动画修改
This commit is contained in:
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -294,7 +294,7 @@ BlendTree:
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m_Name: Blend Tree
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m_Childs:
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- serializedVersion: 2
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m_Motion: {fileID: 7400000, guid: dffa50cfe77e0434bbfa71245b3dd529, type: 3}
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m_Motion: {fileID: -2576967968662016515, guid: 56fd86b76fc74d24d83522069f5deb9b, type: 3}
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m_Threshold: 0
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m_Position: {x: 0, y: 0}
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m_TimeScale: 1
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@@ -302,7 +302,7 @@ BlendTree:
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m_DirectBlendParameter:
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m_Mirror: 0
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- serializedVersion: 2
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m_Motion: {fileID: 7400000, guid: 6fb3851da6a6f5948ab6892bee8ba920, type: 3}
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m_Motion: {fileID: 7400000, guid: 5033c980c09474948b2a9510841d9491, type: 3}
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m_Threshold: 0.0952381
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m_Position: {x: 0.5, y: 0}
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m_TimeScale: 1
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@@ -310,7 +310,7 @@ BlendTree:
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m_DirectBlendParameter:
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m_Mirror: 0
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- serializedVersion: 2
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m_Motion: {fileID: 7400006, guid: 6fb3851da6a6f5948ab6892bee8ba920, type: 3}
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m_Motion: {fileID: 7400006, guid: 5033c980c09474948b2a9510841d9491, type: 3}
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m_Threshold: 0.1904762
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m_Position: {x: 1, y: 0}
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m_TimeScale: 1
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@@ -318,7 +318,7 @@ BlendTree:
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m_DirectBlendParameter:
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m_Mirror: 0
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- serializedVersion: 2
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m_Motion: {fileID: 7400010, guid: 6fb3851da6a6f5948ab6892bee8ba920, type: 3}
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m_Motion: {fileID: 7400010, guid: 5033c980c09474948b2a9510841d9491, type: 3}
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m_Threshold: 0.2857143
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m_Position: {x: -0.5, y: 0}
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m_TimeScale: 1
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@@ -326,7 +326,7 @@ BlendTree:
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m_DirectBlendParameter:
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m_Mirror: 0
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- serializedVersion: 2
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m_Motion: {fileID: 7400014, guid: 6fb3851da6a6f5948ab6892bee8ba920, type: 3}
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m_Motion: {fileID: 7400014, guid: 5033c980c09474948b2a9510841d9491, type: 3}
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m_Threshold: 0.3809524
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m_Position: {x: -1, y: 0}
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m_TimeScale: 1
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@@ -334,7 +334,7 @@ BlendTree:
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m_DirectBlendParameter:
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m_Mirror: 0
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- serializedVersion: 2
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m_Motion: {fileID: 7400000, guid: b1a5e04ae51004842aba06704a6c2903, type: 3}
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m_Motion: {fileID: 7400000, guid: b902ceed1016f504cb9949d5c7fd36f2, type: 3}
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m_Threshold: 0.42857143
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m_Position: {x: 0, y: 0.5}
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m_TimeScale: 1
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@@ -342,7 +342,7 @@ BlendTree:
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m_DirectBlendParameter:
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m_Mirror: 0
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- serializedVersion: 2
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m_Motion: {fileID: 7400002, guid: bb141fc9a700c9c4ca7e6dadb8acf24b, type: 3}
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m_Motion: {fileID: 7400002, guid: de3b14b850aae314a89ad6280b2e3321, type: 3}
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m_Threshold: 0.47619048
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m_Position: {x: 1, y: 0.5}
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m_TimeScale: 1
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@@ -350,7 +350,7 @@ BlendTree:
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m_DirectBlendParameter:
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m_Mirror: 0
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- serializedVersion: 2
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m_Motion: {fileID: 7400000, guid: 1c52c953c83c2254a9fa72d50250f028, type: 3}
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m_Motion: {fileID: 7400000, guid: fa004d0f80b32d14ebb332fd0b01b7e5, type: 3}
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m_Threshold: 0.52380955
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m_Position: {x: 0.5, y: 0.5}
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m_TimeScale: 1
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@@ -358,7 +358,7 @@ BlendTree:
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m_DirectBlendParameter:
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m_Mirror: 0
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- serializedVersion: 2
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m_Motion: {fileID: 7400000, guid: bb141fc9a700c9c4ca7e6dadb8acf24b, type: 3}
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m_Motion: {fileID: 7400000, guid: de3b14b850aae314a89ad6280b2e3321, type: 3}
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m_Threshold: 0.61904764
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m_Position: {x: -1, y: 0.5}
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m_TimeScale: 1
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@@ -366,7 +366,7 @@ BlendTree:
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m_DirectBlendParameter:
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m_Mirror: 0
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||||
- serializedVersion: 2
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m_Motion: {fileID: 7400002, guid: 1c52c953c83c2254a9fa72d50250f028, type: 3}
