414 lines
8.4 KiB
C#
414 lines
8.4 KiB
C#
using System;
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using System.Text;
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using cfg;
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using UnityEngine;
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namespace NBF
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{
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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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[Serializable]
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public enum PlayerState : uint
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{
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None = 0,
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/// <summary>
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/// 闲置等待中
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/// </summary>
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Idle = 1,
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/// <summary>
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/// 准备抛竿
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/// </summary>
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Prepare = 2,
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/// <summary>
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/// 抛竿中
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/// </summary>
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Throw = 3,
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/// <summary>
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/// 钓鱼中
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/// </summary>
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Fishing = 4,
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/// <summary>
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/// 溜鱼中
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/// </summary>
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Fight = 5
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}
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[Serializable]
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public class FPlayerData : MonoService<FPlayerData>
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{
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public int PlayerID;
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/// <summary>
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/// 玩家当前装备的钓组
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/// </summary>
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public FPlayerGearData currentGear;
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/// <summary>
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/// 玩家位置
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/// </summary>
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public Vector3 position;
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/// <summary>
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/// 玩家角度
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/// </summary>
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public Quaternion rotation;
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public float currentReelingSpeed;
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public bool isHandOnHandle;
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/// <summary>
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/// 线长度
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/// </summary>
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public float lineLength;
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/// <summary>
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/// 收线速度
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/// </summary>
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public float reelSpeed;
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/// <summary>
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/// 打开手电筒
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/// </summary>
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public bool openLight;
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/// <summary>
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/// 打开望远镜
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/// </summary>
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public bool openTelescope;
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public float EyeAngle;
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public bool Run;
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public bool ChangeItem;
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public bool IsLureRod;
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/// <summary>
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/// 是否地面
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/// </summary>
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public bool IsGrounded;
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/// <summary>
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/// 移动速度
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/// </summary>
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public float Speed;
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public float RotationSpeed;
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public Vector2 MoveInput;
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public SelectorRodSetting selectorRodSetting = SelectorRodSetting.Speed;
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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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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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_previousPlayerState = _playerState;
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_playerState = value;
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NextState = value;
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OnStateChange?.Invoke(_playerState);
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}
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}
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[SerializeField] private PlayerState NextState;
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public event Action<PlayerState> OnStateChange;
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private void Start()
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{
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NextState = State;
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}
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private void Update()
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{
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if (NextState != State)
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{
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State = NextState;
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}
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}
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}
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/// <summary>
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/// 玩家钓组数据
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/// </summary>
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[Serializable]
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public class FPlayerGearData
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{
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public GearType Type = GearType.Spinning;
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public FRodData rod;
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public FReelData reel;
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public FBobberData bobber;
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public FHookData hook;
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public FBaitData bait;
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public FLureData lure;
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public FWeightData weight;
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public FLineData line;
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public FLeaderData leader;
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public FFeederData feeder;
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/// <summary>
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/// 获得唯一id
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/// </summary>
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/// <returns></returns>
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public int GetUnitId()
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{
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int result = 0;
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if (rod != null)
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{
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result += rod.configId;
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}
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if (reel != null)
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{
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result += reel.configId;
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}
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if (bobber != null)
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{
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result += bobber.configId;
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}
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if (hook != null)
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{
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result += hook.configId;
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}
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if (bait != null)
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{
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result += bait.configId;
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}
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if (lure != null)
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{
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result += lure.configId;
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}
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if (weight != null)
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{
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result += weight.configId;
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}
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if (line != null)
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{
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result += line.configId;
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}
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if (leader != null)
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{
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result += leader.configId;
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}
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if (feeder != null)
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{
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result += feeder.configId;
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}
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return result;
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}
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public void SetBobberLastSetGroundValue(float value)
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{
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bobber.lastSetGroundValue = value;
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}
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public void SetReelSettings(int setType, float val, bool saveToPrefs = false)
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{
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if (setType == 0)
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{
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reel.currentSpeed = val;
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}
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if (setType == 1)
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{
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reel.currentDrag = val;
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}
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if (saveToPrefs)
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{
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// Instance._playerData.SaveEquipment(ItemType.Reel);
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}
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}
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}
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[Serializable]
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public abstract class FGearData
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{
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/// <summary>
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/// 唯一id
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/// </summary>
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public int id;
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/// <summary>
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/// 配置id
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/// </summary>
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public int configId;
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private Item _itemConfig;
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public Item ItemConfig
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{
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get { return _itemConfig ??= Game.Tables.TbItem.Get(configId); }
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}
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}
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/// <summary>
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/// 鱼竿数据
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/// </summary>
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[Serializable]
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public class FRodData : FGearData
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{
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private Rod _config;
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public Rod Config
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{
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get { return _config ??= Game.Tables.TbRod.Get(configId); }
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}
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}
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/// <summary>
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/// 线轴数据
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/// </summary>
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[Serializable]
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public class FReelData : FGearData
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{
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private Reel _config;
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public Reel Config
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{
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get { return _config ??= Game.Tables.TbReel.Get(configId); }
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}
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public float currentSpeed = 0.5f;
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public float currentDrag = 0.7f;
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}
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/// <summary>
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/// 浮漂数据
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/// </summary>
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[Serializable]
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public class FBobberData : FGearData
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{
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private Bobber _config;
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public Bobber Config
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{
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get { return _config ??= Game.Tables.TbBobber.Get(configId); }
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}
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public float lastSetGroundValue;
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}
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/// <summary>
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/// 鱼钩数据
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/// </summary>
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[Serializable]
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public class FHookData : FGearData
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{
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private Hook _config;
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public Hook Config
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{
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get { return _config ??= Game.Tables.TbHook.Get(configId); }
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}
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}
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/// <summary>
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/// 鱼饵数据
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/// </summary>
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[Serializable]
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public class FBaitData : FGearData
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{
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private Bait _config;
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public Bait Config
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{
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get { return _config ??= Game.Tables.TbBait.Get(configId); }
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}
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}
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/// <summary>
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/// 鱼饵数据
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/// </summary>
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[Serializable]
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public class FLureData : FGearData
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{
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private Lure _config;
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public Lure Config
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{
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get { return _config ??= Game.Tables.TbLure.Get(configId); }
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}
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}
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/// <summary>
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/// 沉子数据
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/// </summary>
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[Serializable]
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public class FWeightData : FGearData
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{
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}
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/// <summary>
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/// 线数据
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/// </summary>
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[Serializable]
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public class FLineData : FGearData
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{
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private Line _config;
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public Line Config
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{
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get { return _config ??= Game.Tables.TbLine.Get(configId); }
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}
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}
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/// <summary>
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/// 引线数据
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/// </summary>
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[Serializable]
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public class FLeaderData : FGearData
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{
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// private Leader _config;
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//
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// public Leader Config
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// {
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// get { return _config ??= Game.Tables.TbLeader.Get(configId); }
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// }
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}
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/// <summary>
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/// 菲德数据
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/// </summary>
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[Serializable]
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public class FFeederData : FGearData
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{
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private Feeder _config;
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public Feeder Config
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{
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get { return _config ??= Game.Tables.TbFeeder.Get(configId); }
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}
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}
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} |