Passion & UI

This commit is contained in:
SoulliesOfficial
2026-06-12 17:11:39 -04:00
parent 7bc1e1722c
commit 6d7ebc5825
3444 changed files with 865284 additions and 463132 deletions

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""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""NavigateInteractionChoice"",
""type"": ""PassThrough"",
""id"": ""9a1993d4-8cbc-46d8-837d-150f876b248a"",
""expectedControlType"": ""Axis"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
}
],
""bindings"": [
@@ -347,50 +365,6 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""up"",
""id"": ""bb94b405-58d3-4998-8535-d705c1218a98"",
""path"": ""<Keyboard>/upArrow"",
""interactions"": """",
""processors"": """",
""groups"": ""KeyboardMouse"",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""down"",
""id"": ""929d9071-7dd0-4368-9743-6793bb98087e"",
""path"": ""<Keyboard>/downArrow"",
""interactions"": """",
""processors"": """",
""groups"": ""KeyboardMouse"",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""left"",
""id"": ""28abadba-06ff-4d37-bb70-af2f1e35a3b9"",
""path"": ""<Keyboard>/leftArrow"",
""interactions"": """",
""processors"": """",
""groups"": ""KeyboardMouse"",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""right"",
""id"": ""45f115b6-9b4f-4ba8-b500-b94c93bf7d7e"",
""path"": ""<Keyboard>/rightArrow"",
""interactions"": """",
""processors"": """",
""groups"": ""KeyboardMouse"",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": """",
""id"": ""e2f9aa65-db06-4c5b-a2e9-41bc8acb9517"",
@@ -507,8 +481,8 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
""path"": ""<Keyboard>/1"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""UseSupportEquipment0"",
""groups"": "";KeyboardMouse"",
""action"": ""SupportEquipment0"",
""isComposite"": false,
""isPartOfComposite"": false
},
@@ -518,8 +492,8 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
""path"": ""<Keyboard>/2"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""UseSupportEquipment1"",
""groups"": "";KeyboardMouse"",
""action"": ""SupportEquipment1"",
""isComposite"": false,
""isPartOfComposite"": false
},
@@ -529,8 +503,8 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
""path"": ""<Keyboard>/3"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""UseSupportEquipment2"",
""groups"": "";KeyboardMouse"",
""action"": ""SupportEquipment2"",
""isComposite"": false,
""isPartOfComposite"": false
},
@@ -540,19 +514,8 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
""path"": ""<Keyboard>/4"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""UseSupportEquipment3"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""49351acf-c348-47ee-b36f-7b3fc38f6163"",
""path"": ""<Keyboard>/i"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""OpenInventory"",
""groups"": "";KeyboardMouse"",
""action"": ""SupportEquipment3"",
""isComposite"": false,
""isPartOfComposite"": false
},
@@ -676,6 +639,72 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
""action"": ""Map"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""081c266a-516c-4444-99e2-eb9f0f9dca29"",
""path"": ""<Keyboard>/i"",
""interactions"": """",
""processors"": """",
""groups"": "";KeyboardMouse"",
""action"": ""Inventory"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""a65b4ae0-f1ac-4295-ac00-00a570a879fd"",
""path"": ""<Keyboard>/escape"",
""interactions"": """",
""processors"": """",
""groups"": "";KeyboardMouse"",
""action"": ""Escape"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""9491ea6b-a764-4405-967f-d0cdd2cba6a6"",
""path"": ""<Mouse>/scroll/y"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""NavigateInteractionChoice"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": ""1D Axis"",
""id"": ""483bd841-442a-4a2c-bc02-dae937dd8a94"",
""path"": ""1DAxis"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""NavigateInteractionChoice"",
""isComposite"": true,
""isPartOfComposite"": false
},
{
""name"": ""negative"",
""id"": ""ecf96218-2627-4985-9e3f-8a3fbc993171"",
