="Noname.RTClearer" preserve="all" />
    <type fullname="Noname.Rumble" preserve="all" />
    <type fullname="Noname.RumblePreset" preserve="all" />
    <type fullname="Noname.RumbleTrigger" preserve="all" />
    <type fullname="Noname.SaturationGrading" preserve="all" />
    <type fullname="Noname.SaveData.SaveManager" preserve="all" />
    <type fullname="Noname.SaveWarning" preserve="all" />
    <type fullname="Noname.ScaleWithCameraDist" preserve="all" />
    <type fullname="Noname.ScheduledActivation" preserve="all" />
    <type fullname="Noname.Scheduler" preserve="all" />
    <type fullname="Noname.SetScriptableTransform" preserve="all" />
    <type fullname="Noname.Shake" preserve="all" />
    <type fullname="Noname.ShakeStrengthScriptable" preserve="all" />
    <type fullname="Noname.SkippableCinematic" preserve="all" />
    <type fullname="Noname.SkipperInput" preserve="all" />
    <type fullname="Noname.Snitch" preserve="all" />
    <type fullname="Noname.SpriteAlphaInterpolator" preserve="all" />
    <type fullname="Noname.SpriteSkinClamper" preserve="all" />
    <type fullname="Noname.Streaming.StreamingManager" preserve="all" />
    <type fullname="Noname.SV_Transform" preserve="all" />
    <type fullname="Noname.Timeline.MecanimClip" preserve="all" />
    <type fullname="Noname.Timeline.MecanimTrack" preserve="all" />
    <type fullname="Noname.Timeline.RumbleClip" preserve="all" />
    <type fullname="Noname.Timeline.RumbleTrack" preserve="all" />
    <type fullname="Noname.Timer" preserve="all" />
    <type fullname="Noname.TimeScaler" preserve="all" />
    <type fullname="Noname.TransformTracker" preserve="all" />
    <type fullname="Noname.TriggerEvents2D" preserve="all" />
    <type fullname="Noname.TriggerUnityEvents" preserve="all" />
    <type fullname="Noname.UI.UIRail" preserve="all" />
    <type fullname="Noname.VideoPlayerUnity" preserve="all" />
    <type fullname="Noname.Vignetting" preserve="all" />
    <type fullname="Noname.Worldless.ActivateIfPlatform" preserve="all" />
    <type fullname="Noname.Worldless.CulledParticles" preserve="all" />
    <type fullname="Noname.WorldSpaceGridActivator" preserve="all" />
    <type fullname="Noname.WorldSpaceUIProjector" preserve="all" />
    <type fullname="Noname.WwiseEventsTrigger" preserve="all" />
    <type fullname="SteamManager" preserve="all" />
    <type fullname="Noname.AddressableKey" preserve="nothing" serialized="true" />
    <type fullname="Noname.EnumSlots`2[Noname.GameReseter/SceneId,System.Int32]" preserve="nothing" serialized="true" />
    <type fullname="Noname.InputSprite" preserve="nothing" serialized="true" />
    <type fullname="Noname.InputSpriteSet" preserve="nothing" serialized="true" />
    <type fullname="Noname.InputSpriteSetDictionary/ShortNameData" preserve="nothing" serialized="true" />
    <type fullname="Noname.Rumble/RumbleStrengthMultiplier" preserve="nothing" serialized="true" />
    <type fullname="Noname.RumbleConstantPattern" preserve="nothing" serialized="true" />
    <type fullname="Noname.RumbleContinuousPattern" preserve="nothing" serialized="true" />
    <type fullname="Noname.RumbleInterpolatePattern" preserve="nothing" serialized="true" />
    <type fullname="Noname.RumblePulsePattern" preserve="nothing" serialized="true" />
    <type fullname="Noname.RumblePulsePattern/Pulse" preserve="nothing" serialized="true" />
    <type fullname="Noname.RumbleSettings" preserve="nothing" serialized="true" />
    <type fullname="Noname.SerializedDictionary`2[Noname.AddressableKey,System.Int32]" preserve="nothing" serialized="true" />
    <type fullname="Noname.TimeScaler/TimeScale" preserve="nothing" serialized="true" />
    <type fullname="Noname.Tracer" preserve="nothing" serialized="true" />
    <type fullname="Noname.AnimationTracks" preserve="nothing" serialized="true" />
    <type fullname="Noname.BoundsInsideViewController/CameraParams" preserve="nothing" serialized="true" />
    <type fullname="Noname.ChromAberrationClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Culler/Sphere" preserve="nothing" serialized="true" />
    <type fullname="Noname.EffectClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.EnumSlots`2[Noname.Worldless.Faction,Noname.AddressableKey]" preserve="nothing" serialized="true" />
    <type fullname="Noname.EnumSlots`2[Noname.Worldless.Faction,Noname.Worldless.Navigation.UI.SkillTreeEssencesFaction]" preserve="nothing" serialized="true" />
    <type fullname="Noname.EnumSlots`2[Noname.Worldless.Faction,UnityEngine.Material]" preserve="nothing" serialized="true" />
    <type fullname="Noname.EnumSlots`2[Noname.Worldless.Faction,UnityEngine.ParticleSystem]" preserve="nothing" serialized="true" />
    <type fullname="Noname.EnumSlots`2[Noname.Worldless.Faction,UnityEngine.Sprite]" preserve="nothing" serialized="true" />
    <type fullname="Noname.EvaTrack" preserve="nothing" serialized="true" />
    <type fullname="Noname.EventClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.FeedbackClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Interpolator/Params" preserve="nothing" serialized="true" />
    <type fullname="Noname.Range" preserve="nothing" serialized="true" />
    <type fullname="Noname.RumbleClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.ScaleWithCameraDist/ScaleByDistance" preserve="nothing" serialized="true" />
    <type fullname="Noname.SerializedHashset`1[Noname.Worldless.Navigation.WorldlessEvents]" preserve="nothing" serialized="true" />
    <type fullname="Noname.SerializedHashset`1[System.String]" preserve="nothing" serialized="true" />
    <type fullname="Noname.SfxClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.SfxLoopClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.StepsClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.EnumSlots`2[Noname.Worldless.Combat.BlockType,UnityEngine.Sprite]" preserve="nothing" serialized="true" />
    <type fullname="Noname.EnumSlots`2[Noname.Worldless.Combat.DamageMagnitude,Noname.EnumSlots`2[Noname.Worldless.Faction,AK.Wwise.Event]]" preserve="nothing" serialized="true" />
    <type fullname="Noname.EnumSlots`2[Noname.Worldless.Combat.DamageType,System.Boolean]" preserve="nothing" serialized="true" />
    <type fullname="Noname.EnumSlots`2[Noname.Worldless.Combat.DamageType,System.Int32]" preserve="nothing" serialized="true" />
    <type fullname="Noname.EnumSlots`2[Noname.Worldless.Combat.ParryType,System.Single]" preserve="nothing" serialized="true" />
    <type fullname="Noname.EnumSlots`2[Noname.Worldless.Combat.Vulnerability,Noname.EnumSlots`2[Noname.Worldless.Faction,Noname.AddressableKey]]" preserve="nothing" serialized="true" />
    <type fullname="Noname.EnumSlots`2[Noname.Worldless.Combat.Vulnerability,System.Single]" preserve="nothing" serialized="true" />
    <type fullname="Noname.EnumSlots`2[Noname.Worldless.Faction,AK.Wwise.Event]" preserve="nothing" serialized="true" />
    <type fullname="Noname.EnumSlots`2[Noname.Worldless.Faction,Noname.EnumSlots`2[Noname.Worldless.Faction,Noname.AddressableKey]]" preserve="nothing" serialized="true" />
    <type fullname="Noname.EnumSlots`2[Noname.Worldless.Faction,Noname.Worldless.Combat.UI.EnemyInterface]" preserve="nothing" serialized="true" />
    <type fullname="Noname.InputEvents" preserve="nothing" serialized="true" />
    <type fullname="Noname.Motion" preserve="nothing" serialized="true" />
    <type fullname="Noname.MotionPreset" preserve="nothing" serialized="true" />
    <type fullname="Noname.MotionSpeed" preserve="nothing" serialized="true" />
    <type fullname="Noname.Shake/Params" preserve="nothing" serialized="true" />
    <type fullname="Noname.EffectConfig" preserve="nothing" serialized="true" />
    <type fullname="Noname.SceneField" preserve="nothing" serialized="true" />
    <type fullname="Noname.GameObjectReference" preserve="nothing" serialized="true" />
    <type fullname="Noname.EnumSlots`2[Noname.Worldless.Combat.DamageMagnitude,Noname.EnumSlots`2[Noname.Worldless.Faction,Noname.AddressableKey]]" preserve="nothing" serialized="true" />
    <type fullname="Noname.Timeline.MecanimBehaviour" preserve="nothing" serialized="true" />
    <type fullname="Noname.Timeline.MecanimBehaviour/Params" preserve="nothing" serialized="true" />
    <type fullname="Noname.WorldSpaceGridActivator/CellOverride" preserve="nothing" serialized="true" />
    <type fullname="Noname.SingleLayer" preserve="nothing" serialized="true" />
    <type fullname="Noname.EnumSlots`2[Noname.Worldless.Faction,Noname.AnimatorW]" preserve="nothing" serialized="true" />
    <type fullname="Noname.EnumSlots`2[Noname.Worldless.Faction,Noname.Worldless.Combat.OffensiveAction]" preserve="nothing" serialized="true" />
    <type fullname="Noname.EnumSlots`2[Noname.Worldless.Faction,Noname.Worldless.Combat.PlayerImpaledSonar/SonarConfig]" preserve="nothing" serialized="true" />
    <type fullname="Noname.EnumSlots`2[Noname.Worldless.Faction,Noname.Worldless.Navigation.DefeatedEnemy]" preserve="nothing" serialized="true" />
    <type fullname="Noname.KillEffectClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.EnumSlots`2[Noname.Worldless.Combat.DamageType,Noname.Worldless.Combat.DarkPaladinShield]" preserve="nothing" serialized="true" />
    <type fullname="Noname.EnumSlots`2[Noname.Worldless.Combat.DamageType,Noname.Worldless.Combat.DefensiveAction]" preserve="nothing" serialized="true" />
    <type fullname="Noname.EnumSlots`2[Noname.Worldless.Combat.DamageType,Noname.Worldless.Combat.OffensiveAction]" preserve="nothing" serialized="true" />
    <type fullname="Noname.EnumSlots`2[Noname.Worldless.Combat.DamageSubtype,Noname.AddressableKey]" preserve="nothing" serialized="true" />
    <type fullname="Noname.EnumSlots`2[Noname.Worldless.Combat.DamageSubtype,Noname.NodesPattern.PatternNode]" preserve="nothing" serialized="true" />
    <type fullname="Noname.EnumSlots`2[Noname.Worldless.Combat.DamageSubtype,UnityEngine.Transform]" preserve="nothing" serialized="true" />
  </assembly>
  <assembly fullname="Noname.NodesPattern, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
    <type fullname="Noname.NodesPattern.CounterNode" preserve="all" />
    <type fullname="Noname.NodesPattern.EntryNode" preserve="all" />
    <type fullname="Noname.NodesPattern.EventNode" preserve="all" />
    <type fullname="Noname.NodesPattern.NTimesThenNode" preserve="all" />
    <type fullname="Noname.NodesPattern.ReseterNode" preserve="all" />
    <type fullname="Noname.NodesPattern.SetVariableBoolValueNode" preserve="all" />
    <type fullname="Noname.NodesPattern.SwitchIntCounterNode" preserve="all" />
    <type fullname="Noname.NodesPattern.SwitchIntNode" preserve="all" />
    <type fullname="Noname.NodesPattern.VariableValueIsTrue" preserve="all" />
    <type fullname="Noname.NodesPattern.PatternVariables" preserve="nothing" serialized="true" />
    <type fullname="Noname.NodesPattern.PatternVariable`1[System.Boolean]" preserve="nothing" serialized="true" />
  </assembly>
  <assembly fullname="Noname.Worldless, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
    <type fullname="Noname.Worldless.PlayerModel" preserve="all" />
    <type fullname="Noname.Worldless.TutorialCombatConfig" preserve="all" />
    <type fullname="Noname.Worldless.UI.FactionImage" preserve="all" />
    <type fullname="Noname.Worldless.UI.FactionUIParticles" preserve="all" />
    <type fullname="UnityEngine.UI.Extensions.UIParticleSystem" preserve="all" />
    <type fullname="Noname.Worldless.FactionColor" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.FactionSprite" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.FactionAddressableKey" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.FactionInt" preserve="nothing" serialized="true" />
  </assembly>
  <assembly fullname="Noname.Worldless.Combat, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