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m_Motion: {fileID: 7400002, guid: fa004d0f80b32d14ebb332fd0b01b7e5, type: 3}
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m_Threshold: 0.6666667
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m_Position: {x: -0.5, y: 0.5}
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m_TimeScale: 1
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@@ -374,7 +374,7 @@ BlendTree:
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m_DirectBlendParameter:
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m_Mirror: 0
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- serializedVersion: 2
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m_Motion: {fileID: 7400000, guid: 1cb8ed3cbba15f0479fbae54e0a963df, type: 3}
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m_Motion: {fileID: 7400000, guid: 5793c842832b08348afd121473dfdf7e, type: 3}
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m_Threshold: 0.7619048
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m_Position: {x: 0, y: 1}
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m_TimeScale: 1
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@@ -382,7 +382,7 @@ BlendTree:
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m_DirectBlendParameter:
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m_Mirror: 0
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- serializedVersion: 2
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m_Motion: {fileID: 7400000, guid: f2bed5dc5afacff44a00de8daae9703b, type: 3}
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m_Motion: {fileID: 7400000, guid: 4597f75592fba204890fd32d8c11a1fe, type: 3}
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m_Threshold: 0.8095238
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m_Position: {x: 1, y: 1}
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m_TimeScale: 1
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@@ -390,7 +390,7 @@ BlendTree:
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m_DirectBlendParameter:
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m_Mirror: 0
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- serializedVersion: 2
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m_Motion: {fileID: 7400002, guid: f2bed5dc5afacff44a00de8daae9703b, type: 3}
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m_Motion: {fileID: 7400002, guid: 4597f75592fba204890fd32d8c11a1fe, type: 3}
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m_Threshold: 0.85714287
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m_Position: {x: -1, y: 1}
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m_TimeScale: 1
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@@ -398,7 +398,7 @@ BlendTree:
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m_DirectBlendParameter:
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m_Mirror: 0
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- serializedVersion: 2
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m_Motion: {fileID: 7400000, guid: 1062212255550964e974f3ffb3cbaae3, type: 3}
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m_Motion: {fileID: 7400000, guid: f2058580a3b66b041bc906b2a8d0accd, type: 3}
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m_Threshold: 0.9047619
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m_Position: {x: 0.5, y: 1}
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m_TimeScale: 1
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@@ -406,7 +406,7 @@ BlendTree:
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m_DirectBlendParameter:
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m_Mirror: 0
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- serializedVersion: 2
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m_Motion: {fileID: 7400002, guid: 1062212255550964e974f3ffb3cbaae3, type: 3}
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m_Motion: {fileID: 7400002, guid: f2058580a3b66b041bc906b2a8d0accd, type: 3}
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m_Threshold: 0.95238096
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m_Position: {x: -0.5, y: 1}
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m_TimeScale: 1
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@@ -1,3 +0,0 @@
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fileFormatVersion: 2
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guid: 4ac59e4ab71247b790b959f91f53c285
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timeCreated: 1772788069
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@@ -1,986 +0,0 @@
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// using System;
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// using System.Collections.Generic;
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// using System.Text;
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// using cfg;
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// using UnityEngine;
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//
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// namespace NBF
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// {
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// /// <summary>
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// /// 钓组类型
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// /// </summary>
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// public enum GearType
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// {
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// SpinningFloat = 0,
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// Spinning = 1,
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// Hand = 2,
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// Feeder = 3,
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// Pole = 4
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// }
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//
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// /// <summary>
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// /// 装备物品类型枚举(用于快速判断)
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// /// </summary>
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// public enum GearItemType
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// {
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// None = 0,
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// Rod = 1,
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// Reel = 2,
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// Bobber = 3,
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// Hook = 4,
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// Bait = 5,
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// Lure = 6,
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// Weight = 7,
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// Line = 8,
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// Leader = 9,
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// Feeder = 10
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// }
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//
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//
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// public enum HeldItemType
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// {
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// None = 0,
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// Gear = 1, // 钓组