""path"": ""<Keyboard>/downArrow"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""NavigateInteractionChoice"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""positive"",
""id"": ""ad7de664-1dff-45a5-a71b-6ec87c0d610a"",
""path"": ""<Keyboard>/upArrow"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""NavigateInteractionChoice"",
""isComposite"": false,
""isPartOfComposite"": true
}
]
},
@@ -790,18 +819,20 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
m_Player_MainWeaponSpecialB = m_Player.FindAction("MainWeaponSpecialB", throwIfNotFound: true);
m_Player_MainWeaponSpecialC = m_Player.FindAction("MainWeaponSpecialC", throwIfNotFound: true);
m_Player_Interact = m_Player.FindAction("Interact", throwIfNotFound: true);
m_Player_UseSupportEquipment0 = m_Player.FindAction("UseSupportEquipment0", throwIfNotFound: true);
m_Player_UseSupportEquipment1 = m_Player.FindAction("UseSupportEquipment1", throwIfNotFound: true);
m_Player_UseSupportEquipment2 = m_Player.FindAction("UseSupportEquipment2", throwIfNotFound: true);
m_Player_UseSupportEquipment3 = m_Player.FindAction("UseSupportEquipment3", throwIfNotFound: true);
m_Player_OpenInventory = m_Player.FindAction("OpenInventory", throwIfNotFound: true);
m_Player_SupportEquipment0 = m_Player.FindAction("SupportEquipment0", throwIfNotFound: true);
m_Player_SupportEquipment1 = m_Player.FindAction("SupportEquipment1", throwIfNotFound: true);
m_Player_SupportEquipment2 = m_Player.FindAction("SupportEquipment2", throwIfNotFound: true);
m_Player_SupportEquipment3 = m_Player.FindAction("SupportEquipment3", throwIfNotFound: true);
m_Player_SwitchPreviousMainWeapon = m_Player.FindAction("SwitchPreviousMainWeapon", throwIfNotFound: true);
m_Player_SwitchNextMainWeapon = m_Player.FindAction("SwitchNextMainWeapon", throwIfNotFound: true);
m_Player_Walk = m_Player.FindAction("Walk", throwIfNotFound: true);
m_Player_LockonTarget = m_Player.FindAction("LockonTarget", throwIfNotFound: true);
m_Player_SelectLockonTarget = m_Player.FindAction("SelectLockonTarget", throwIfNotFound: true);
m_Player_RouletteSwitchMainWeapon = m_Player.FindAction("RouletteSwitchMainWeapon", throwIfNotFound: true);
m_Player_Inventory = m_Player.FindAction("Inventory", throwIfNotFound: true);
m_Player_Map = m_Player.FindAction("Map", throwIfNotFound: true);
m_Player_Escape = m_Player.FindAction("Escape", throwIfNotFound: true);
m_Player_NavigateInteractionChoice = m_Player.FindAction("NavigateInteractionChoice", throwIfNotFound: true);
// Dialog
m_Dialog = asset.FindActionMap("Dialog", throwIfNotFound: true);
m_Dialog_Confirm = m_Dialog.FindAction("Confirm", throwIfNotFound: true);
@@ -897,18 +928,20 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
private readonly InputAction m_Player_MainWeaponSpecialB;
private readonly InputAction m_Player_MainWeaponSpecialC;
private readonly InputAction m_Player_Interact;
private readonly InputAction m_Player_UseSupportEquipment0;
private readonly InputAction m_Player_UseSupportEquipment1;
private readonly InputAction m_Player_UseSupportEquipment2;
private readonly InputAction m_Player_UseSupportEquipment3;
private readonly InputAction m_Player_OpenInventory;
private readonly InputAction m_Player_SupportEquipment0;
private readonly InputAction m_Player_SupportEquipment1;
private readonly InputAction m_Player_SupportEquipment2;
private readonly InputAction m_Player_SupportEquipment3;
private readonly InputAction m_Player_SwitchPreviousMainWeapon;
private readonly InputAction m_Player_SwitchNextMainWeapon;
private readonly InputAction m_Player_Walk;
private readonly InputAction m_Player_LockonTarget;
private readonly InputAction m_Player_SelectLockonTarget;
private readonly InputAction m_Player_RouletteSwitchMainWeapon;
private readonly InputAction m_Player_Inventory;
private readonly InputAction m_Player_Map;
private readonly InputAction m_Player_Escape;
private readonly InputAction m_Player_NavigateInteractionChoice;
/// <summary>
/// Provides access to input actions defined in input action map "Player".