    <type fullname="Noname.Worldless.AdaptationTrueGuardedNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AbsDamageLessNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.Absorbable" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AbsorbAction" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AbsorbedAngel" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AbsorbedEnemyState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AbsorbedState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AbsorbHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AbsorbHandlerAvenPrologue" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AbsorbingState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AbsorbOffensiveAction" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AbsorptionEffect" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AbsorptionState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AcidAreGlandsOnNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AcidParticlesExplosion" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AcidSpitEffect" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AdamantoiseImpactableProjectile" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AdaptationDarkBattleInState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AdaptationHoldingPositionState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AdaptationLightCounter" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AdaptationLightLaserOut" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AdaptationTemplate" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AddBlockSetNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AngelChargeEffect" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AngelSpearIsChargedNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AnimatorSetBoolNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.ArrowChargedShotMine" preserve="all" />
    <type fullname="Noname.Worldless.Combat.ArrowChargedShotMortar" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AssimilationAction" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AssimilationHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AssimilationStateEnemy" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AssimilationStatePlayer" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AssistAttack" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AssistHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AssistInputHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AttackNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AttackSelector" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AttackSelectState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AttacksIterateNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AttacksIterateShuffledNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AttacksNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AttackState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AvenAir02InstaSwitch" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AvenB04MustSonarNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AvenB04OpponentLowEnduranceNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AvenBranch04AttackState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AvenBranch04BattleInState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AvenBranch04SonarHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AvenBranch04SonarInput" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AvenInput" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AvenPrologueTemplate" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AxeChargedAction" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AxeInputHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.BattleInState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.BattleStartState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.BipolarAddBlocksFromStatusNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.BipolarFirstCombat" preserve="all" />
    <type fullname="Noname.Worldless.Combat.BipolarHasBlockStatusNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.BipolarHybridReadyNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.BipolarTemplate" preserve="all" />
    <type fullname="Noname.Worldless.Combat.BlocksDictionary" preserve="all" />
    <type fullname="Noname.Worldless.Combat.BlocksGroupIterateNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.BlocksHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.BlocksIterateNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.BlocksPattern" preserve="all" />
    <type fullname="Noname.Worldless.Combat.BranchBreaking" preserve="all" />
    <type fullname="Noname.Worldless.Combat.BranchBreakingBranch" preserve="all" />
    <type fullname="Noname.Worldless.Combat.BreakingBackground" preserve="all" />
    <type fullname="Noname.Worldless.Combat.BurstClamper" preserve="all" />
    <type fullname="Noname.Worldless.Combat.CamDefaultState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.CamInactiveState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.CamStatesMachine" preserve="all" />
    <type fullname="Noname.Worldless.Combat.CamZoomInState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.CanvasEnduranceInfinite" preserve="all" />
    <type fullname="Noname.Worldless.Combat.CombatBlocks" preserve="all" />
    <type fullname="Noname.Worldless.Combat.CombatCamera" preserve="all" />
    <type fullname="Noname.Worldless.Combat.CombatCameraPostprocessing" preserve="all" />
    <type fullname="Noname.Worldless.Combat.CombatFighters" preserve="all" />
    <type fullname="Noname.Worldless.Combat.CombatFlee" preserve="all" />
    <type fullname="Noname.Worldless.Combat.CombatGizmos" preserve="all" />
    <type fullname="Noname.Worldless.Combat.CombatInput" preserve="all" />
    <type fullname="Noname.Worldless.Combat.CombatPauser" preserve="all" />
    <type fullname="Noname.Worldless.Combat.CombatProgression" preserve="all" />
    <type fullname="Noname.Worldless.Combat.CombatRumbleConfig" preserve="all" />
    <type fullname="Noname.Worldless.Combat.CombatSetup" preserve="all" />
    <type fullname="Noname.Worldless.Combat.CombatSkillsDictionary" preserve="all" />
    <type fullname="Noname.Worldless.Combat.CombatStatesMachine" preserve="all" />
    <type fullname="Noname.Worldless.Combat.CombatSystem" preserve="all" />
    <type fullname="Noname.Worldless.Combat.CombatSystemProvider" preserve="all" />
    <type fullname="Noname.Worldless.Combat.CombatTemplate" preserve="all" />
    <type fullname="Noname.Worldless.Combat.CombatUniversalValues" preserve="all" />
    <type fullname="Noname.Worldless.Combat.CounterSpellAction" preserve="all" />
    <type fullname="Noname.Worldless.Combat.CounterSpellState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.CounterState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.DamageOverTime" preserve="all" />
    <type fullname="Noname.Worldless.Combat.DamageOverTimeAnimator" preserve="all" />
    <type fullname="Noname.Worldless.Combat.DamageOvertimeLUCABurst" preserve="all" />
    <type fullname="Noname.Worldless.Combat.DamageSpread" preserve="all" />
    <type fullname="Noname.Worldless.Combat.DarkPaladinAreShieldsActive" preserve="all" />
    <type fullname="Noname.Worldless.Combat.DarkPaladinIsDownNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.DarkPaladinShield" preserve="all" />
    <type fullname="Noname.Worldless.Combat.DarkPaladinShieldIsPhysical" preserve="all" />
    <type fullname="Noname.Worldless.Combat.Dbg.CombatDebug" preserve="all" />
    <type fullname="Noname.Worldless.Combat.Dbg.FighterDebug" preserve="all" />
    <type fullname="Noname.Worldless.Combat.Dbg.FighterEnemyDebug" preserve="all" />
    <type fullname="Noname.Worldless.Combat.Dbg.FighterPlayerDebug" preserve="all" />
    <type fullname="Noname.Worldless.Combat.Dbg.ParryDebug" preserve="all" />
    <type fullname="Noname.Worldless.Combat.DefeatedEnemy" preserve="all" />
    <type fullname="Noname.Worldless.Combat.DefeatedPlayer" preserve="all" />
    <type fullname="Noname.Worldless.Combat.DefendAction" preserve="all" />
    <type fullname="Noname.Worldless.Combat.DefendHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.DefendPlayer" preserve="all" />
    <type fullname="Noname.Worldless.Combat.DefendState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.DefensiveDictionary" preserve="all" />
    <type fullname="Noname.Worldless.Combat.DefensiveHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.DefensiveInputHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.DefensiveState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.DeflectProjectile" preserve="all" />
    <type fullname="Noname.Worldless.Combat.DeflectState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.DemonAbsorbedState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.DemonChargeEffect" preserve="all" />
    <type fullname="Noname.Worldless.Combat.DemonHoldingPositionState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.DemonP01IsChargedNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.DisappearState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.EddaInput" preserve="all" />
    <type fullname="Noname.Worldless.Combat.ElementalIsChargedNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.EmpyreanDemiseHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.EnduranceGreaterNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.EnduranceLessEqualNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.EnemyCameraParams" preserve="all" />
    <type fullname="Noname.Worldless.Combat.EnemyPattern" preserve="all" />
    <type fullname="Noname.Worldless.Combat.EvadeAction" preserve="all" />
    <type fullname="Noname.Worldless.Combat.EvadePlayerState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.EvadeState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.ExtinguisherOfRealities" preserve="all" />
    <type fullname="Noname.Worldless.Combat.ExtraTimeState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FallState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FatalOrdealShooter" preserve="all" />
    <type fullname="Noname.Worldless.Combat.Fighter" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterAcid" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterAdamantoise" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterAdaptationDark" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterAdaptationLight" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterAdaptationTrue" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterAngel" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterAssasin" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterAven" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterAvenBranch04" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterAvenBranch04DefensiveIA" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterAvenPrologue" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterAvenPuppet" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterBipolar" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterBlackRose" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterBreak" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterDarkPaladin" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterDemonHand" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterDemonP01" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterDemonP02" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterDemonP03" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterEdda" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterEddaPuppet" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterEffectKiller" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterElemental" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterEnemy" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterFairy" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterGizmos" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterHands" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterHolyBat" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterHolyBatHorn" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterLightningNightmare" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterLNTarget" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterLUCA" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterLUCAShield" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterMetamorphosis" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterPhoenix" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterPosCorrector" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterQuimera" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterRoots" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterRootsAppendix" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterRootsAppendixIdleDefensiveState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterShadowLegs" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterShell" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FightersInsideViewController" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterStar" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterStatesMachine" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterStatus" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterSummum" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterTomberi" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterUnicorn" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterWorldless" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterYinyangP01" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FighterYinyangP02" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FinalInput" preserve="all" />