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// Tool = 2, // 工具(铲子等)
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// Consumable = 3, // 消耗品
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// Special = 4 // 特殊物品
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// }
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//
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// /// <summary>
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// /// 手持物品信息
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// /// </summary>
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// [Serializable]
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// public class HeldItemInfo
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// {
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// public HeldItemType ItemType; // 物品类型
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// public int ConfigID; // 配置 ID(钓组或普通物品)
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//
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// // 如果是钓组,包含完整钓组数据
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// public FPlayerGearData GearData;
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// }
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//
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//
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// [Serializable]
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// public class FPlayerData
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// {
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// // ========== 基础标识 ==========
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// public int PlayerID;
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// public bool IsLocalPlayer; // 是否为本地玩家
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// public bool IsServer; // 是否由服务器控制
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//
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// // ========== 持久化数据(低频同步) ==========
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// /// <summary>
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// /// 所有可用钓组
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// /// </summary>
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// public List<FPlayerGearData> AllGears = new();
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//
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// // ========== 当前状态(中高频同步) ==========
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// /// <summary>
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// /// 当前手持的物品
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// /// </summary>
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// public HeldItemInfo CurrentHeldItem = new();
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//
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// /// <summary>
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// /// 当前装备的钓组(从 CurrentHeldItem 派生,方便访问)
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// /// </summary>
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// public FPlayerGearData CurrentGear =>
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// CurrentHeldItem.ItemType == HeldItemType.Gear ? CurrentHeldItem.GearData : null;
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//
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// // ========== 物理状态(高频同步) ==========
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// public Vector3 position;
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// public Quaternion rotation;
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// public Vector2 MoveInput;
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// public float Speed;
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// public float RotationSpeed;
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// public bool IsGrounded;
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// public bool Run;
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//
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// // ========== 钓鱼相关状态(中频同步) ==========
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// public float currentReelingSpeed;
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// public bool isHandOnHandle;
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// public float lineLength;
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// public float reelSpeed;
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// public float EyeAngle;
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// public bool IsLureRod;
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//
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// // ========== 动作和道具状态(低频同步) ==========
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// public bool openLight;
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// public bool openTelescope;
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// public bool ChangeItem;
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//
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// // ========== 状态机 ==========
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// private PlayerState _previousPlayerState = PlayerState.Idle;
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// private PlayerState _playerState;
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// public PlayerState PreviousState => _previousPlayerState;
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//
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// /// <summary>
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// /// 当前状态的进入参数(本地和远程都适用)
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// /// </summary>
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// public StateEnterParams CurrentStateParams { get; private set; } = new StateEnterParams();
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//
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// public PlayerState State
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// {
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// get => _playerState;
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// set
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// {
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// if (_playerState != value)
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// {
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// _previousPlayerState = _playerState;
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// _playerState = value;
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// NextState = value;
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//
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// // 先触发事件(带参数)
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// OnStateChange?.Invoke(_playerState, CurrentStateParams);
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//
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// // 触发网络同步(如果有)
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// if (PlayerDataManager.Instance != null)
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// {
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// PlayerDataManager.Instance.OnPlayerStateChanged(this, value);
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// }
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// }