/// </summary>
@@ -961,25 +994,21 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
/// </summary>
public InputAction @Interact => m_Wrapper.m_Player_Interact;
/// <summary>
/// Provides access to the underlying input action "Player/UseSupportEquipment0".
/// Provides access to the underlying input action "Player/SupportEquipment0".
/// </summary>
public InputAction @UseSupportEquipment0 => m_Wrapper.m_Player_UseSupportEquipment0;
public InputAction @SupportEquipment0 => m_Wrapper.m_Player_SupportEquipment0;
/// <summary>
/// Provides access to the underlying input action "Player/UseSupportEquipment1".
/// Provides access to the underlying input action "Player/SupportEquipment1".
/// </summary>
public InputAction @UseSupportEquipment1 => m_Wrapper.m_Player_UseSupportEquipment1;
public InputAction @SupportEquipment1 => m_Wrapper.m_Player_SupportEquipment1;
/// <summary>
/// Provides access to the underlying input action "Player/UseSupportEquipment2".
/// Provides access to the underlying input action "Player/SupportEquipment2".
/// </summary>
public InputAction @UseSupportEquipment2 => m_Wrapper.m_Player_UseSupportEquipment2;
public InputAction @SupportEquipment2 => m_Wrapper.m_Player_SupportEquipment2;
/// <summary>
/// Provides access to the underlying input action "Player/UseSupportEquipment3".
/// Provides access to the underlying input action "Player/SupportEquipment3".
/// </summary>
public InputAction @UseSupportEquipment3 => m_Wrapper.m_Player_UseSupportEquipment3;
/// <summary>
/// Provides access to the underlying input action "Player/OpenInventory".
/// </summary>
public InputAction @OpenInventory => m_Wrapper.m_Player_OpenInventory;
public InputAction @SupportEquipment3 => m_Wrapper.m_Player_SupportEquipment3;
/// <summary>
/// Provides access to the underlying input action "Player/SwitchPreviousMainWeapon".
/// </summary>
@@ -1005,10 +1034,22 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
/// </summary>
public InputAction @RouletteSwitchMainWeapon => m_Wrapper.m_Player_RouletteSwitchMainWeapon;
/// <summary>
/// Provides access to the underlying input action "Player/Inventory".
/// </summary>
public InputAction @Inventory => m_Wrapper.m_Player_Inventory;
/// <summary>
/// Provides access to the underlying input action "Player/Map".
/// </summary>
public InputAction @Map => m_Wrapper.m_Player_Map;
/// <summary>
/// Provides access to the underlying input action "Player/Escape".
/// </summary>
public InputAction @Escape => m_Wrapper.m_Player_Escape;
/// <summary>
/// Provides access to the underlying input action "Player/NavigateInteractionChoice".
/// </summary>
public InputAction @NavigateInteractionChoice => m_Wrapper.m_Player_NavigateInteractionChoice;
/// <summary>
/// Provides access to the underlying input action map instance.
