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@@ -13,5 +13,5 @@
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"autoReferenced": true,
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"defineConstraints": [],
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"versionDefines": [],
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"noEngineReferences": true
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"noEngineReferences": false
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}
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@@ -5,88 +5,92 @@ namespace Project.B.Player
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/// <summary>
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/// 玩家键位
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/// </summary>
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public interface IPlayerKeyMap:IKeyMap
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public interface IPlayerKeyMap<T>:IKeyMap
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{
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/// <summary>
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/// 移动
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/// </summary>
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public string MovementKey { get; set; }
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public T MovementKey { get; }
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/// <summary>
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/// 视角
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/// </summary>
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public string ViewKey { get; set; }
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public T ViewKey { get; }
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/// <summary>
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/// 跳跃
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/// </summary>
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public string JumpKey { get; set; }
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public T JumpKey { get; }
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/// <summary>
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/// 奔跑
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/// </summary>
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public string RunKey{ get; set; }
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public T RunKey{ get; }
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/// <summary>
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/// 蹲下
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/// </summary>
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public string CrouchKey { get; set; }
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public T CrouchKey{ get; }
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/// <summary>
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/// 切换第三人称相机
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/// </summary>
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public string ToggleCameraKey { get; set; }
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public T ToggleCameraKey{ get; }
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/// <summary>
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/// 互动
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/// </summary>
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public string InteractiveKey { get; }
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public T InteractiveKey { get; }
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/// <summary>
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/// 收起武器
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/// </summary>
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public string HolsterKey { get; }
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public T HolsterKey { get; }
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/// <summary>
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/// 主武器
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/// </summary>
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public string PrimaryWeaponKey { get; }
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public T PrimaryWeaponKey { get; }
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/// <summary>
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/// 副武器
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/// </summary>
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public string SecondaryWeaponKey { get; }
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public T SecondaryWeaponKey{ get; }
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/// <summary>
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/// 随身武器
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/// </summary>
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public string SidearmKey { get; }
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public T SidearmKey { get; }
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/// <summary>
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/// 消耗品
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/// </summary>
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public string SuppliesKey { get; }
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public T SuppliesKey { get; }
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/// <summary>
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/// 战术道具
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/// </summary>
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public string TacticalKey { get; }
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public T TacticalKey { get; }
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/// <summary>
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/// 致命道具
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/// </summary>
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public string LethalKey { get; }
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public T LethalKey { get; }
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/// <summary>
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/// 连杀道具
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/// </summary>
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public string KillStreakKey { get; }
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public T KillStreakKey { get; }
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/// <summary>
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/// 滚轮缩放,在不同状态下有不同的表现
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/// </summary>
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public string ScrollKey { get; }
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public T ScrollKey { get; }
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/// <summary>
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/// 近战
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/// </summary>
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public string MeleeKey { get; }
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public T MeleeKey { get; }
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/// <summary>
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/// 重装
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/// </summary>
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public string ReloadKey { get; }
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public T ReloadKey { get; }
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/// <summary>
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/// 瞄准
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/// </summary>
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public string AimKey { get; }
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public T AimKey { get; }
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/// <summary>
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/// 开火
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/// </summary>
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public string FireKey { get; }
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public T FireKey { get; }
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/// <summary>
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/// 检视
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/// </summary>
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public T InspectKey { get; }
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}
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}
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@@ -1,33 +1,85 @@
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using System;
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using System.ComponentModel;
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using MemoryPack;
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using Unity.Mathematics;
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#if UNITY_5_3_OR_NEWER
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using UnityEngine;
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#endif
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namespace Project.B.Player
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{
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#if UNITY_5_3_OR_NEWER
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public enum VSyncCount
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{
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DontSync,
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EveryVBlank,
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EverySecondVBlank
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}
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public enum RealtimeGICPUUsage
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{
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Low,
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Medium,
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High,
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Unlimited
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}
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public enum GlobalMipmapLimit
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{
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FullResolution,
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HalfResolution,
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QuarterResolution,
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EighthResolution,
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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 interface IPlayerSettings
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public class PlayerSettings
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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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public float Sensitivity { get; set; }
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public float GamePadSensitivity { get; set; }
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[Category("控制")]
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[DisplayName("鼠标灵敏度")]
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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("触屏灵敏度")] 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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public int Fov { get; set; }
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[Category("画面")]
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[DisplayName("FOV")]
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public int Fov { get; set; } = 90;
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/// <summary>
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/// 刷新率
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/// 第三人称视野
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/// </summary>
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public int Freq { get; }
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[DisplayName("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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public int2 Resolution { get; set; }
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[DisplayName("分辨率")] 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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public bool IsFullScreen { get; set; }
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[DisplayName("全屏")] 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("纹理串流")] 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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public VSyncCount VSyncCount { get; set; }
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[DisplayName("实时GI使用率")]
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public RealtimeGICPUUsage RealtimeGICPUUsage { get; set; }
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[DisplayName("纹理质量")]
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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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#endif
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}
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}
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@@ -3,10 +3,10 @@ using System.Collections.Generic;
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namespace Project.B.Player
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{
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public interface IUXKeyMap : IKeyMap
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public interface IUXKeyMap<T> : IKeyMap
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{
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public string CancelKey { get; set; }
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public string InventoryKey { get; set; }
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public string ConfirmKey { get; set; }
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public T CancelKey { get; }
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public T InventoryKey { get; }
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public T ConfirmKey { get; }
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}
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}
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