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
174 lines
10 KiB
C#
174 lines
10 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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/// <summary>
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/// 脏物卡住线,支持Struggle
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/// </summary>
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public sealed partial class DirtyStuck : FishSpSkillLabel
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{
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public DirtyStuck(JSONNode _json) : base(_json)
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{
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{ if(!_json["ClickCount"].IsNumber) { throw new SerializationException(); } ClickCount = _json["ClickCount"]; }
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{ if(!_json["StuckBarDecParam"].IsNumber) { throw new SerializationException(); } StuckBarDecParam = _json["StuckBarDecParam"]; }
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{ if(!_json["TimelineCount"].IsNumber) { throw new SerializationException(); } TimelineCount = _json["TimelineCount"]; }
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{ var __json0 = _json["DirtyPrefab"]; if(!__json0.IsArray) { throw new SerializationException(); } DirtyPrefab = new System.Collections.Generic.List<string>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { string __v0; { if(!__e0.IsString) { throw new SerializationException(); } __v0 = __e0; } DirtyPrefab.Add(__v0); } }
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{ var __json0 = _json["DirtyTimelineUp"]; if(!__json0.IsArray) { throw new SerializationException(); } DirtyTimelineUp = new System.Collections.Generic.List<string>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { string __v0; { if(!__e0.IsString) { throw new SerializationException(); } __v0 = __e0; } DirtyTimelineUp.Add(__v0); } }
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{ var __json0 = _json["DirtyTimelineIdle"]; if(!__json0.IsArray) { throw new SerializationException(); } DirtyTimelineIdle = new System.Collections.Generic.List<string>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { string __v0; { if(!__e0.IsString) { throw new SerializationException(); } __v0 = __e0; } DirtyTimelineIdle.Add(__v0); } }
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{ var __json0 = _json["DirtyTimelineStuck"]; if(!__json0.IsArray) { throw new SerializationException(); } DirtyTimelineStuck = new System.Collections.Generic.List<string>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { string __v0; { if(!__e0.IsString) { throw new SerializationException(); } __v0 = __e0; } DirtyTimelineStuck.Add(__v0); } }
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{ var __json0 = _json["DirtyTimelineClick"]; if(!__json0.IsArray) { throw new SerializationException(); } DirtyTimelineClick = new System.Collections.Generic.List<string>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { string __v0; { if(!__e0.IsString) { throw new SerializationException(); } __v0 = __e0; } DirtyTimelineClick.Add(__v0); } }
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{ var __json0 = _json["DirtyTimelineDown"]; if(!__json0.IsArray) { throw new SerializationException(); } DirtyTimelineDown = new System.Collections.Generic.List<string>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { string __v0; { if(!__e0.IsString) { throw new SerializationException(); } __v0 = __e0; } DirtyTimelineDown.Add(__v0); } }
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{ var __json0 = _json["DirtyApperDelay"]; if(!__json0.IsArray) { throw new SerializationException(); } DirtyApperDelay = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } DirtyApperDelay.Add(__v0); } }
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{ var __json0 = _json["StruggleFxDelay"]; if(!__json0.IsArray) { throw new SerializationException(); } StruggleFxDelay = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } StruggleFxDelay.Add(__v0); } }
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{ if(!_json["StruggleFx"].IsString) { throw new SerializationException(); } StruggleFx = _json["StruggleFx"]; }
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{ if(!_json["StruggleWaterFx"].IsString) { throw new SerializationException(); } StruggleWaterFx = _json["StruggleWaterFx"]; }
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{ if(!_json["StuckFx"].IsString) { throw new SerializationException(); } StuckFx = _json["StuckFx"]; }
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{ if(!_json["StuckClickFx"].IsString) { throw new SerializationException(); } StuckClickFx = _json["StuckClickFx"]; }
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{ if(!_json["StuckBarFx"].IsString) { throw new SerializationException(); } StuckBarFx = _json["StuckBarFx"]; }
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PostInit();
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}
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public DirtyStuck(int ClickCount, float StuckBarDecParam, int TimelineCount, System.Collections.Generic.List<string> DirtyPrefab, System.Collections.Generic.List<string> DirtyTimelineUp, System.Collections.Generic.List<string> DirtyTimelineIdle, System.Collections.Generic.List<string> DirtyTimelineStuck, System.Collections.Generic.List<string> DirtyTimelineClick, System.Collections.Generic.List<string> DirtyTimelineDown, System.Collections.Generic.List<float> DirtyApperDelay, System.Collections.Generic.List<float> StruggleFxDelay, string StruggleFx, string StruggleWaterFx, string StuckFx, string StuckClickFx, string StuckBarFx ) : base()
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{
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this.ClickCount = ClickCount;
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this.StuckBarDecParam = StuckBarDecParam;
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this.TimelineCount = TimelineCount;
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this.DirtyPrefab = DirtyPrefab;
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this.DirtyTimelineUp = DirtyTimelineUp;
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this.DirtyTimelineIdle = DirtyTimelineIdle;
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this.DirtyTimelineStuck = DirtyTimelineStuck;
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this.DirtyTimelineClick = DirtyTimelineClick;
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this.DirtyTimelineDown = DirtyTimelineDown;
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this.DirtyApperDelay = DirtyApperDelay;
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this.StruggleFxDelay = StruggleFxDelay;
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this.StruggleFx = StruggleFx;
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this.StruggleWaterFx = StruggleWaterFx;
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this.StuckFx = StuckFx;
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this.StuckClickFx = StuckClickFx;
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this.StuckBarFx = StuckBarFx;
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PostInit();
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}
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public static DirtyStuck DeserializeDirtyStuck(JSONNode _json)
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{
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return new DirtyStuck(_json);
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}
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/// <summary>
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/// 解锁需要的点击次数
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/// </summary>
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public int ClickCount { get; private set; }
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/// <summary>
