切换主武器

This commit is contained in:
SoulliesOfficial
2025-12-23 19:47:06 -05:00
parent eaa688c7a9
commit 2a2aa728d5
275 changed files with 12579 additions and 2770 deletions

View File

@@ -1,3 +1,4 @@
using System;
using Sirenix.OdinInspector;
using SLSUtilities.FunctionalAnimation;
using UnityEngine;
@@ -5,6 +6,7 @@ using UnityEngine.Serialization;
namespace Cielonos.MainGame.FunctionalAnimation
{
[Serializable]
public class ChangeCollisionLayers : FuncAnimPayloadBase
{
[Tooltip("是否在排除这些碰撞层,若为否则表示添加(通常是加回,恢复)这些碰撞层")]

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@@ -1,8 +1,10 @@
using System;
using SLSUtilities.FunctionalAnimation;
using UnityEngine;
namespace Cielonos.MainGame.FunctionalAnimation
{
[Serializable]
public class InvokeAnimScFunction : FuncAnimPayloadBase
{
public string functionKey = "FunctionKey";

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@@ -1,8 +1,10 @@
using System;
using SLSUtilities.FunctionalAnimation;
using UnityEngine;
namespace Cielonos.MainGame.FunctionalAnimation
{
[Serializable]
public class PlaySoundFX : FuncAnimPayloadBase
{
public string soundKey = "SoundKey";

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@@ -8,6 +8,7 @@ using UnityEngine.Serialization;
namespace Cielonos.MainGame.FunctionalAnimation
{
[Serializable]
public class SetBreakthroughResistance : FuncAnimPayloadBase
{
[InfoBox("设置角色的突破抗性状态,同时开启或关闭轮廓线效果。\n角色会被突破类型相同或更高的攻击打断不会被低于该突破类型的攻击打断。")]

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@@ -1,3 +1,4 @@
using System;
using Cielonos.MainGame.Characters;
using Sirenix.OdinInspector;
using SLSUtilities.FunctionalAnimation;
@@ -5,6 +6,7 @@ using UnityEngine;
namespace Cielonos.MainGame.FunctionalAnimation
{
[Serializable]
public class SetRootAdsorptionAdjustment : FuncAnimPayloadBase<bool>
{
[InfoBox("这个payload只能在运行时由代码调用不能直接放在动画事件里使用")]

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@@ -1,3 +1,4 @@
using System;
using System.Collections.Generic;
using Cielonos.MainGame.Characters;
using Sirenix.OdinInspector;
@@ -6,6 +7,7 @@ using UnityEngine;
namespace Cielonos.MainGame.FunctionalAnimation
{
[Serializable]
public class SetStatus : FuncAnimPayloadBase
{
[Tooltip("要添加或移除的状态列表")]

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@@ -1,8 +1,10 @@
using System;
using SLSUtilities.FunctionalAnimation;
using UnityEngine;
namespace Cielonos.MainGame.FunctionalAnimation
{
[Serializable]
public class SpawnVFX : FuncAnimPayloadBase
{
public string vfxKey = "VFXKey";

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@@ -1,8 +1,10 @@
using System;
using SLSUtilities.FunctionalAnimation;
using UnityEngine;
namespace Cielonos.MainGame.FunctionalAnimation
{
[Serializable]
public class SwitchFuncAnim : FuncAnimPayloadBase
{
public string animationName;