    <type fullname="Noname.Worldless.Combat.FinishedState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.GetAssassinSpineLevel" preserve="all" />
    <type fullname="Noname.Worldless.Combat.GetBipolarAbsThresholdNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.GetHolyBatHornLevel" preserve="all" />
    <type fullname="Noname.Worldless.Combat.GetNumDefensiveTurnsNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.GetPhaseNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.GetPuppetAvailableAttacks" preserve="all" />
    <type fullname="Noname.Worldless.Combat.GetRandNoRepeatedInt" preserve="all" />
    <type fullname="Noname.Worldless.Combat.GetYinyang02NumElemsNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.GetYinyangElementNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.GlanceOfTomorrowAction" preserve="all" />
    <type fullname="Noname.Worldless.Combat.GlanceOfTomorrowEffect" preserve="all" />
    <type fullname="Noname.Worldless.Combat.GlanceOfTomorrowHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.GlanceOfTomorrowInputHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.GrabbedState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.GuardAction" preserve="all" />
    <type fullname="Noname.Worldless.Combat.GuardAngel" preserve="all" />
    <type fullname="Noname.Worldless.Combat.GuardEnemyState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.GuardHandlerEnemy" preserve="all" />
    <type fullname="Noname.Worldless.Combat.GuardHandlerPlayer" preserve="all" />
    <type fullname="Noname.Worldless.Combat.GuardImpactAction" preserve="all" />
    <type fullname="Noname.Worldless.Combat.GuardImpactEnemy" preserve="all" />
    <type fullname="Noname.Worldless.Combat.GuardImpactHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.GuardImpactPlayer" preserve="all" />
    <type fullname="Noname.Worldless.Combat.GuardPlayer" preserve="all" />
    <type fullname="Noname.Worldless.Combat.GuardRegenerator" preserve="all" />
    <type fullname="Noname.Worldless.Combat.GuardRegeneratorPlayer" preserve="all" />
    <type fullname="Noname.Worldless.Combat.GuardWaves" preserve="all" />
    <type fullname="Noname.Worldless.Combat.GuardWavesMainSprite" preserve="all" />
    <type fullname="Noname.Worldless.Combat.GuardWavesPlayer" preserve="all" />
    <type fullname="Noname.Worldless.Combat.GuardWavesWorldlessGuarding" preserve="all" />
    <type fullname="Noname.Worldless.Combat.HasBlockSetNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.HasSkillCondition" preserve="all" />
    <type fullname="Noname.Worldless.Combat.HitBox" preserve="all" />
    <type fullname="Noname.Worldless.Combat.HitHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.HitState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.Hitter" preserve="all" />
    <type fullname="Noname.Worldless.Combat.HoldingPosition" preserve="all" />
    <type fullname="Noname.Worldless.Combat.HolyBatGuardState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.HolyBatHitState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.HolyBatIdleDefensiveState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.HolyBatRepositionState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.IdleDefensiveState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.IdleOffensiveState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.InactiveState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.InnerWillHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.IsBlockTypeActiveNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.IsFlyingNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.JuggleState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.LandState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.LaunchState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.LightningNightmareInnerWill" preserve="all" />
    <type fullname="Noname.Worldless.Combat.LightningNightmareRadius" preserve="all" />
    <type fullname="Noname.Worldless.Combat.LNInnerWillIsActiveNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.LNRadiusIsActiveNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.LNRepositionState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.LNSnipingLasersHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.LNTargetHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.LNTargetIdleDefensiveState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.LUCAAttackState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.LUCABurstAction" preserve="all" />
    <type fullname="Noname.Worldless.Combat.LUCADefeatedState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.LUCAShieldVulnerabilities" preserve="all" />
    <type fullname="Noname.Worldless.Combat.LUCATemplate" preserve="all" />
    <type fullname="Noname.Worldless.Combat.MagicInputHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.MashInputHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.Mine" preserve="all" />
    <type fullname="Noname.Worldless.Combat.ModelFighter" preserve="all" />
    <type fullname="Noname.Worldless.Combat.Mortar" preserve="all" />
    <type fullname="Noname.Worldless.Combat.MotionHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.MotionProjectile" preserve="all" />
    <type fullname="Noname.Worldless.Combat.MustLaunchTechniqueNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.OffensiveAction" preserve="all" />
    <type fullname="Noname.Worldless.Combat.OffensiveDictionary" preserve="all" />
    <type fullname="Noname.Worldless.Combat.OffensiveHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.OffensiveInputHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.OffensiveState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.OffensiveTurnEnemy" preserve="all" />
    <type fullname="Noname.Worldless.Combat.OffensiveTurnLaunchSetNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.OffensiveTurnPlayer" preserve="all" />
    <type fullname="Noname.Worldless.Combat.OpponentCanBeAbsorbedNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.ParryBonusTimes" preserve="all" />
    <type fullname="Noname.Worldless.Combat.PhaseChangeState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.PhaseEqualNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.PhaseState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.PhoenixMine" preserve="all" />
    <type fullname="Noname.Worldless.Combat.PhoenixOffensiveTurnState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.PhoenixTemplate" preserve="all" />
    <type fullname="Noname.Worldless.Combat.PhysicalInputSwitcher" preserve="all" />
    <type fullname="Noname.Worldless.Combat.PlayerDamageOverTime" preserve="all" />
    <type fullname="Noname.Worldless.Combat.PlayerImpaled" preserve="all" />
    <type fullname="Noname.Worldless.Combat.PlayerImpaledSonar" preserve="all" />
    <type fullname="Noname.Worldless.Combat.PlayerInputAbsorb" preserve="all" />
    <type fullname="Noname.Worldless.Combat.PlayerInputDefensive" preserve="all" />
    <type fullname="Noname.Worldless.Combat.PlayerInputOffensive" preserve="all" />
    <type fullname="Noname.Worldless.Combat.PlayerInputSwitch" preserve="all" />
    <type fullname="Noname.Worldless.Combat.ProjectileHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.ProtectAction" preserve="all" />
    <type fullname="Noname.Worldless.Combat.ProtectState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.ProximityTrap" preserve="all" />
    <type fullname="Noname.Worldless.Combat.PuppetDefeatedState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.PuppetMaster" preserve="all" />
    <type fullname="Noname.Worldless.Combat.RandomAttackNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.RandomAttackWeightNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.RepelHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.ReplaceBlockSetNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.RepositionState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.ResetBlockSetNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.ResetRandomBlocksSetNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.RootsHasSummonNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.RunState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.SnipingLaser" preserve="all" />
    <type fullname="Noname.Worldless.Combat.SnipingLaserAction" preserve="all" />
    <type fullname="Noname.Worldless.Combat.SonarAction" preserve="all" />
    <type fullname="Noname.Worldless.Combat.StepBackState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.StingerAction" preserve="all" />
    <type fullname="Noname.Worldless.Combat.StyleHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.SummumAbsorbedState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.SummumAttackState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.SummumAutoHeal" preserve="all" />
    <type fullname="Noname.Worldless.Combat.SummumEffectKillOnFall" preserve="all" />
    <type fullname="Noname.Worldless.Combat.SummumFallenNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.SummumFallHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.SummumHealAttackHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.SummumIsMegaFlareChargedNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.SummumIsMegaFlareChargingNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.SummumIsMegaFlareReadyToChargeNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.SummumMegaflare" preserve="all" />
    <type fullname="Noname.Worldless.Combat.SummumMustHealAttackNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.SummumSnipingLasersHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.SwitchDamageSubtypeNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.SwitchHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.SwitchPhaseNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.SwitchState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.Targetable" preserve="all" />
    <type fullname="Noname.Worldless.Combat.Targeter" preserve="all" />
    <type fullname="Noname.Worldless.Combat.TargetsHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.TechniqueAction" preserve="all" />
    <type fullname="Noname.Worldless.Combat.TechniqueHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.TechniqueInputHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.TechniqueInputSwitcher" preserve="all" />
    <type fullname="Noname.Worldless.Combat.TomberiAbsorbedState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.TomberiCounterState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.TomberiGuardState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.TomberiMustExplodeNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.TurnWasInterruptedNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.UI.AbsorptionBar" preserve="all" />
    <type fullname="Noname.Worldless.Combat.UI.AbsorptionBarMarkers" preserve="all" />