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// }
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// }
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//
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// /// <summary>
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// /// 设置状态并传入参数
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// /// </summary>
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// public void SetState(PlayerState newState, StateEnterParams enterParams = null)
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// {
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// // 复制参数到当前状态
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// if (enterParams != null)
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// {
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// CurrentStateParams = enterParams.Clone();
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// }
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// else
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// {
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// CurrentStateParams.Clear();
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// }
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//
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// State = newState;
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// }
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//
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// [SerializeField] private PlayerState NextState;
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// public event Action<PlayerState, StateEnterParams> OnStateChange;
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//
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//
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// // ========== 网络同步相关 ==========
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// /// <summary>
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// /// 最后接收到的网络快照时间
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// /// </summary>
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// public float LastNetworkSyncTime { get; set; }
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//
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// /// <summary>
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// /// 是否需要网络插值
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// /// </summary>
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// public bool NeedInterpolation => !IsLocalPlayer && !IsServer;
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//
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// // ========== 脏标记系统(关键优化) ==========
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// private SyncFlags _dirtyFlags = SyncFlags.None;
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//
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// /// <summary>
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// /// 标记某个数据块已变化,需要同步
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// /// </summary>
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// public void MarkDirty(SyncFlags flag)
|
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// {
|
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// _dirtyFlags |= flag;
|
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// }
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//
|
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// /// <summary>
|
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// /// 检查是否有数据需要同步
|
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// /// </summary>
|
||||
// public bool HasDirtyData => _dirtyFlags != SyncFlags.None;
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//
|
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// /// <summary>
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// /// 获取并清除脏标记
|
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// /// </summary>
|
||||
// public SyncFlags GetAndClearDirtyFlags()
|
||||
// {
|
||||
// var flags = _dirtyFlags;
|
||||
// _dirtyFlags = SyncFlags.None;
|
||||
// return flags;
|
||||
// }
|
||||
//
|
||||
// /// <summary>
|
||||
// /// 清除所有脏标记
|
||||
// /// </summary>
|
||||
// public void ClearDirtyFlags()
|
||||
// {
|
||||
// _dirtyFlags = SyncFlags.None;
|
||||
// }
|
||||
//
|
||||
//
|
||||
// // ========== 生命周期 ==========
|
||||
// private void Start()
|
||||
// {
|
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// NextState = State;
|
||||
// InitializeDefaultItems();
|
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// }
|
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//
|
||||
// private void Update()
|
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// {
|
||||
// if (NextState != State)
|
||||
// {
|
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// State = NextState;
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// // ========== 物品系统方法 ==========
|
||||
//
|
||||
// /// <summary>
|
||||
// /// 切换手持物品
|
||||
// /// </summary>
|
||||
// public void SwitchHeldItem(HeldItemInfo newItem)
|
||||
// {
|
||||
// CurrentHeldItem = newItem;
|
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// ChangeItem = true;
|
||||
//
|
||||
// // 如果切换到钓组,更新 CurrentGear 引用
|
||||
// if (newItem.ItemType == HeldItemType.Gear)
|
||||
// {
|
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// // 确保钓组数据有效
|
||||
// if (newItem.GearData == null)
|
||||
// {
|
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// newItem.GearData = GetGearByConfigID(newItem.ConfigID);
|
||||
// }
|
||||
// }
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||||
//
|
||||
// // 通知网络层
|
||||
// if (PlayerDataManager.Instance != null)
|
||||
// {
|
||||
// PlayerDataManager.Instance.OnHeldItemChanged(this, newItem);
|
||||
// }
|
||||
// }
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||||
//
|
||||
// /// <summary>
|
||||
// /// 装备钓组
|
||||
// /// </summary>
|
||||
// public void EquipGear(int gearIndex)
|
||||
// {
|
||||
// if (gearIndex < 0 || gearIndex >= AllGears.Count) return;
|
||||
//
|
||||
// var gear = AllGears[gearIndex];
|
||||
// var heldItem = new HeldItemInfo
|
||||
// {
|
||||
// ItemType = HeldItemType.Gear,
|
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// ConfigID = gear.GetUnitId(),
|
||||
// GearData = gear
|
||||
// };
|
||||
//
|
||||
// SwitchHeldItem(heldItem);
|
||||
// }
|
||||
//
|
||||
// /// <summary>
|
||||
// /// 根据配置 ID 获取钓组
|
||||
// /// </summary>
|
||||
// public FPlayerGearData GetGearByConfigID(int configID)
|
||||
// {
|
||||
// return AllGears.Find(g => g.GetUnitId() == configID);
|
||||
// }
|
||||
//
|
||||
// /// <summary>
|
||||
// /// 初始化默认物品(示例)
|
||||
// /// </summary>
|
||||
// private void InitializeDefaultItems()
|
||||
// {
|
||||
// // 这里可以加载默认钓组和物品
|
||||
// // 实际逻辑应该从存档或服务器加载
|
||||
// }
|
||||
//
|
||||
// // ========== 网络快照转换 ==========
|
||||
//
|
||||
// /// <summary>
|
||||
// /// 转换为网络快照
|
||||
// /// </summary>
|
||||
// public PlayerStateSnapshot ToNetworkSnapshot(uint sequenceNumber)
|
||||
// {
|
||||
// var snapshot = new PlayerStateSnapshot
|
||||
// {
|
||||
// PlayerID = PlayerID,
|
||||
// SequenceNumber = sequenceNumber,
|
||||
// Timestamp = Time.time,
|
||||
//
|
||||
// Position = position,
|
||||
// Rotation = rotation,
|
||||
// MoveInput = MoveInput,
|
||||
// Speed = Speed,
|
||||
// IsGrounded = IsGrounded,
|
||||
// IsRunning = Run,
|
||||
//
|
||||
// State = State,
|
||||
// LineLength = lineLength,