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/// 被卡住的时候,进度条后退参数,后退进度*=这个数值
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/// </summary>
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public float StuckBarDecParam { get; private set; }
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/// <summary>
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/// 一共有几种timeline,随机选择一个作为index,后续的timeline就都选择对应的编号
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/// </summary>
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public int TimelineCount { get; private set; }
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/// <summary>
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/// 一共几个油桶的prefab,里边有模型、特效、timeline
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/// </summary>
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public System.Collections.Generic.List<string> DirtyPrefab { get; private set; }
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/// <summary>
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/// 油桶出现的timeline
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/// </summary>
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public System.Collections.Generic.List<string> DirtyTimelineUp { get; private set; }
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/// <summary>
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/// 油桶待机的timeline
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/// </summary>
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public System.Collections.Generic.List<string> DirtyTimelineIdle { get; private set; }
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/// <summary>
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/// 油桶卡住的timeline
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/// </summary>
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public System.Collections.Generic.List<string> DirtyTimelineStuck { get; private set; }
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/// <summary>
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/// 油桶点击反馈的timeline,用之前选好的编号
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/// </summary>
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public System.Collections.Generic.List<string> DirtyTimelineClick { get; private set; }
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/// <summary>
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/// 油桶下沉的timeline,用之前选好的编号
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/// </summary>
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public System.Collections.Generic.List<string> DirtyTimelineDown { get; private set; }
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/// <summary>
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/// 数组,对应鱼不同的struggle之后,延迟这个时间播放油桶的出现timeline
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/// </summary>
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public System.Collections.Generic.List<float> DirtyApperDelay { get; private set; }
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/// <summary>
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/// 数组,分别对应Jump动画开始播后,特效延迟时间,有几个动画写几个
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/// </summary>
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public System.Collections.Generic.List<float> StruggleFxDelay { get; private set; }
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/// <summary>
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/// 鱼起跳后,根据JumpFxDelay延迟,在鱼的Root下挂一个特效
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/// </summary>
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public string StruggleFx { get; private set; }
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/// <summary>
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/// 鱼起跳后,根据JumpFxDelay延迟,在鱼的第一层下方挂一个特效,高度为水面高度
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/// </summary>
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public string StruggleWaterFx { get; private set; }
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/// <summary>
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/// 卡住的时候,相机上播放的特效
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/// </summary>
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public string StuckFx { get; private set; }
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/// <summary>
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/// 卡住的时候,点击的特效反馈
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/// </summary>
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public string StuckClickFx { get; private set; }
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/// <summary>
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/// 卡住的时候,进度条上播放的特效
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/// </summary>
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public string StuckBarFx { get; private set; }
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public const int __ID__ = -1049695990;
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public override int GetTypeId() => __ID__;
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public override void Resolve(Dictionary<string, object> _tables)
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{
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base.Resolve(_tables);
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PostResolve();
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}
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public override void TranslateText(System.Func<string, string, string> translator)
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{
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base.TranslateText(translator);
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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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+ "ClickCount:" + ClickCount + ","
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+ "StuckBarDecParam:" + StuckBarDecParam + ","
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+ "TimelineCount:" + TimelineCount + ","
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+ "DirtyPrefab:" + Bright.Common.StringUtil.CollectionToString(DirtyPrefab) + ","
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+ "DirtyTimelineUp:" + Bright.Common.StringUtil.CollectionToString(DirtyTimelineUp) + ","
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+ "DirtyTimelineIdle:" + Bright.Common.StringUtil.CollectionToString(DirtyTimelineIdle) + ","
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+ "DirtyTimelineStuck:" + Bright.Common.StringUtil.CollectionToString(DirtyTimelineStuck) + ","
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+ "DirtyTimelineClick:" + Bright.Common.StringUtil.CollectionToString(DirtyTimelineClick) + ","
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+ "DirtyTimelineDown:" + Bright.Common.StringUtil.CollectionToString(DirtyTimelineDown) + ","
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+ "DirtyApperDelay:" + Bright.Common.StringUtil.CollectionToString(DirtyApperDelay) + ","
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+ "StruggleFxDelay:" + Bright.Common.StringUtil.CollectionToString(StruggleFxDelay) + ","
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+ "StruggleFx:" + StruggleFx + ","
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+ "StruggleWaterFx:" + StruggleWaterFx + ","
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+ "StuckFx:" + StuckFx + ","
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+ "StuckClickFx:" + StuckClickFx + ","
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+ "StuckBarFx:" + StuckBarFx + ","
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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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