    <type fullname="Noname.Worldless.Combat.UI.BlockInterface" preserve="all" />
    <type fullname="Noname.Worldless.Combat.UI.BlocksInterface" preserve="all" />
    <type fullname="Noname.Worldless.Combat.UI.CombatInterface" preserve="all" />
    <type fullname="Noname.Worldless.Combat.UI.CombatPlayerFactionVisualsChanger" preserve="all" />
    <type fullname="Noname.Worldless.Combat.UI.EnduranceBar" preserve="all" />
    <type fullname="Noname.Worldless.Combat.UI.EnemyInterface" preserve="all" />
    <type fullname="Noname.Worldless.Combat.UI.PlayerInterface" preserve="all" />
    <type fullname="Noname.Worldless.Combat.UI.TimeBar" preserve="all" />
    <type fullname="Noname.Worldless.Combat.UI.TimeBarFill" preserve="all" />
    <type fullname="Noname.Worldless.Combat.UI.UI_CombatPause" preserve="all" />
    <type fullname="Noname.Worldless.Combat.UI.WorldlessBlocksInterface" preserve="all" />
    <type fullname="Noname.Worldless.Combat.UnicornAbsThresholdSurpassedNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.UnicornGuardState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.UnicornIceTarget" preserve="all" />
    <type fullname="Noname.Worldless.Combat.UnifiedDivisionAction" preserve="all" />
    <type fullname="Noname.Worldless.Combat.UnifiedDivisionHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.VictoryState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.WaitLastHitProjectile" preserve="all" />
    <type fullname="Noname.Worldless.Combat.WorldlessAttackState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.WorldlessBlockHealing" preserve="all" />
    <type fullname="Noname.Worldless.Combat.WorldlessBreakBranch" preserve="all" />
    <type fullname="Noname.Worldless.Combat.WorldlessEndurance" preserve="all" />
    <type fullname="Noname.Worldless.Combat.WorldlessExtinguisherAttack" preserve="all" />
    <type fullname="Noname.Worldless.Combat.WorldlessExtinguisherTurn" preserve="all" />
    <type fullname="Noname.Worldless.Combat.WorldlessFirstTurn" preserve="all" />
    <type fullname="Noname.Worldless.Combat.WorldlessFourthTurn" preserve="all" />
    <type fullname="Noname.Worldless.Combat.WorldlessHitSound" preserve="all" />
    <type fullname="Noname.Worldless.Combat.WorldlessIsPlayerImpaledNode" preserve="all" />
    <type fullname="Noname.Worldless.Combat.WorldlessSecondTurn" preserve="all" />
    <type fullname="Noname.Worldless.Combat.WorldlessSonarInput" preserve="all" />
    <type fullname="Noname.Worldless.Combat.WorldlessSpeaker" preserve="all" />
    <type fullname="Noname.Worldless.Combat.WorldlessThirdTurn" preserve="all" />
    <type fullname="Noname.Worldless.Combat.YinyangGuardState" preserve="all" />
    <type fullname="Noname.Worldless.Combat.YinyangTemplate" preserve="all" />
    <type fullname="Noname.Worldless.CombatSonar" preserve="all" />
    <type fullname="Noname.Worldless.LUCABurstHandler" preserve="all" />
    <type fullname="Noname.Worldless.LUCAShieldHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.AbsorbParams" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.AbsorbedEnemyProgression" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.AssimilateClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.Attack" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.AttackAbsorbParams" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.AvenBranch04SonarClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.BufferClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.CancelClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.CombatRumbleConfig/RumbleByHitStop" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.CombatSkill" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.CombatSkillBool" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.CombatSkillsSaveData" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.Conditions" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.ConditionsByAttackIdx" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.ControlClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.DamageMagnitudeAnimationClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.DamageMagnitudeFactionAddressableKey" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.DamageSubtypeVulnerability" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.DamageTypeAddressableKey" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.DefendClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.DeflectClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.FallClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.FallMotionHandler/Params" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.FighterConditions" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.FighterCondsBypassClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.FighterPlayer/UnlockableAction" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.HPProgression" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.Hit" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.HitClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.HitFx" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.HitFxClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.HitSfx" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.HyperArmorClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.IgnoreMotionClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.InnerWillClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.InputOverrideClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.InstaSwitchClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.InvincibilityClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.JustFrameClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.JustReleaseClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.MagicInputHandler/MagicActionSkill" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.MineClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.MotionClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.OpponentEvadeClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.OrbsProgression" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.ParryClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.PhysicalInputSwitcher/PhysicalSkill" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.PhysicalInputSwitcher/StingerSkill" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.ProjectileClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.SaveData.AbsorbedEnemySaveData" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.SaveData.HPSaveData" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.SaveData.OrbsSaveData" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.SkillsProgression" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.SwitchClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.SwitchHandler/SwitchableAction" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.TechSwapClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.TechniqueHandler/StackingAttack" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.TechniqueHandler/TechEffects" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.TechniqueHandler/TechniqueSkill" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.TechniqueInputSwitcher/DualTechniqueSkill" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.TechniqueInputSwitcher/TechniqueBaseSkill" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.TechniqueInputSwitcher/TechniqueWeaponSkill" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.TeleportClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.TimeBonusClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.TimerPauseClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.TurnInterruptClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.UI.AbsorptionBar/Bonus" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.UI.AbsorptionBarMarkers/MarkerAndRail" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.UI.FighterInterface/EnduranceBarConfig" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.Whiffs" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.ZoomInClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.CombatBatchProgression" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.SaveData.CombatBatchSaveData" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.AbsorptionCounter" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.AppearHitClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.DamageOverTime/EffectTarget" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.DamageOverTime/Position" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.DeflectHitClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.MortarClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.MotionProjectile/Params" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.UnifiedDivisionHitClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.BlockDef" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.BlockSet" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.BranchBreaking/BranchGroup" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.ExtinguisherClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.PlayerImpaledSonar/SonarConfig" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.AdamantoisePieceClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.FighterAdamantoise/PieceAttack" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.VulnerabilityClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.GuardClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.RandomAttackWeightNode/OffensiveActionWeight" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.AssassinSpinesClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.BipolarHideTelegraphClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.BipolarReplaceClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.BipolarTelegraphClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.DarkPaladinShieldClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.TargetClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.DamageSpread/SpreadedAction" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.DemonChargeEffectClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.DemonDischargeEffectClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.DemonHandClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.MoveFwdClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.AttackReceiverClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.ColliderClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.LNInnerWillClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.LNRadiusClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.LNTargetClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.PhaseClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.SnipinLaserSpawnClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.LUCAClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.LUCAShieldClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.LUCATemplate/GizmoByShieldLevel" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.LUCABurstHandler/BurstByShieldLevel" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.LUCAShieldHandler/ShieldRandom" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.MetamorphosisGuardClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.PhoenixClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.RootAppendixClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.BlocksRefreshClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.InputBlockedClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.PuppetClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.PuppetLinesClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.PuppetSwitchClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.UnicornCreateTargetClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.UnicornShootTargetClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.YinyangChargeElemClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.YinyangClearElemsClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.YinyangElemShiftClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.YinyangLaserClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Combat.DamageOverTimeClip" preserve="nothing" serialized="true" />
