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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Net.Project.B.Faction
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{
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public enum FactionTypes
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{
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}
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}
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"name": "Net.Project.B.Faction",
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using BITKit;
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// ReSharper disable InconsistentNaming
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namespace Net.Project.B.Impact
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{
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public enum ImpactType
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{
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none=0,
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metal=1,
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blood=2,
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glass=3,
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water=4,
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}
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[Serializable]
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public struct ImpactTypeReference : IReference
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{
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public ImpactType impactType;
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public string Get() => impactType.ToString();
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}
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}
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{
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"name": "Net.Project.B.Impact",
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"rootNamespace": "",
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"references": [
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"GUID:14fe60d984bf9f84eac55c6ea033a8f4"
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],
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@ -0,0 +1,39 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Net.Project.B.Damage;
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using Unity.Mathematics;
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namespace Net.Project.B.Melee
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{
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public interface IMeleeData:IDamageType
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{
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public float3 StartPosition { get; }
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public float Radius { get; }
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public int Damage { get; }
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public IReadOnlyCollection<string> Tags { get; }
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public IReadOnlyCollection<string> IgnoreTags { get; }
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public int Initiator { get; }
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int MaxTargetCount { get; }
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}
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public class MeleeData:IMeleeData
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{
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public float3 StartPosition { get; set; }
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public float Radius { get; set; }
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public int Damage { get; set; }
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IReadOnlyCollection<string> IMeleeData.Tags => Tags;
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IReadOnlyCollection<string> IMeleeData.IgnoreTags => IgnoreTags;
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public readonly List<string> Tags=new();
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public readonly List<string> IgnoreTags = new();
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public int Initiator { get; set; }
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public int MaxTargetCount { get; set; }
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}
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public interface IMeleeService
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{
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public void Add(IMeleeData meleeData);
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}
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}
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@ -0,0 +1,19 @@
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{
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"name": "Net.Project.B.Melee",
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"rootNamespace": "",
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"references": [
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"GUID:14fe60d984bf9f84eac55c6ea033a8f4",
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"GUID:d8b63aba1907145bea998dd612889d6b",
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"GUID:f51ebe6a0ceec4240a699833d6309b23",
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"GUID:0a14a5a3c0b252a479623fb0cdc70fdf"
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}
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@ -29,56 +29,74 @@ namespace Project.B.Player
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QuarterResolution,
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EighthResolution,
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}
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public enum Lang
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{
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[Description("zh-CN")]
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CN,
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[Description("en-US")]
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EN,
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[Description("ja-JP")]
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JP,
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}
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#endif
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/// <summary>
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/// 玩家设置
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/// </summary>
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public class PlayerSettings
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{
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[Category("UI")]
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[DisplayName("Settings_Lang")]
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public Lang Lang { get; set; }
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public string Language => Lang switch
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{
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Lang.EN => "en-US",
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Lang.JP => "ja-JP",
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_ => "zh-CN"
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};
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/// <summary>
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/// 灵敏度
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/// </summary>
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[Category("控制")]
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[DisplayName("鼠标灵敏度")]
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[DisplayName("Settings_Sensitivity")]
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public float Sensitivity { get; set; } = 1.81f;
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[DisplayName("手柄灵敏度")] public float GamePadSensitivity { get; set; } = 1;
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[DisplayName("Settings_Controller_Sensitivity")] public float GamePadSensitivity { get; set; } = 1;
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[DisplayName("触屏灵敏度")] public float TouchSensitivity { get; set; } = 0.32f;
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[DisplayName("Settings_Touch_Sensitivity")] public float TouchSensitivity { get; set; } = 0.32f;
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/// <summary>
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/// 视野
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/// </summary>
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[Category("画面")]
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[DisplayName("FOV")]
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[DisplayName("Settings_FOV")]
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public int Fov { get; set; } = 90;
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/// <summary>
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/// 第三人称视野
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/// </summary>
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[DisplayName("TPS FOV")]
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[DisplayName("Settings_TPS_FOV")]
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public int TpsFov { get; set; } = 75;
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/// <summary>
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/// 分辨率
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/// </summary>
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[DisplayName("分辨率")] public int2 Resolution { get; set; }
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[DisplayName("Settings_Resolution")] public int2 Resolution { get; set; }
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/// <summary>
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/// 是否全屏
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/// </summary>
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[DisplayName("全屏")] public bool IsFullScreen { get; set; }
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[DisplayName("Settings_FullScreen")] public bool IsFullScreen { get; set; }
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[Category("质量")]
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[DisplayName("实时反射Cubemap")]public bool RealtimeReflectionProbes { get; set; }
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[DisplayName("Settings_Realtime_Reflection_Probes")]public bool RealtimeReflectionProbes { get; set; }
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[DisplayName("纹理串流")] public bool TextureStreaming { get; set; }
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[DisplayName("Setting_Texture_Streaming")] public bool TextureStreaming { get; set; }
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#if UNITY_5_3_OR_NEWER
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[DisplayName("垂直同步")]
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[DisplayName("Settings_VSync_Count")]
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public VSyncCount VSyncCount { get; set; }
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[DisplayName("实时GI使用率")]
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[DisplayName("Settings_Realtime_GI_CPU_Usage")]
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public RealtimeGICPUUsage RealtimeGICPUUsage { get; set; }
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[DisplayName("纹理质量")]
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[DisplayName("Settings_Global_MipMap_Limit")]
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public GlobalMipmapLimit GlobalMipmapLimit { get; set; }
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[DisplayName("各向异性")] public AnisotropicFiltering AnisotropicFiltering { get; set; }
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[DisplayName("阴影模式")] public ShadowmaskMode ShadowmaskMode { get; set; }
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[DisplayName("蒙皮权重")] public SkinWeights SkinWeights { get; set; }
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[DisplayName("Settings_Anisotropic_Filtering")] public AnisotropicFiltering AnisotropicFiltering { get; set; }
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[DisplayName("Settings_Shadowmask_Mode")] public ShadowmaskMode ShadowmaskMode { get; set; }
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[DisplayName("Settings_SkinWeights")] public SkinWeights SkinWeights { get; set; }
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#endif
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}
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public interface IUXDialogue : IUXPanel
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{
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event Func<string, string> OnSubtitle;
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public string SubtitleLanguage { get; set; }
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}
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public interface IUXInventory : IUXPanel
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public object WorldObject { get; set; }
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public UnityDoorState State;
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public WorldInteractionProcess InteractionType;
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public bool IsDoubleSwing;
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#if UNITY_5_3_OR_NEWER
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public Transform DoorTransform;
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public Vector3 OpenPosition;
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