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137 lines
2.5 KiB
C#
137 lines
2.5 KiB
C#
using System;
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using Dpr.Battle.View;
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using UnityEngine;
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namespace XLSXContent
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{
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[Serializable]
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public class BattleWaitCameraData : ScriptableObject
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{
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public BattleWaitCameraData.SheetWaitCameraData Item
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{
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get
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{
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return null;
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}
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}
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public BattleWaitCameraData()
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{
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}
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public BattleWaitCameraData.SheetWaitCameraData[] WaitCameraData;
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[Serializable]
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public class SheetWaitCameraData
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{
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public SheetWaitCameraData()
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{
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}
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public int Index;
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public string FileName;
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public float Speed;
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public bool BtlRuleS;
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public bool BtlRuleTrS;
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public bool BtlRuleTrD1;
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public bool BtlRuleTrD2;
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public bool BtlRuleM;
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public bool BtlRuleTrM;
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public bool BtlRuleL1;
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public bool BtlRuleL2;
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public bool BtlRuleL3;
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public bool BtlRuleL4;
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public bool BtlRuleL5;
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public bool BtlRuleL6;
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public bool BtlRuleL7;
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public bool BtlRuleL8;
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public bool BtlRuleF1;
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public bool BtlRuleF2;
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public bool BtlRuleF3;
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public bool BtlRuleF4;
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public bool BtlRuleC;
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public bool BtlRuleG1;
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public bool BtlRuleG2;
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public bool BtlRuleG3;
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public bool BtlRuleG4;
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public bool BtlRuleBTW;
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public bool BtlRuleJk1;
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public bool BtlRuleJk2;
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public bool BtlRuleSafari;
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public bool BtlRuleTutorial;
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public bool BtlRuleDemoCaputure;
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public WaitCameraTarget Target;
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public WaitCameraNode Node;
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public float SizeS;
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public float SizeM;
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public float SizeL;
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public bool CheckGround;
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public int Priority;
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public int[] ForbidNext;
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public bool DoFEnable;
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public float FarDepth;
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public float FocalLength;
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public float Distance;
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public WaitCameraDispPokeTra DispPokeTra;
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public bool DrawRangeEnable;
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public float FoV;
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public float Near;
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public int Far;
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public bool IsIndoor;
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public bool IsOutdoor;
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public bool useReflection;
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}
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}
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}
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