  </assembly>
  <assembly fullname="Noname.Worldless.Navigation, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
    <type fullname="Noname.Achievements.ScriptableAchievements" preserve="all" />
    <type fullname="Noname.CameraTriggerGizmo" preserve="all" />
    <type fullname="Noname.SaveRespawnGizmo" preserve="all" />
    <type fullname="Noname.WaterRespawnGizmo" preserve="all" />
    <type fullname="Noname.Worldless.BranchesWorldPositions" preserve="all" />
    <type fullname="Noname.Worldless.CharacterCinematic" preserve="all" />
    <type fullname="Noname.Worldless.CharacterCinematicAnimEvents" preserve="all" />
    <type fullname="Noname.Worldless.CombatTutorialPageDot" preserve="all" />
    <type fullname="Noname.Worldless.CombatTutorialPages" preserve="all" />
    <type fullname="Noname.Worldless.InstantiatorOnBranch" preserve="all" />
    <type fullname="Noname.Worldless.IntroCinematic" preserve="all" />
    <type fullname="Noname.Worldless.MuralHint" preserve="all" />
    <type fullname="Noname.Worldless.MuralHintBranch01" preserve="all" />
    <type fullname="Noname.Worldless.MuralHintBranch02" preserve="all" />
    <type fullname="Noname.Worldless.MuralHintBranch04" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.AchievementUnlockedPopUp" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.AfterIntroCinematic" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.AnchorHandler" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.AnimationEventListener" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.AnimatorOverlay" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.AnimatorOverlayState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.AutoInput" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.AvenReflectionCinematic" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.BackgroundConflict" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.BoostButton" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.Booster" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.BoostLight" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.BoostTower" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.Branch" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.Branch02Cinematic" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.Branch04Audio" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.BranchAnchor" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.BranchArt" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.BranchParticles" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.BranchParticlesTrigger" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.BridgeCinematic" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CamAbsorbState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CamBoostState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CamBoundsInsideState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CamDebugState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CamDoubleJumpState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CameraClampBehaviour" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CameraFovBehaviour" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CameraIdleBehaviour" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CameraLerpBehaviour" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CameraMovingOffsetBehaviour" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CameraOffsetBehaviour" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CameraSaturator" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CameraSwayBehaviour" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CameraSystem" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CameraTrigger" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CamFallState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CamIdleState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CamJumpState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CamLandState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CamLaunchState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CamOutOfCombatState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CamRunState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CamShineState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CamShootingStarJumpState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CamShootingStarState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CamSkillTreeState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CamSnatchState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CamStatesMachine" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CamSwingState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CamTransportState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CamTurnState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CamWorldMapState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CharactersInsideViewController" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.ChatBubble" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CinematicCamera" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CollisionHandler" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CombatTutorialHandler" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.ConsecutivesOrb" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CrystalPlatformsGlow" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.CrystalVegetation" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.Dbg.NavigationDebug" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.DeathRespawn" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.DeathTrigger" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.DefeatedEnemy" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.DialogueTrigger" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.DoorFinalFight" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.DoubleJump" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.DragonMural" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.DragonShard" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.EddaNavAnimEvents" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.EddaNavigation" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.EddaNavModel" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.FloorReflection" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.FollowCamera" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.GravityApplier" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.HubLoop" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.HubMap" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.HubTeleportPosition" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.InstantiatorSaveGameUID" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.InteractableAsset" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.InteractableCircle" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.InteractableStartOff" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.InterpolationController" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.LoadEffectsOnBranch" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.MagicPillarBehaviour" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.Map" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.MapGoalCombat" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.MapGoalsHandler" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.MapSlotCompleted" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.MapUltimateTrial" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.MapView" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.MapViewBranch" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.MovementHandler" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavAbsorbState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavAbsorbView" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavAnimationDisplacement" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavBoostState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavBoostView" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavDeathState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavDeathView" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavDebugState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavDebugView" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavDoubleJumpState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavDoubleJumpView" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavDrownState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavDrownView" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavFallState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavFallView" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavIdleState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavIdleView" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavigationAudio" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavigationBackground" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavigationController" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavigationInput" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavigationProgression" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavigationSession" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavigationSystem" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavigationTutorials" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavInactiveState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavJumpState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavJumpView" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavLandState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavLandView" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavLaunchState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavLaunchView" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavOutOfCombatState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavOutOfCombatView" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavPhysicsUpdater" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavRunState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavRunTurnState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavRunTurnView" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavRunView" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavShineState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavShineView" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavShootingStarJumpState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavShootingStarJumpView" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavShootingStarState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavShootingStarView" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavSkillState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavSkillTreeState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavSkillTreeView" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavSkillView" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavSnatchState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavSnatchView" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavStatesMachine" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavSwingState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavSwingView" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavTimelineState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavTimelineView" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavTransportState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavTransportView" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavWallState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavWallView" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavWorldMapState" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NavWorldMapView" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NeutralAfterAven" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NeutralManager" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NeutralMuralSpear" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.NeutralNpc" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.ObviousOddityOrb" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.OneWayEdgeHandler" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.OneWayPlatform" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.OrbHint" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.OrbPiece" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.OrderedOrb" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.PODArtHandler" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.PODBackToHubDoor" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.PODSnatchAssetHandler" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.PrologueLimitation" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.PrologueNeutralAppearCinematic" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.PrologueNeutralEndCinematic" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.PrologueNeutralInteractCinematic" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.Pusher" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.RainRune" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.RainRuneSlot" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.RainRuneSwitch" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.RumblingOrbPiece" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.RumblingScatteredOrb" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.SaveGameCompletable" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.ScatteredOrb" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.SceneLoader" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.SceneSlots" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.SceneTriggerBranch" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.SceneTriggerHub" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.ScriptableDialouge" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.ScriptableHPData" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.ScriptableMapSprites" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.ScriptableOrbData" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.ScriptableScenes" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.ScrollBackgroundSprite" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.ScrollBackgroundTransform" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.Shine" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.ShineSkillTrigger" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.Shooting_Star_Lightning_Handler" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.ShootingStar" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.ShootingStarSkillTrigger" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.ShortCut" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.ShyOrb" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.SingleOrb" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.SkillTreeHandler" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.SlopeHandler" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.Slot" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.SlotArt" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.SlotHandler" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.SlotManager" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.Snatch" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.SnatchAsset" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.SnatchRope" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.SnatchSkillTrigger" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.Sonar" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.SonarActivable" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.SonarOrb" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.SpawnTrigger" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.StepHandler" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.SteppingParticlesTrigger" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.Swing" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.SwitchHandler" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.TargetFollower" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.ThirdHybridAbsCinematic" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.ThunderGenerator" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.TimedButton" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.TimedDoor" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.TimedSonarOrb" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.Timeline.CamWeightClip" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.Timeline.CamWeightTrack" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.TimeProgressionUpdater" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.TransitionHandler" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.TutorialPopUp" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.TutorialTrigger" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.UI.HpCollected" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.UI.NavPlayerFactionVisualsChanger" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.UI.OrbsCollected" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.UnlockableDoor" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.UnlockableDoorKey" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.UnlockableDoorKeySpot" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.UnlockableDoorKeySpotModel" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.VegetationsPool" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.Water" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.WaterCamera" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.WaterCollision" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.WaterHandler" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.WaterMesh" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.WaterRespawnTrigger" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.WaterRespawnTriggerHandler" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.WaterSplasher" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.WaterSprings" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.WaterView" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.WorldlessBackground" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.WorldlessBkgAdvent" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.WorldlessBkgModel" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.WorldMap" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.WorldMapHandler" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.WorldSpaceGridVegetations" preserve="all" />
    <type fullname="Noname.Worldless.NavigationBranchParticles" preserve="all" />
    <type fullname="Noname.Worldless.NeutralMural" preserve="all" />
    <type fullname="Noname.Worldless.OrbUI" preserve="all" />
    <type fullname="Noname.Worldless.PrologueEddaStarEffect" preserve="all" />
    <type fullname="Noname.Worldless.PrologueNeutralCinematics" preserve="all" />
    <type fullname="Noname.Worldless.RainAven" preserve="all" />
    <type fullname="Noname.Worldless.SaveGameCompletableNotifier" preserve="all" />
    <type fullname="Noname.Worldless.SlotArtCommon" preserve="all" />
    <type fullname="Noname.Worldless.SlotGizmo" preserve="all" />
    <type fullname="Noname.Worldless.TutorialPopUpPauser" preserve="all" />
    <type fullname="Noname.Worldless.UI.AutoHoldSection" preserve="all" />
    <type fullname="Noname.Worldless.UI.CreditsScrollOptions" preserve="all" />
    <type fullname="Noname.Worldless.UI.UI_AchievementBtn" preserve="all" />
    <type fullname="Noname.Worldless.UI.UI_HelperFixer" preserve="all" />
    <type fullname="Noname.Worldless.UI.UI_ImageFill" preserve="all" />
    <type fullname="Noname.Worldless.UI.UI_ImageUpdater" preserve="all" />
    <type fullname="Noname.Worldless.UI.UI_Keybind_PopUpHandler" preserve="all" />
    <type fullname="Noname.Worldless.UI.UI_LanguageBtn" preserve="all" />
    <type fullname="Noname.Worldless.UI.UI_MainMenu" preserve="all" />
    <type fullname="Noname.Worldless.UI.UI_MainMenu_Btn" preserve="all" />
    <type fullname="Noname.Worldless.UI.UI_Manager" preserve="all" />
    <type fullname="Noname.Worldless.UI.UI_Options_Accesibility" preserve="all" />
    <type fullname="Noname.Worldless.UI.UI_Options_Achievements" preserve="all" />
    <type fullname="Noname.Worldless.UI.UI_Options_Audio" preserve="all" />
    <type fullname="Noname.Worldless.UI.UI_Options_Controls" preserve="all" />
    <type fullname="Noname.Worldless.UI.UI_Options_Language" preserve="all" />
    <type fullname="Noname.Worldless.UI.UI_Options_Video" preserve="all" />
    <type fullname="Noname.Worldless.UI.UI_OptionsMenu" preserve="all" />
    <type fullname="Noname.Worldless.UI.UI_PauseMenu" preserve="all" />
    <type fullname="Noname.Worldless.UI.UI_PopUpHandler" preserve="all" />
    <type fullname="Noname.Worldless.UI.UI_SaveSlots" preserve="all" />
    <type fullname="Noname.Worldless.UI.UI_SetParentAlpha" preserve="all" />
    <type fullname="Noname.Worldless.UI.UI_Sounds" preserve="all" />
    <type fullname="Noname.Worldless.UI.UI_TutorialsReview" preserve="all" />
    <type fullname="Noname.Worldless.UI.UI_ValueChanger" preserve="all" />
    <type fullname="Noname.Worldless.UI.UI_VideoUpdater" preserve="all" />
    <type fullname="Noname.Worldless.VideoBlueBallTracker" preserve="all" />
    <type fullname="Noname.Achievements.AbsorbAchievement" preserve="nothing" serialized="true" />
    <type fullname="Noname.Achievements.WorldlessAchievement" preserve="nothing" serialized="true" />
    <type fullname="Noname.SaveSlotsProgression" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.BranchesWorldPositions/BranchWorldPosition" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.AchievementsProgression" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.AnimDisplacementClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.AnimatorOverlayStateData" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.BranchData" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.BranchesProgression" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.CamSettings" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.ClampSettings" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.DialogueSettings" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.DoorsProgression" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.DragonShardsProgression" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.EventsProgression" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.FactionMapSlotCompleted" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.FallParams" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.HPData" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.HPSlotAmount" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.HoldClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.IdleClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.IdleSettings" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.InputClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.LaunchParams" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.LerpSettings" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.LocationProgression" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.ManualBindData" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.MapGoalsHandler/GoalPoint" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.MapViewBranch/GoalParticles" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.MapViewBranch/Slot" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.MovingOffsetSettings" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.MuralsProgression" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.NavBoostState/BoostConfig" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.NavShineState/ShineConfig" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.NavTransportState/TransportationEffect" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.NavigationAudio/BranchBank" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.NavigationBatchProgression" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.NeutralProgression" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.OffsetSettings" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.OptionsProgression" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.PreloadCheck" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.PreloadData" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.SaveData.AchievementsSaveData" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.SaveData.DoorsSaveData" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.SaveData.DragonShardsSaveData" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.SaveData.EventsSaveData" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.SaveData.LocationSaveData" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.SaveData.MuralsSaveData" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.SaveData.NavSkillsSaveData" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.SaveData.NavigationBatchSaveData" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.SaveData.NeutralSaveData" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.SaveData.OptionsSaveData" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.SaveData.SaveSlotsSaveData" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.SaveData.SharedSaveData" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.SaveData.SwitchSaveData" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.SaveData.TimeSaveData" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.SaveData.TutorialsSaveData" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.SceneData" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.ScriptableDialouge/Dialouge" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.SharedProgression" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.ShineSwingClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.SkillBool" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.SkillsProgression" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.SlotData" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.SlowStartSettings" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.SwaySettings" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.SwitchProgression" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.TimeProgression" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.TranslationConfig" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.TutorialPopUpSettings" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.TutorialsProgression" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.WallHoldClip" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.WorldlessBackground/ScenesBackgrounds" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.UI.AccesibilitySettings" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.UI.AudioSettings" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.UI.ControlsSettings" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.UI.UI_LanguageBtn/LangaugeLocalization" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.UI.UI_MainMenu_Btn/BtnParticles" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.UI.UI_TutorialsReview/TutorialButtonLink" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.UI.VideoSettings" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.OrbData" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.OrbSlotAmount" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.Timeline.CamWeightBehaviour" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.CrystalVegetation/CrystalEffect" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.DragonMural/Shard" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.TimedSonarOrb/Part" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.WorldSpaceGridVegetations/VegetationSpawn" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.Swing/RotationParams" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.RumblingOrbPiece/RumbleOrbParticles" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.ThunderGenerator/PrefabPerc" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.ThunderGenerator/SpritesPerc" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.Navigation.TimedButton/KeyTimes" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.VideoBlueBallTracker/AnimationKey" preserve="nothing" serialized="true" />
  </assembly>
  <assembly fullname="Noname.Worldless.NavigationCombat, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
    <type fullname="Noname.Worldless.AchievementsManager" preserve="all" />
    <type fullname="Noname.Worldless.ArenaCombatTrigger" preserve="all" />
    <type fullname="Noname.Worldless.ArenaDoorUnlocker" preserve="all" />
    <type fullname="Noname.Worldless.ArenaSelectionHandler" preserve="all" />
    <type fullname="Noname.Worldless.ArenaUltimateTrial" preserve="all" />
    <type fullname="Noname.Worldless.AvenBranch04DefeatedCinematic" preserve="all" />
    <type fullname="Noname.Worldless.AvenBranch04EngagementCinematic" preserve="all" />
    <type fullname="Noname.Worldless.AvenPrologueCinematic" preserve="all" />
    <type fullname="Noname.Worldless.AvenPrologueEntrance" preserve="all" />
    <type fullname="Noname.Worldless.CinematicBattle" preserve="all" />
    <type fullname="Noname.Worldless.Combat.CinematicAbsorbHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.CinematicDashHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.CinematicFighter" preserve="all" />
    <type fullname="Noname.Worldless.Combat.CinematicFighterGizmos" preserve="all" />
    <type fullname="Noname.Worldless.Combat.CinematicHitHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.CinematicProjectileHandler" preserve="all" />
    <type fullname="Noname.Worldless.Combat.CombatTriggerLN" preserve="all" />
    <type fullname="Noname.Worldless.Combat.CombatTriggerLUCA" preserve="all" />
    <type fullname="Noname.Worldless.Combat.HandsVsAssasin" preserve="all" />
    <type fullname="Noname.Worldless.Combat.MoonVsAriman" preserve="all" />
    <type fullname="Noname.Worldless.Combat.SkillTreeBlocks" preserve="all" />
    <type fullname="Noname.Worldless.Combat.SkillTreeDescription" preserve="all" />
    <type fullname="Noname.Worldless.CombatTrigger" preserve="all" />
    <type fullname="Noname.Worldless.CombatTriggerAngel" preserve="all" />
    <type fullname="Noname.Worldless.CombatTriggerArena" preserve="all" />
    <type fullname="Noname.Worldless.CombatTriggerAvenBranch04" preserve="all" />
    <type fullname="Noname.Worldless.CombatTriggerFinalFight" preserve="all" />
    <type fullname="Noname.Worldless.CombatTriggerSummum" preserve="all" />
    <type fullname="Noname.Worldless.CombatTriggerSummumEntrance" preserve="all" />
    <type fullname="Noname.Worldless.Credits" preserve="all" />
    <type fullname="Noname.Worldless.CreditsScroll" preserve="all" />
    <type fullname="Noname.Worldless.CreditsSlide" preserve="all" />
    <type fullname="Noname.Worldless.CreditsSlides" preserve="all" />
    <type fullname="Noname.Worldless.CuspOfTheBeginningAudio" preserve="all" />
    <type fullname="Noname.Worldless.DefeatedEnemyProgress" preserve="all" />
    <type fullname="Noname.Worldless.DoubleJumpTutorialCheck" preserve="all" />
    <type fullname="Noname.Worldless.FinalFightDeadInteractCinematic" preserve="all" />
    <type fullname="Noname.Worldless.FinalFightDefeatedEnemy" preserve="all" />
    <type fullname="Noname.Worldless.FinalFightEndCinematics" preserve="all" />
    <type fullname="Noname.Worldless.FinalFightFinalAbsCinematic" preserve="all" />
    <type fullname="Noname.Worldless.FinalFightStartCinematic" preserve="all" />
    <type fullname="Noname.Worldless.FinalFightWakeUpCinematic" preserve="all" />
    <type fullname="Noname.Worldless.FootStepsDataScriptable" preserve="all" />
    <type fullname="Noname.Worldless.FootStepsHandler" preserve="all" />
    <type fullname="Noname.Worldless.FootStepsHandlerNav" preserve="all" />
    <type fullname="Noname.Worldless.GameReseterWorldless" preserve="all" />
    <type fullname="Noname.Worldless.HP_Up" preserve="all" />
    <type fullname="Noname.Worldless.LightHandler" preserve="all" />
    <type fullname="Noname.Worldless.LightQuad" preserve="all" />
    <type fullname="Noname.Worldless.LNBlock" preserve="all" />
    <type fullname="Noname.Worldless.LucaStartCinematic" preserve="all" />
    <type fullname="Noname.Worldless.MiniMapTutorialCheck" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.IceSkillTrigger" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.UI.SkillTreeEssences" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.UI.SkillTreeEssencesFaction" preserve="all" />
    <type fullname="Noname.Worldless.Navigation.UI.SkillTreeOrbs" preserve="all" />
    <type fullname="Noname.Worldless.Orb" preserve="all" />
    <type fullname="Noname.Worldless.OutroCinematic" preserve="all" />
    <type fullname="Noname.Worldless.ReuniteCinematic" preserve="all" />
    <type fullname="Noname.Worldless.ShineUPTutorialCheck" preserve="all" />
    <type fullname="Noname.Worldless.SkillTree" preserve="all" />
    <type fullname="Noname.Worldless.SkillTreeBranch" preserve="all" />
    <type fullname="Noname.Worldless.SkillTreeNodeSkill" preserve="all" />
    <type fullname="Noname.Worldless.SkillTreeNodeToll" preserve="all" />
    <type fullname="Noname.Worldless.SkillTreeSelector" preserve="all" />
    <type fullname="Noname.Worldless.SkillTreeTree" preserve="all" />
    <type fullname="Noname.Worldless.SkillTreeTutorialCheck" preserve="all" />
    <type fullname="Noname.Worldless.SnatchGrab" preserve="all" />
    <type fullname="Noname.Worldless.SummumBackgroundSide" preserve="all" />
    <type fullname="Noname.Worldless.SummumBackgroundWakeUp" preserve="all" />
    <type fullname="Noname.Worldless.SummumEntranceCinematic" preserve="all" />
    <type fullname="Noname.Worldless.SummumPODAppear" preserve="all" />
    <type fullname="Noname.Worldless.SummumPODDefeated" preserve="all" />
    <type fullname="Noname.Worldless.TutorialAbsFail" preserve="all" />
    <type fullname="Noname.Worldless.TutorialAbsFailAny" preserve="all" />
    <type fullname="Noname.Worldless.TutorialBeforeDefense" preserve="all" />
    <type fullname="Noname.Worldless.TutorialBeforeOffensive" preserve="all" />
    <type fullname="Noname.Worldless.TutorialBeforeOffensiveAnyCondition" preserve="all" />
    <type fullname="Noname.Worldless.TutorialFusionAngel" preserve="all" />
    <type fullname="Noname.Worldless.TutorialFusionHolyBat" preserve="all" />
    <type fullname="Noname.Worldless.TutorialOnAbsFull" preserve="all" />
    <type fullname="Noname.Worldless.TutorialParryAny" preserve="all" />
    <type fullname="Noname.Worldless.TutorialSkillTree" preserve="all" />
    <type fullname="Noname.Worldless.UI.UI_Keybind" preserve="all" />
    <type fullname="Noname.Worldless.UI.UI_KeybindUpdater" preserve="all" />
    <type fullname="Noname.Worldless.UI.UI_SlotsDataUpdater" preserve="all" />
    <type fullname="Noname.Worldless.UI_Arena" preserve="all" />
    <type fullname="Noname.Worldless.UI_ArenaRegion" preserve="all" />
    <type fullname="Noname.Worldless.UltimateTrialNotifier" preserve="all" />
    <type fullname="Noname.Worldless.UltimateTrialTemplate" preserve="all" />
    <type fullname="Noname.Worldless.WeaponTrigger" preserve="all" />
    <type fullname="Noname.Worldless.Combat.SkillTreeDescription/StatsPanel" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.SceneParticles" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.TagParticles" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.UI.KeybindData" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.UI.KeybindDataSkillCombat" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.UI.KeybindDataSkillNav" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.UI.UI_SlotsDataUpdater/SlotsBranchSprites" preserve="nothing" serialized="true" />
    <type fullname="Noname.Worldless.UI.UI_SlotsDataUpdater/SlotsInfoData" preserve="nothing" serialized="true" />
  </assembly>
  <assembly fullname="Unity.2D.Animation.Runtime, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
    <type fullname="UnityEngine.U2D.Animation.SpriteSkin" preserve="all" />
  </assembly>
  <assembly fullname="Unity.2D.SpriteShape.Runtime, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