|
||||
// ReelSpeed = reelSpeed,
|
||||
// EyeAngle = EyeAngle,
|
||||
// IsHandOnHandle = isHandOnHandle,
|
||||
//
|
||||
// HeldItem = CurrentHeldItem,
|
||||
//
|
||||
// // 同步状态参数
|
||||
// StateParams = CurrentStateParams,
|
||||
//
|
||||
// FloatPosition = null, // 根据需要设置
|
||||
// HookPosition = null,
|
||||
// CaughtFishID = 0
|
||||
// };
|
||||
//
|
||||
// // 设置标志位
|
||||
// snapshot.SetFlag(0, openLight);
|
||||
// snapshot.SetFlag(1, openTelescope);
|
||||
// snapshot.SetFlag(2, ChangeItem);
|
||||
// snapshot.SetFlag(3, IsLureRod);
|
||||
//
|
||||
// return snapshot;
|
||||
// }
|
||||
//
|
||||
// /// <summary>
|
||||
// /// 从网络快照应用状态
|
||||
// /// </summary>
|
||||
// public void ApplyFromNetworkSnapshot(PlayerStateSnapshot snapshot)
|
||||
// {
|
||||
// if (snapshot.PlayerID != PlayerID) return;
|
||||
//
|
||||
// LastNetworkSyncTime = (float)snapshot.Timestamp;
|
||||
//
|
||||
// // 保存旧状态用于对比
|
||||
// var oldState = State;
|
||||
// var stateChanged = snapshot.State != oldState;
|
||||
//
|
||||
// position = snapshot.Position;
|
||||
// rotation = snapshot.Rotation;
|
||||
// MoveInput = snapshot.MoveInput;
|
||||
// Speed = snapshot.Speed;
|
||||
// IsGrounded = snapshot.IsGrounded;
|
||||
// Run = snapshot.IsRunning;
|
||||
//
|
||||
// // 如果状态改变,先更新状态和参数
|
||||
// if (stateChanged)
|
||||
// {
|
||||
// _previousPlayerState = oldState;
|
||||
// _playerState = snapshot.State;
|
||||
// NextState = snapshot.State;
|
||||
//
|
||||
// // 应用状态参数
|
||||
// if (snapshot.StateParams != null)
|
||||
// {
|
||||
// CurrentStateParams = snapshot.StateParams.Clone();
|
||||
// }
|
||||
//
|
||||
// // 触发事件(带参数)
|
||||
// OnStateChange?.Invoke(_playerState, CurrentStateParams);
|
||||
// }
|
||||
//
|
||||
// lineLength = snapshot.LineLength;
|
||||
// reelSpeed = snapshot.ReelSpeed;
|
||||
// EyeAngle = snapshot.EyeAngle;
|
||||
// isHandOnHandle = snapshot.IsHandOnHandle;
|
||||
//
|
||||
// CurrentHeldItem = snapshot.HeldItem;
|
||||
//
|
||||
// // 读取标志位
|
||||
// openLight = snapshot.GetFlag(0);
|
||||
// openTelescope = snapshot.GetFlag(1);
|
||||
// ChangeItem = snapshot.GetFlag(2);
|
||||
// IsLureRod = snapshot.GetFlag(3);
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// /// <summary>
|
||||
// /// 同步标志位枚举
|
||||
// /// </summary>
|
||||
// [Flags]
|
||||
// public enum SyncFlags : byte
|
||||
// {
|
||||
// None = 0,
|
||||
// Physics = 1 << 0, // 位置、旋转、移动
|
||||
// Fishing = 1 << 1, // 钓鱼相关状态
|
||||
// HeldItem = 1 << 2, // 手持物品
|
||||
// Flags = 1 << 3, // 布尔标志
|
||||
// Extension = 1 << 4, // 扩展数据
|
||||
// All = Physics | Fishing | HeldItem | Flags | Extension
|
||||
// }
|
||||
//
|
||||
// /// <summary>
|
||||
// /// 网络同步用的玩家状态快照(精简、可序列化)
|
||||
// /// </summary>
|
||||
// [Serializable]
|
||||
// public class PlayerStateSnapshot
|
||||
// {
|
||||
// // ========== 元数据 ==========
|
||||
// public int PlayerID;
|
||||
// public uint SequenceNumber; // 序列号,处理乱序包
|
||||
// public double Timestamp; // 时间戳,用于插值
|
||||
//
|
||||
// // ========== 同步标志位(关键优化) ==========
|
||||
// /// <summary>
|
||||
// /// 指示哪些数据块需要同步(位掩码)
|
||||
// /// bit0: 基础物理状态 | bit1: 钓鱼状态 | bit2: 手持物品 | bit3: 布尔标志 | bit4: 扩展数据
|
||||
// /// </summary>
|
||||
// public SyncFlags SyncFlags = SyncFlags.All;
|
||||
//
|
||||
// // ========== 基础状态(高频同步 - 可选) ==========
|
||||
// public Vector3 Position;
|
||||
// public Quaternion Rotation;
|
||||
// public Vector2 MoveInput;
|
||||
// public float Speed;
|
||||
// public bool IsGrounded;
|
||||
// public bool IsRunning;
|
||||
//
|
||||
// // ========== 钓鱼状态(中频同步 - 可选) ==========
|
||||
// public PlayerState State;
|
||||
// public float LineLength;
|
||||
// public float ReelSpeed;
|
||||
// public float EyeAngle;
|
||||
// public bool IsHandOnHandle;
|
||||
//
|
||||
// // ========== 手持物品信息(低频同步 - 可选) ==========
|
||||
// public HeldItemInfo HeldItem;
|
||||
//
|
||||
// // ========== 状态进入参数(状态变化时同步 - 可选) ==========
|
||||
// public StateEnterParams StateParams;
|
||||
//
|
||||
// // ========== 布尔标志位(用 byte 压缩 - 可选) ==========
|
||||
// public byte Flags; // bit0:开灯 bit1:望远镜 bit2:换物品 bit3:路亚竿
|
||||
//
|
||||
// // ========== 扩展数据(按需同步 - 可选) ==========
|
||||
// public Vector3? FloatPosition; // 浮漂位置(nullable)
|
||||
// public Vector3? HookPosition; // 鱼钩位置
|
||||
// public uint CaughtFishID; // 钓到的鱼 ID
|
||||
//
|
||||
// // ========== 辅助方法 ==========
|
||||
//
|
||||
// public bool GetFlag(int index) => (Flags & (1 << index)) != 0;
|
||||
//
|
||||
// public void SetFlag(int index, bool value)
|
||||
// {
|
||||
// if (value) Flags |= (byte)(1 << index);
|
||||
// else Flags &= (byte)~(1 << index);
|
||||
// }
|
||||
//
|
||||
// public bool HasFlag(SyncFlags flag) => (SyncFlags & flag) != 0;
|
||||
//
|
||||
// public void SetFlag(SyncFlags flag, bool value)
|
||||
// {
|
||||
// if (value) SyncFlags |= flag;
|
||||
// else SyncFlags &= ~flag;
|
||||
// }
|
||||
//
|
||||
// /// <summary>
|
||||
// /// 创建完整快照(所有字段)
|
||||
// /// </summary>
|
||||
// public static PlayerStateSnapshot CreateFull(FPlayerData player, uint sequenceNumber)
|
||||
// {
|
||||
// var snapshot = new PlayerStateSnapshot
|
||||
// {
|
||||
// PlayerID = player.PlayerID,
|
||||
// SequenceNumber = sequenceNumber,
|
||||
// Timestamp = Time.time,
|
||||
// SyncFlags = SyncFlags.All,
|
||||
//
|
||||
// Position = player.position,
|
||||
// Rotation = player.rotation,
|
||||
// MoveInput = player.MoveInput,
|
||||
// Speed = player.Speed,
|
||||
// IsGrounded = player.IsGrounded,
|
||||
// IsRunning = player.Run,
|
||||
//
|
||||
// State = player.State,
|
||||
// LineLength = player.lineLength,
|
||||
// ReelSpeed = player.reelSpeed,
|
||||
// EyeAngle = player.EyeAngle,
|
||||
// IsHandOnHandle = player.isHandOnHandle,
|
||||
//
|
||||
// HeldItem = player.CurrentHeldItem,
|
||||
// StateParams = player.CurrentStateParams?.Clone(),
|
||||
//
|
||||
// FloatPosition = null,
|
||||
// HookPosition = null,
|
||||
// CaughtFishID = 0
|
||||
// };
|
||||
//
|
||||
// snapshot.SetFlag(0, player.openLight);
|
||||
// snapshot.SetFlag(1, player.openTelescope);
|
||||
// snapshot.SetFlag(2, player.ChangeItem);
|
||||
// snapshot.SetFlag(3, player.IsLureRod);
|
||||
//
|
||||
// return snapshot;
|
||||
// }
|
||||
//
|
||||
// /// <summary>
|
||||
// /// 创建增量快照(仅包含标记的字段)
|
||||
// /// </summary>
|
||||
// public static PlayerStateSnapshot CreateDelta(FPlayerData player, uint sequenceNumber, SyncFlags flags)
|
||||
// {
|
||||
// var snapshot = new PlayerStateSnapshot
|
||||
// {
|
||||
// PlayerID = player.PlayerID,
|
||||
// SequenceNumber = sequenceNumber,
|
||||
// Timestamp = Time.time,
|
||||
// SyncFlags = flags
|
||||
// };
|
||||
//
|
||||
// // 根据标志位选择性地填充数据
|
||||
// if (flags.HasFlag(SyncFlags.Physics))
|
||||
// {
|
||||
// snapshot.Position = player.position;
|
||||
// snapshot.Rotation = player.rotation;
|
||||
// snapshot.MoveInput = player.MoveInput;
|
||||
// snapshot.Speed = player.Speed;
|
||||
// snapshot.IsGrounded = player.IsGrounded;
|
||||
// snapshot.IsRunning = player.Run;
|
||||
// }
|
||||
//
|
||||
// if (flags.HasFlag(SyncFlags.Fishing))
|
||||
// {
|
||||
// snapshot.State = player.State;
|
||||
// snapshot.LineLength = player.lineLength;
|
||||
// snapshot.ReelSpeed = player.reelSpeed;
|
||||
// snapshot.EyeAngle = player.EyeAngle;
|
||||
// snapshot.IsHandOnHandle = player.isHandOnHandle;
|
||||
// snapshot.StateParams = player.CurrentStateParams?.Clone();
|
||||
// }
|
||||
//
|
||||
// if (flags.HasFlag(SyncFlags.HeldItem))
|
||||
