先修复一下,错误的场景 删除不必要的钓场资产 修复into场景 update:更新meta文件,修复报错 update:修复资源 修复第一章节建造 修复建造第三章 update:删除多余内容 update:更新README.md update:还原图标 update:更新README update:更新配置
119 lines
5.2 KiB
C#
119 lines
5.2 KiB
C#
//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was generated by a tool.
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// Changes to this file may cause incorrect behavior and will be lost if
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// the code is regenerated.
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// </auto-generated>
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//------------------------------------------------------------------------------
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using Bright.Serialization;
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using System.Collections.Generic;
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using SimpleJSON;
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namespace cfg
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{
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public sealed partial class Crossbow : Bright.Config.BeanBase
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{
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public JSONNode json;
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public Crossbow(JSONNode _json)
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{
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{ if(!_json["ID"].IsNumber) { throw new SerializationException(); } ID = _json["ID"]; }
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{ if(!_json["FishCrossbowFbx"].IsString) { throw new SerializationException(); } FishCrossbowFbx = _json["FishCrossbowFbx"]; }
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{ if(!_json["CrossbowFbx"].IsString) { throw new SerializationException(); } CrossbowFbx = _json["CrossbowFbx"]; }
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{ if(!_json["AimIndex"].IsNumber) { throw new SerializationException(); } AimIndex = _json["AimIndex"]; }
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{ if(!_json["AimTime"].IsNumber) { throw new SerializationException(); } AimTime = _json["AimTime"]; }
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{ if(!_json["TimescaleRate"].IsNumber) { throw new SerializationException(); } TimescaleRate = _json["TimescaleRate"]; }
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{ if(!_json["AimFov"].IsNumber) { throw new SerializationException(); } AimFov = _json["AimFov"]; }
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{ var __json0 = _json["ShakeSpeed"]; if(!__json0.IsArray) { throw new SerializationException(); } ShakeSpeed = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } ShakeSpeed.Add(__v0); } }
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{ var __json0 = _json["ShakeRandRange"]; if(!__json0.IsArray) { throw new SerializationException(); } ShakeRandRange = new System.Collections.Generic.List<System.Collections.Generic.List<float>>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { System.Collections.Generic.List<float> __v0; { var __json1 = __e0; if(!__json1.IsArray) { throw new SerializationException(); } __v0 = new System.Collections.Generic.List<float>(__json1.Count); foreach(JSONNode __e1 in __json1.Children) { float __v1; { if(!__e1.IsNumber) { throw new SerializationException(); } __v1 = __e1; } __v0.Add(__v1); } } ShakeRandRange.Add(__v0); } }
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json = _json;
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PostInit();
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}
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public Crossbow(int ID, string FishCrossbowFbx, string CrossbowFbx, int AimIndex, float AimTime, float TimescaleRate, float AimFov, System.Collections.Generic.List<float> ShakeSpeed, System.Collections.Generic.List<System.Collections.Generic.List<float>> ShakeRandRange )
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{
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this.ID = ID;
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this.FishCrossbowFbx = FishCrossbowFbx;
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this.CrossbowFbx = CrossbowFbx;
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this.AimIndex = AimIndex;
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this.AimTime = AimTime;
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this.TimescaleRate = TimescaleRate;
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this.AimFov = AimFov;
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this.ShakeSpeed = ShakeSpeed;
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this.ShakeRandRange = ShakeRandRange;
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PostInit();
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}
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public static Crossbow DeserializeCrossbow(JSONNode _json)
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{
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return new Crossbow(_json);
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}
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public int ID { get; private set; }
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/// <summary>
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/// F_开头的鱼模型
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/// </summary>
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public string FishCrossbowFbx { get; private set; }
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/// <summary>
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/// 包括:缩放、弩模型、弩箭、手位置
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/// </summary>
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public string CrossbowFbx { get; private set; }
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/// <summary>
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/// 从1到4,越来越慢
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/// </summary>
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public int AimIndex { get; private set; }
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/// <summary>
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/// 2.5-6秒
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/// </summary>
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public float AimTime { get; private set; }
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/// <summary>
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/// 倍数,在0-1之间
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/// </summary>
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public float TimescaleRate { get; private set; }
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/// <summary>
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/// 随着镜头推进而进入该FOV
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/// </summary>
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public float AimFov { get; private set; }
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/// <summary>
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/// 每秒移动这么多unity单位<br/>固定值,上下限会随着时间变化
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/// </summary>
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public System.Collections.Generic.List<float> ShakeSpeed { get; private set; }
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/// <summary>
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/// unity单位,在第一个数和第二个数之间随机<br/>随机的上下限会随着时间变化
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/// </summary>
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public System.Collections.Generic.List<System.Collections.Generic.List<float>> ShakeRandRange { get; private set; }
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public const int __ID__ = -2107022934;
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public override int GetTypeId() => __ID__;
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public void Resolve(Dictionary<string, object> _tables)
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{
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PostResolve();
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}
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public void TranslateText(System.Func<string, string, string> translator)
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{
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}
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public override string ToString()
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{
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return "{ "
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+ "ID:" + ID + ","
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+ "FishCrossbowFbx:" + FishCrossbowFbx + ","
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+ "CrossbowFbx:" + CrossbowFbx + ","
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+ "AimIndex:" + AimIndex + ","
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+ "AimTime:" + AimTime + ","
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+ "TimescaleRate:" + TimescaleRate + ","
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+ "AimFov:" + AimFov + ","
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+ "ShakeSpeed:" + Bright.Common.StringUtil.CollectionToString(ShakeSpeed) + ","
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+ "ShakeRandRange:" + Bright.Common.StringUtil.CollectionToString(ShakeRandRange) + ","
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+ "}";
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}
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partial void PostInit();
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partial void PostResolve();
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}
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}
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