    <type fullname="UnityEngine.U2D.SpriteShape" preserve="all" />
    <type fullname="UnityEngine.U2D.SpriteShapeController" preserve="all" />
    <type fullname="UnityEngine.U2D.AngleRange" preserve="nothing" serialized="true" />
    <type fullname="UnityEngine.U2D.CornerSprite" preserve="nothing" serialized="true" />
    <type fullname="UnityEngine.U2D.Spline" preserve="nothing" serialized="true" />
    <type fullname="UnityEngine.U2D.SplineControlPoint" preserve="nothing" serialized="true" />
  </assembly>
  <assembly fullname="Unity.Addressables, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" preserve="all">
    <type fullname="UnityEngine.AddressableAssets.Addressables" preserve="all" />
    <type fullname="UnityEngine.AddressableAssets.AssetLabelReference" preserve="nothing" serialized="true" />
    <type fullname="UnityEngine.AddressableAssets.AssetReference" preserve="nothing" serialized="true" />
    <type fullname="UnityEngine.AddressableAssets.AssetReferenceGameObject" preserve="nothing" serialized="true" />
    <type fullname="UnityEngine.AddressableAssets.AssetReferenceT`1[UnityEngine.Video.VideoClip]" preserve="nothing" serialized="true" />
  </assembly>
  <assembly fullname="Unity.InputSystem, Version=1.6.1.0, Culture=neutral, PublicKeyToken=null">
    <type fullname="UnityEngine.InputSystem.InputActionAsset" preserve="all" />
    <type fullname="UnityEngine.InputSystem.InputActionReference" preserve="all" />
    <type fullname="UnityEngine.InputSystem.UI.InputSystemUIInputModule" preserve="all" />
    <type fullname="UnityEngine.InputSystem.InputAction" preserve="nothing" serialized="true" />
    <type fullname="UnityEngine.InputSystem.InputBinding" preserve="nothing" serialized="true" />
    <type fullname="UnityEngine.InputSystem.InputActionMap" preserve="nothing" serialized="true" />
    <type fullname="UnityEngine.InputSystem.InputControlScheme" preserve="nothing" serialized="true" />
    <type fullname="UnityEngine.InputSystem.InputControlScheme/DeviceRequirement" preserve="nothing" serialized="true" />
  </assembly>
  <assembly fullname="Unity.ResourceManager, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" preserve="all">
    <type fullname="UnityEngine.ResourceManagement.ResourceProviders.AssetBundleProvider" preserve="all" />
    <type fullname="UnityEngine.ResourceManagement.ResourceProviders.AtlasSpriteProvider" preserve="all" />
    <type fullname="UnityEngine.ResourceManagement.ResourceProviders.BundledAssetProvider" preserve="all" />
    <type fullname="UnityEngine.ResourceManagement.ResourceProviders.InstanceProvider" preserve="all" />
    <type fullname="UnityEngine.ResourceManagement.ResourceProviders.SceneProvider" preserve="all" />
  </assembly>
  <assembly fullname="Unity.TextMeshPro, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
    <type fullname="TMPro.TextMeshPro" preserve="all" />
    <type fullname="TMPro.TextMeshProUGUI" preserve="all" />
    <type fullname="TMPro.TMP_FontAsset" preserve="all" />
    <type fullname="TMPro.FaceInfo_Legacy" preserve="nothing" serialized="true" />
    <type fullname="TMPro.FontAssetCreationSettings" preserve="nothing" serialized="true" />
    <type fullname="TMPro.KerningTable" preserve="nothing" serialized="true" />
    <type fullname="TMPro.TMP_Character" preserve="nothing" serialized="true" />
    <type fullname="TMPro.TMP_FontFeatureTable" preserve="nothing" serialized="true" />
    <type fullname="TMPro.TMP_FontWeightPair" preserve="nothing" serialized="true" />
    <type fullname="TMPro.TMP_GlyphAdjustmentRecord" preserve="nothing" serialized="true" />
    <type fullname="TMPro.TMP_GlyphPairAdjustmentRecord" preserve="nothing" serialized="true" />
    <type fullname="TMPro.TMP_GlyphValueRecord" preserve="nothing" serialized="true" />
    <type fullname="TMPro.VertexGradient" preserve="nothing" serialized="true" />
  </assembly>
  <assembly fullname="Unity.Timeline, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null">
    <type fullname="UnityEngine.Timeline.ActivationPlayableAsset" preserve="all" />
    <type fullname="UnityEngine.Timeline.ActivationTrack" preserve="all" />
    <type fullname="UnityEngine.Timeline.AnimationPlayableAsset" preserve="all" />
    <type fullname="UnityEngine.Timeline.AnimationTrack" preserve="all" />
    <type fullname="UnityEngine.Timeline.GroupTrack" preserve="all" />
    <type fullname="UnityEngine.Timeline.MarkerTrack" preserve="all" />
    <type fullname="UnityEngine.Timeline.SignalAsset" preserve="all" />
    <type fullname="UnityEngine.Timeline.SignalEmitter" preserve="all" />
    <type fullname="UnityEngine.Timeline.SignalReceiver" preserve="all" />
    <type fullname="UnityEngine.Timeline.TimelineAsset" preserve="all" />
    <type fullname="UnityEngine.Timeline.MarkerList" preserve="nothing" serialized="true" />
    <type fullname="UnityEngine.Timeline.TimelineAsset/EditorSettings" preserve="nothing" serialized="true" />
    <type fullname="UnityEngine.Timeline.TimelineClip" preserve="nothing" serialized="true" />
    <type fullname="UnityEngine.Timeline.SignalReceiver/EventKeyValue" preserve="nothing" serialized="true" />
  </assembly>
  <assembly fullname="UnityEngine.AnimationModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
    <type fullname="UnityEngine.AnimationClip" preserve="all" />
    <type fullname="UnityEngine.Animator" preserve="all" />
    <type fullname="UnityEngine.AnimatorOverrideController" preserve="all" />
    <type fullname="UnityEngine.RuntimeAnimatorController" preserve="all" />
  </assembly>
  <assembly fullname="UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
    <type fullname="UnityEngine.Camera" preserve="all" />
    <type fullname="UnityEngine.GameObject" preserve="all" />
    <type fullname="UnityEngine.LightmapSettings" preserve="all" />
    <type fullname="UnityEngine.LineRenderer" preserve="all" />
    <type fullname="UnityEngine.Material" preserve="all" />
    <type fullname="UnityEngine.Mesh" preserve="all" />
    <type fullname="UnityEngine.MeshFilter" preserve="all" />
    <type fullname="UnityEngine.MeshRenderer" preserve="all" />
    <type fullname="UnityEngine.MonoBehaviour" preserve="all" />
    <type fullname="UnityEngine.Object" preserve="all" />
    <type fullname="UnityEngine.RectTransform" preserve="all" />
    <type fullname="UnityEngine.Rendering.SortingGroup" preserve="all" />
    <type fullname="UnityEngine.RenderSettings" preserve="all" />
    <type fullname="UnityEngine.RenderTexture" preserve="all" />
    <type fullname="UnityEngine.Shader" preserve="all" />
    <type fullname="UnityEngine.Sprite" preserve="all" />
    <type fullname="UnityEngine.SpriteRenderer" preserve="all" />
    <type fullname="UnityEngine.Texture2D" preserve="all" />
    <type fullname="UnityEngine.Transform" preserve="all" />
    <type fullname="UnityEngine.U2D.SpriteAtlas" preserve="all" />
    <type fullname="UnityEngine.Events.PersistentCallGroup" preserve="nothing" serialized="true" />
    <type fullname="UnityEngine.Events.UnityEvent" preserve="nothing" serialized="true" />
    <type fullname="UnityEngine.RectOffset" preserve="nothing" serialized="true" />
    <type fullname="UnityEngine.SceneManagement.Scene" preserve="nothing" serialized="true" />
    <type fullname="UnityEngine.Events.ArgumentCache" preserve="nothing" serialized="true" />
    <type fullname="UnityEngine.Events.PersistentListenerMode" preserve="nothing" serialized="true" />
  </assembly>
  <assembly fullname="UnityEngine.DirectorModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
    <type fullname="UnityEngine.Playables.PlayableDirector" preserve="all" />
  </assembly>
  <assembly fullname="UnityEngine.ParticleSystemModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
    <type fullname="UnityEngine.ParticleSystem" preserve="all" />
    <type fullname="UnityEngine.ParticleSystemRenderer" preserve="all" />
  </assembly>
  <assembly fullname="UnityEngine.Physics2DModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
    <type fullname="UnityEngine.BoxCollider2D" preserve="all" />
    <type fullname="UnityEngine.CircleCollider2D" preserve="all" />
    <type fullname="UnityEngine.PlatformEffector2D" preserve="all" />
    <type fullname="UnityEngine.PolygonCollider2D" preserve="all" />
    <type fullname="UnityEngine.Rigidbody2D" preserve="all" />
  </assembly>
  <assembly fullname="UnityEngine.PhysicsModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
    <type fullname="UnityEngine.MeshCollider" preserve="all" />
    <type fullname="UnityEngine.Rigidbody" preserve="all" />
  </assembly>
  <assembly fullname="UnityEngine.SpriteMaskModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
    <type fullname="UnityEngine.SpriteMask" preserve="all" />
  </assembly>
  <assembly fullname="UnityEngine.SpriteShapeModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
    <type fullname="UnityEngine.U2D.SpriteShapeRenderer" preserve="all" />
  </assembly>
  <assembly fullname="UnityEngine.TextRenderingModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
    <type fullname="UnityEngine.Font" preserve="all" />
  </assembly>
  <assembly fullname="UnityEngine.UI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null">
    <type fullname="UnityEngine.EventSystems.EventSystem" preserve="all" />
    <type fullname="UnityEngine.UI.Button" preserve="all" />
    <type fullname="UnityEngine.UI.CanvasScaler" preserve="all" />
    <type fullname="UnityEngine.UI.ContentSizeFitter" preserve="all" />
    <type fullname="UnityEngine.UI.GraphicRaycaster" preserve="all" />
    <type fullname="UnityEngine.UI.GridLayoutGroup" preserve="all" />
    <type fullname="UnityEngine.UI.HorizontalLayoutGroup" preserve="all" />
    <type fullname="UnityEngine.UI.Image" preserve="all" />
    <type fullname="UnityEngine.UI.Mask" preserve="all" />
    <type fullname="UnityEngine.UI.RawImage" preserve="all" />
    <type fullname="UnityEngine.UI.Scrollbar" preserve="all" />
    <type fullname="UnityEngine.UI.ScrollRect" preserve="all" />
    <type fullname="UnityEngine.UI.Slider" preserve="all" />
    <type fullname="UnityEngine.UI.Text" preserve="all" />
    <type fullname="UnityEngine.UI.VerticalLayoutGroup" preserve="all" />
    <type fullname="UnityEngine.UI.MaskableGraphic/CullStateChangedEvent" preserve="nothing" serialized="true" />
    <type fullname="UnityEngine.UI.AnimationTriggers" preserve="nothing" serialized="true" />
    <type fullname="UnityEngine.UI.Button/ButtonClickedEvent" preserve="nothing" serialized="true" />
    <type fullname="UnityEngine.UI.ColorBlock" preserve="nothing" serialized="true" />
    <type fullname="UnityEngine.UI.FontData" preserve="nothing" serialized="true" />
    <type fullname="UnityEngine.UI.Navigation" preserve="nothing" serialized="true" />
    <type fullname="UnityEngine.UI.ScrollRect/ScrollRectEvent" preserve="nothing" serialized="true" />
    <type fullname="UnityEngine.UI.Scrollbar/ScrollEvent" preserve="nothing" serialized="true" />
    <type fullname="UnityEngine.UI.Slider/SliderEvent" preserve="nothing" serialized="true" />
    <type fullname="UnityEngine.UI.SpriteState" preserve="nothing" serialized="true" />
  </assembly>
  <assembly fullname="UnityEngine.UIModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
    <type fullname="UnityEngine.Canvas" preserve="all" />
    <type fullname="UnityEngine.CanvasGroup" preserve="all" />
    <type fullname="UnityEngine.CanvasRenderer" preserve="all" />
  </assembly>
  <assembly fullname="UnityEngine.VideoModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
    <type fullname="UnityEngine.Video.VideoClip" preserve="all" />
    <type fullname="UnityEngine.Video.VideoPlayer" preserve="all" />
  </assembly>
  <assembly fullname="UnityEngine.TextCoreFontEngineModule">
    <type fullname="UnityEngine.TextCore.FaceInfo" preserve="nothing" serialized="true" />
    <type fullname="UnityEngine.TextCore.Glyph" preserve="nothing" serialized="true" />
    <type fullname="UnityEngine.TextCore.GlyphMetrics" preserve="nothing" serialized="true" />
    <type fullname="UnityEngine.TextCore.GlyphRect" preserve="nothing" serialized="true" />
  </assembly>
</linker>