// {
|
||||
// snapshot.HeldItem = player.CurrentHeldItem;
|
||||
// }
|
||||
//
|
||||
// if (flags.HasFlag(SyncFlags.Flags))
|
||||
// {
|
||||
// snapshot.Flags = 0;
|
||||
// snapshot.SetFlag(0, player.openLight);
|
||||
// snapshot.SetFlag(1, player.openTelescope);
|
||||
// snapshot.SetFlag(2, player.ChangeItem);
|
||||
// snapshot.SetFlag(3, player.IsLureRod);
|
||||
// }
|
||||
//
|
||||
// if (flags.HasFlag(SyncFlags.Extension))
|
||||
// {
|
||||
// snapshot.FloatPosition = null; // 根据需要设置
|
||||
// snapshot.HookPosition = null;
|
||||
// snapshot.CaughtFishID = 0;
|
||||
// }
|
||||
//
|
||||
// return snapshot;
|
||||
// }
|
||||
//
|
||||
// /// <summary>
|
||||
// /// 应用快照到玩家(智能合并)
|
||||
// /// </summary>
|
||||
// public void ApplyTo(FPlayerData player)
|
||||
// {
|
||||
// if (PlayerID != player.PlayerID) return;
|
||||
//
|
||||
// player.LastNetworkSyncTime = (float)Timestamp;
|
||||
//
|
||||
// // 根据标志位选择性应用
|
||||
// if (SyncFlags.HasFlag(SyncFlags.Physics))
|
||||
// {
|
||||
// player.position = Position;
|
||||
// player.rotation = Rotation;
|
||||
// player.MoveInput = MoveInput;
|
||||
// player.Speed = Speed;
|
||||
// player.IsGrounded = IsGrounded;
|
||||
// player.Run = IsRunning;
|
||||
// }
|
||||
//
|
||||
// if (SyncFlags.HasFlag(SyncFlags.Fishing))
|
||||
// {
|
||||
// // 状态变化时才触发事件
|
||||
// if (State != player.State)
|
||||
// {
|
||||
// player.SetState(State, StateParams);
|
||||
// }
|
||||
//
|
||||
// player.lineLength = LineLength;
|
||||
// player.reelSpeed = ReelSpeed;
|
||||
// player.EyeAngle = EyeAngle;
|
||||
// player.isHandOnHandle = IsHandOnHandle;
|
||||
// }
|
||||
//
|
||||
// if (SyncFlags.HasFlag(SyncFlags.HeldItem))
|
||||
// {
|
||||
// player.CurrentHeldItem = HeldItem;
|
||||
// }
|
||||
//
|
||||
// if (SyncFlags.HasFlag(SyncFlags.Flags))
|
||||
// {
|
||||
// player.openLight = GetFlag(0);
|
||||
// player.openTelescope = GetFlag(1);
|
||||
// player.ChangeItem = GetFlag(2);
|
||||
// player.IsLureRod = GetFlag(3);
|
||||
// }
|
||||
//
|
||||
// if (SyncFlags.HasFlag(SyncFlags.Extension))
|
||||
// {
|
||||
// if (FloatPosition.HasValue)
|
||||
// {
|
||||
// /* 应用浮漂位置 */
|
||||
// }
|
||||
//
|
||||
// if (HookPosition.HasValue)
|
||||
// {
|
||||
// /* 应用鱼钩位置 */
|
||||
// }
|
||||
//
|
||||
// if (CaughtFishID != 0)
|
||||
// {
|
||||
// /* 应用鱼 ID */
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
//
|
||||
//
|
||||
// /// <summary>
|
||||
// /// 玩家钓组数据
|
||||
// /// </summary>
|
||||
// [Serializable]
|
||||
// public class FPlayerGearData
|
||||
// {
|
||||
// public GearType Type = GearType.Spinning;
|
||||
//
|
||||
// public FRodData rod;
|
||||
// public FReelData reel;
|
||||
// public FBobberData bobber;
|
||||
// public FHookData hook;
|
||||
// public FBaitData bait;
|
||||
// public FLureData lure;
|
||||
// public FWeightData weight;
|
||||
// public FLineData line;
|
||||
// public FLeaderData leader;
|
||||
// public FFeederData feeder;
|
||||
//
|
||||
// /// <summary>
|
||||
// /// 获得唯一 id
|
||||
// /// </summary>
|
||||
// /// <returns></returns>
|
||||
// public int GetUnitId()
|
||||
// {
|
||||
// int result = 0;
|
||||
// if (rod != null)
|
||||
// {
|
||||
// result += rod.configId;
|
||||
// }
|
||||
//
|
||||
// if (reel != null)
|
||||
// {
|
||||
// result += reel.configId;
|
||||
// }
|
||||
//
|
||||
// if (bobber != null)
|
||||
// {
|
||||
// result += bobber.configId;
|
||||
// }
|
||||
//
|
||||
// if (hook != null)
|
||||
// {
|
||||
// result += hook.configId;
|
||||
// }
|
||||
//
|
||||
// if (bait != null)
|
||||
// {
|
||||
// result += bait.configId;
|
||||
// }
|
||||
//
|
||||
// if (lure != null)
|
||||
// {
|
||||
// result += lure.configId;
|
||||
// }
|
||||
//
|
||||
// if (weight != null)
|
||||
// {
|
||||
// result += weight.configId;
|
||||
// }
|
||||
//
|
||||
// if (line != null)
|
||||
// {
|
||||
// result += line.configId;
|
||||
// }
|
||||
//
|
||||
// if (leader != null)
|
||||
// {
|
||||
// result += leader.configId;
|
||||
// }
|
||||
//
|
||||
// if (feeder != null)
|
||||
// {
|
||||
// result += feeder.configId;
|
||||
// }
|
||||
//
|
||||
// return result;
|
||||
// }
|
||||
//
|
||||
// public void SetBobberLastSetGroundValue(float value)
|
||||
// {
|
||||
// bobber.lastSetGroundValue = value;
|
||||
// }
|
||||
//
|
||||
// public void SetReelSettings(int setType, float val, bool saveToPrefs = false)
|
||||
// {
|
||||
// if (setType == 0)
|
||||
// {
|
||||
// reel.currentSpeed = val;
|
||||
// }
|
||||
//
|
||||
// if (setType == 1)
|
||||
// {
|
||||
// reel.currentDrag = val;
|
||||
// }
|
||||
//
|
||||
// if (saveToPrefs)
|
||||
// {
|
||||
// // Instance._playerData.SaveEquipment(ItemType.Reel);
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// /// <summary>
|
||||
// /// 获取所有非空装备部件
|
||||
// /// </summary>
|
||||
// public List<FGearData> GetAllComponents()
|
||||
// {
|
||||
// var components = new List<FGearData>();
|
||||
//
|
||||
// if (rod != null) components.Add(rod);
|
||||
// if (reel != null) components.Add(reel);
|
||||
// if (bobber != null) components.Add(bobber);
|
||||
// if (hook != null) components.Add(hook);
|
||||
// if (bait != null) components.Add(bait);
|
||||
// if (lure != null) components.Add(lure);
|
||||
// if (weight != null) components.Add(weight);
|
||||
// if (line != null) components.Add(line);
|
||||
// if (leader != null) components.Add(leader);
|
||||
// if (feeder != null) components.Add(feeder);
|
||||
//
|
||||
// return components;
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// [Serializable]
|
||||
// public abstract class FGearData
|
||||
// {
|
||||
// /// <summary>
|
||||
// /// 唯一 id(运行时生成,区分同一配置的多个实例)
|
||||
// /// </summary>
|
||||
// public int id;
|
||||
//
|
||||
// /// <summary>
|
||||
// /// 配置 id(来自表格)
|
||||
// /// </summary>
|
||||
// public int configId;
|
||||
//
|
||||
// /// <summary>
|
||||
// /// 物品类型(用于快速判断)
|
||||
// /// </summary>
|
||||
// public abstract GearItemType ItemType { get; }
|
||||
//
|
||||
// /// <summary>
|
||||
// /// 获取基础物品配置
|
||||
// /// </summary>
|
||||
// public Item ItemConfig => Game.Tables.TbItem.Get(configId);
|
||||
//
|
||||
// /// <summary>
|
||||
// /// 创建该类型的默认数据(用于网络同步时重建)
|
||||
// /// </summary>
|
||||
// public abstract FGearData CreateDefault();
|
||||
//
|
||||
// /// <summary>
|
||||
// /// 是否已加载配置
|
||||
// /// </summary>
|
||||
// public bool HasConfigLoaded => configId != 0;
|
||||
//
|
||||
// /// <summary>
|
||||
// /// 复制基础数据到新实例
|
||||
// /// </summary>
|
||||
// public void CopyBaseTo(FGearData other)
|
||||
// {
|
||||
// other.id = this.id;
|
||||
// other.configId = this.configId;
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// /// <summary>
|
||||
// /// 鱼竿数据
|
||||
// /// </summary>
|
||||
// [Serializable]
|
||||
// public class FRodData : FGearData
|
||||
// {
|
||||
// public override GearItemType ItemType => GearItemType.Rod;
|
||||
//
|
||||
// [NonSerialized] private Rod _config;
|
||||
//
|
||||
// public Rod Config => _config ??= Game.Tables.TbRod.Get(configId);
|
||||
//
|
||||
// public override FGearData CreateDefault()
|
||||
// {
|
||||
// return new FRodData { configId = this.configId };
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// /// <summary>
|
||||
// /// 线轴数据
|
||||
// /// </summary>
|
||||
// [Serializable]
|
||||
// public class FReelData : FGearData
|
||||
// {
|
||||
// public override GearItemType ItemType => GearItemType.Reel;
|
||||
//
|
||||
// [NonSerialized] private Reel _config;
|
||||
//
|
||||
// public Reel Config => _config ??= Game.Tables.TbReel.Get(configId);
|
||||
//
|
||||
// public float currentSpeed = 0.5f;
|
||||
// public float currentDrag = 0.7f;
|
||||
//
|
||||
// public override FGearData CreateDefault()
|
||||
// {
|
||||
// return new FReelData
|
||||
// {
|
||||
// configId = this.configId,
|
||||
// currentSpeed = this.currentSpeed,
|
||||
// currentDrag = this.currentDrag
|
||||
// };
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// /// <summary>
|
||||
// /// 浮漂数据
|
||||
// /// </summary>
|
||||
// [Serializable]
|
||||
// public class FBobberData : FGearData
|
||||
// {
|
||||
// public override GearItemType ItemType => GearItemType.Bobber;
|
||||
//
|
||||
// [NonSerialized] private Bobber _config;
|
||||
//
|
||||
// public Bobber Config => _config ??= Game.Tables.TbBobber.Get(configId);
|
||||
//
|
||||
// public float lastSetGroundValue;
|
||||
//
|
||||
// public override FGearData CreateDefault()
|
||||
// {
|
||||
// return new FBobberData
|
||||
// {
|
||||
// configId = this.configId,
|
||||
// lastSetGroundValue = this.lastSetGroundValue
|
||||
// };
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// /// <summary>
|
||||
// /// 鱼钩数据
|
||||
// /// </summary>
|
||||
// [Serializable]
|
||||
// public class FHookData : FGearData
|
||||
// {
|
||||
// public override GearItemType ItemType => GearItemType.Hook;
|
||||
//
|
||||
// [NonSerialized] private Hook _config;
|
||||
//
|
||||
// public Hook Config => _config ??= Game.Tables.TbHook.Get(configId);
|
||||
//
|
||||
// public override FGearData CreateDefault()
|
||||
// {
|
||||
// return new FHookData { configId = this.configId };
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// /// <summary>
|
||||
// /// 鱼饵数据
|
||||
// /// </summary>
|
||||
// [Serializable]
|
||||
// public class FBaitData : FGearData
|
||||
// {
|
||||
// public override GearItemType ItemType => GearItemType.Bait;
|
||||
//
|
||||
// [NonSerialized] private Bait _config;
|
||||
//
|
||||
// public Bait Config => _config ??= Game.Tables.TbBait.Get(configId);
|
||||
//
|
||||
// public override FGearData CreateDefault()
|
||||
// {
|
||||
// return new FBaitData { configId = this.configId };
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// /// <summary>
|
||||
// /// 假饵数据
|
||||
// /// </summary>
|
||||
// [Serializable]
|
||||
// public class FLureData : FGearData
|
||||
// {
|
||||
// public override GearItemType ItemType => GearItemType.Lure;
|
||||
//
|
||||
// [NonSerialized] private Lure _config;
|
||||
//
|
||||
// public Lure Config => _config ??= Game.Tables.TbLure.Get(configId);
|
||||
//
|
||||
// public override FGearData CreateDefault()
|
||||
// {
|
||||
// return new FLureData { configId = this.configId };
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// /// <summary>
|
||||
// /// 沉子数据
|
||||
// /// </summary>
|
||||
// [Serializable]
|
||||
// public class FWeightData : FGearData
|
||||
// {
|
||||
// public override GearItemType ItemType => GearItemType.Weight;
|
||||
//
|
||||
// public override FGearData CreateDefault()
|
||||
// {
|
||||
// return new FWeightData { configId = this.configId };
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// /// <summary>
|
||||
// /// 主线数据
|
||||
// /// </summary>
|
||||
// [Serializable]
|
||||
// public class FLineData : FGearData
|
||||
// {
|
||||
// public override GearItemType ItemType => GearItemType.Line;
|
||||
//
|
||||
// [NonSerialized] private Line _config;
|
||||
//
|
||||
// public Line Config => _config ??= Game.Tables.TbLine.Get(configId);
|
||||
//
|
||||
// public override FGearData CreateDefault()
|
||||
// {
|
||||
// return new FLineData { configId = this.configId };
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// /// <summary>
|
||||
// /// 前导线数据
|
||||
// /// </summary>
|
||||
// [Serializable]
|
||||
// public class FLeaderData : FGearData
|
||||
// {
|
||||
// public override GearItemType ItemType => GearItemType.Leader;
|
||||
//
|
||||
// public override FGearData CreateDefault()
|
||||
// {
|
||||
// return new FLeaderData { configId = this.configId };
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// /// <summary>
|
||||
// /// 菲德数据
|
||||
// /// </summary>
|
||||
// [Serializable]
|
||||
// public class FFeederData : FGearData
|
||||
// {
|
||||
// public override GearItemType ItemType => GearItemType.Feeder;
|
||||
//
|
||||
// [NonSerialized] private Feeder _config;
|
||||
//
|
||||
// public Feeder Config => _config ??= Game.Tables.TbFeeder.Get(configId);
|
||||
//
|
||||
// public override FGearData CreateDefault()
|
||||
// {
|
||||
// return new FFeederData { configId = this.configId };
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e64ae505cdc344f5acedf6e55ba67a89
|
||||
timeCreated: 1744029443
|
||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8a7d330458276bb4ca48095942cc62da
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -37,7 +37,7 @@ namespace NBF
|
||||
}
|
||||
}
|
||||
|
||||
private float _lineLength = 5f;
|
||||
private float _lineLength = 4.5f;
|
||||
|
||||
/// <summary>
|
||||
/// 线长度
|
||||
|
||||
@@ -50,7 +50,7 @@ namespace NBF
|
||||
private void CreatePlayerModel()
|
||||
{
|
||||
var modelObject = PrefabsHelper.CreatePlayer(Unity.Root, "Human_Male");
|
||||
modelObject.transform.localPosition = new Vector3(0, 1, 0);
|
||||
modelObject.transform.localPosition = Vector3.zero;
|
||||
Unity.ModelAsset = modelObject.GetComponent<PlayerModelAsset>();
|
||||
Unity.ModelAsset.SetPlayer(Unity.FppLook);
|
||||
}
|
||||
|
||||
@@ -3,8 +3,9 @@
|
||||
--- !u!91 &9100000
|
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m_PrefabAsset: {fileID: 0}
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m_Name: Humanoid Idle
|
||||
serializedVersion: 5
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||||
m_AnimatorParameters: []
|
||||
@@ -23,10 +24,11 @@ AnimatorController:
|
||||
m_Controller: {fileID: 9100000}
|
||||
--- !u!1102 &110200000
|
||||
AnimatorState:
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serializedVersion: 5
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m_ObjectHideFlags: 3
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: Idle
|
||||
m_Speed: 1
|
||||
m_CycleOffset: 0
|
||||
@@ -48,15 +50,16 @@ AnimatorState:
|
||||
m_TimeParameter:
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||||
--- !u!1107 &110700000
|
||||
AnimatorStateMachine:
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||||
serializedVersion: 5
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m_ObjectHideFlags: 3
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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serializedVersion: 6
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m_ObjectHideFlags: 1
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_ChildStates:
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m_Position: {x: 36, y: -60, z: 0}
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m_Position: {x: 40, y: -60, z: 0}
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m_ChildStateMachines: []
|
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m_AnyStateTransitions: []
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||||
m_EntryTransitions: []
|
||||
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||||
@@ -3,8 +3,9 @@
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--- !u!91 &9100000
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AnimatorController:
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: Humanoid Third Person
|
||||
serializedVersion: 5
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m_AnimatorParameters:
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@@ -72,8 +73,9 @@ AnimatorController:
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--- !u!206 &20600000
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BlendTree:
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m_ObjectHideFlags: 1
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: Blend Tree
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m_Childs:
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- serializedVersion: 2
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@@ -206,8 +208,9 @@ BlendTree:
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m_Childs:
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@@ -244,8 +247,9 @@ BlendTree:
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--- !u!206 &20600004
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BlendTree:
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: Walk
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m_Childs:
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- serializedVersion: 2
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@@ -282,8 +286,9 @@ BlendTree:
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--- !u!206 &20600006
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BlendTree:
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m_ObjectHideFlags: 1
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: Run
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m_Childs:
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- serializedVersion: 2
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@@ -320,8 +325,9 @@ BlendTree:
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--- !u!206 &20608386
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BlendTree:
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m_ObjectHideFlags: 1
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Childs:
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@@ -358,8 +364,9 @@ BlendTree:
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--- !u!206 &20610505
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m_PrefabAsset: {fileID: 0}
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m_Name: Blend Tree
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m_Childs:
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- serializedVersion: 2
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@@ -419,9 +426,10 @@ BlendTree:
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m_BlendType: 3
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--- !u!206 &20610787
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BlendTree:
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m_ObjectHideFlags: 3
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m_PrefabParentObject: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: Blend Tree
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m_Childs:
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- serializedVersion: 2
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@@ -490,8 +498,9 @@ BlendTree:
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--- !u!206 &20613014
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BlendTree:
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m_ObjectHideFlags: 1
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: BlendTree
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m_Childs:
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- serializedVersion: 2
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@@ -543,9 +552,10 @@ BlendTree:
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m_BlendType: 0
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--- !u!206 &20621344
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BlendTree:
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m_PrefabParentObject: {fileID: 0}
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m_Childs:
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@@ -613,9 +623,10 @@ BlendTree:
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m_PrefabAsset: {fileID: 0}
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m_Name: Blend Tree
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m_Childs:
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- serializedVersion: 2
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@@ -700,8 +711,9 @@ BlendTree:
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--- !u!206 &20631403
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BlendTree:
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: Walk
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m_Childs:
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- serializedVersion: 2
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@@ -738,8 +750,9 @@ BlendTree:
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--- !u!206 &20659883
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BlendTree:
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m_PrefabParentObject: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Childs:
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@@ -767,9 +780,10 @@ BlendTree:
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m_BlendType: 0
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--- !u!206 &20683409
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m_PrefabAsset: {fileID: 0}
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m_Name: Blend Tree
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m_Childs: []
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m_BlendParameter: Forward
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@@ -781,9 +795,10 @@ BlendTree:
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m_BlendType: 0
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--- !u!1101 &110100000
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AnimatorStateTransition:
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m_Conditions:
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@@ -805,9 +820,10 @@ AnimatorStateTransition:
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--- !u!1101 &110100036
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--- !u!1101 &110156300
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@@ -1015,9 +1038,10 @@ AnimatorStateTransition:
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@@ -1063,9 +1088,10 @@ AnimatorStateTransition:
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--- !u!1101 &110172777
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@@ -1090,9 +1116,10 @@ AnimatorStateTransition:
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--- !u!1101 &110192530
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@@ -1114,10 +1141,11 @@ AnimatorStateTransition:
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--- !u!1102 &110200000
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--- !u!1102 &110230465
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--- !u!1102 &110276412
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--- !u!1102 &110298501
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--- !u!1107 &110700000
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@@ -1243,7 +1275,7 @@ AnimatorStateMachine:
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Reference in New Issue
Block a user