/// </summary>
public InputActionMap Get() { return m_Wrapper.m_Player; }
@@ -1064,21 +1105,18 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
@Interact.started += instance.OnInteract;
@Interact.performed += instance.OnInteract;
@Interact.canceled += instance.OnInteract;
@UseSupportEquipment0.started += instance.OnUseSupportEquipment0;
@UseSupportEquipment0.performed += instance.OnUseSupportEquipment0;
@UseSupportEquipment0.canceled += instance.OnUseSupportEquipment0;
@UseSupportEquipment1.started += instance.OnUseSupportEquipment1;
@UseSupportEquipment1.performed += instance.OnUseSupportEquipment1;
@UseSupportEquipment1.canceled += instance.OnUseSupportEquipment1;
@UseSupportEquipment2.started += instance.OnUseSupportEquipment2;
@UseSupportEquipment2.performed += instance.OnUseSupportEquipment2;
@UseSupportEquipment2.canceled += instance.OnUseSupportEquipment2;
@UseSupportEquipment3.started += instance.OnUseSupportEquipment3;
@UseSupportEquipment3.performed += instance.OnUseSupportEquipment3;
@UseSupportEquipment3.canceled += instance.OnUseSupportEquipment3;
@OpenInventory.started += instance.OnOpenInventory;
@OpenInventory.performed += instance.OnOpenInventory;
@OpenInventory.canceled += instance.OnOpenInventory;
@SupportEquipment0.started += instance.OnSupportEquipment0;
@SupportEquipment0.performed += instance.OnSupportEquipment0;
@SupportEquipment0.canceled += instance.OnSupportEquipment0;
@SupportEquipment1.started += instance.OnSupportEquipment1;
@SupportEquipment1.performed += instance.OnSupportEquipment1;
@SupportEquipment1.canceled += instance.OnSupportEquipment1;
@SupportEquipment2.started += instance.OnSupportEquipment2;
@SupportEquipment2.performed += instance.OnSupportEquipment2;
@SupportEquipment2.canceled += instance.OnSupportEquipment2;
@SupportEquipment3.started += instance.OnSupportEquipment3;
@SupportEquipment3.performed += instance.OnSupportEquipment3;
@SupportEquipment3.canceled += instance.OnSupportEquipment3;
@SwitchPreviousMainWeapon.started += instance.OnSwitchPreviousMainWeapon;
@SwitchPreviousMainWeapon.performed += instance.OnSwitchPreviousMainWeapon;
@SwitchPreviousMainWeapon.canceled += instance.OnSwitchPreviousMainWeapon;
@@ -1097,9 +1135,18 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
@RouletteSwitchMainWeapon.started += instance.OnRouletteSwitchMainWeapon;
@RouletteSwitchMainWeapon.performed += instance.OnRouletteSwitchMainWeapon;
@RouletteSwitchMainWeapon.canceled += instance.OnRouletteSwitchMainWeapon;
@Inventory.started += instance.OnInventory;
@Inventory.performed += instance.OnInventory;
@Inventory.canceled += instance.OnInventory;
@Map.started += instance.OnMap;
@Map.performed += instance.OnMap;
@Map.canceled += instance.OnMap;
@Escape.started += instance.OnEscape;
@Escape.performed += instance.OnEscape;
@Escape.canceled += instance.OnEscape;
@NavigateInteractionChoice.started += instance.OnNavigateInteractionChoice;
@NavigateInteractionChoice.performed += instance.OnNavigateInteractionChoice;
@NavigateInteractionChoice.canceled += instance.OnNavigateInteractionChoice;
}
/// <summary>
@@ -1141,21 +1188,18 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
@Interact.started -= instance.OnInteract;
@Interact.performed -= instance.OnInteract;
@Interact.canceled -= instance.OnInteract;
@UseSupportEquipment0.started -= instance.OnUseSupportEquipment0;
@UseSupportEquipment0.performed -= instance.OnUseSupportEquipment0;
@UseSupportEquipment0.canceled -= instance.OnUseSupportEquipment0;
@UseSupportEquipment1.started -= instance.OnUseSupportEquipment1;
@UseSupportEquipment1.performed -= instance.OnUseSupportEquipment1;
@UseSupportEquipment1.canceled -= instance.OnUseSupportEquipment1;
@UseSupportEquipment2.started -= instance.OnUseSupportEquipment2;
@UseSupportEquipment2.performed -= instance.OnUseSupportEquipment2;
@UseSupportEquipment2.canceled -= instance.OnUseSupportEquipment2;
@UseSupportEquipment3.started -= instance.OnUseSupportEquipment3;
@UseSupportEquipment3.performed -= instance.OnUseSupportEquipment3;
@UseSupportEquipment3.canceled -= instance.OnUseSupportEquipment3;
@OpenInventory.started -= instance.OnOpenInventory;
@OpenInventory.performed -= instance.OnOpenInventory;
@OpenInventory.canceled -= instance.OnOpenInventory;
@SupportEquipment0.started -= instance.OnSupportEquipment0;
@SupportEquipment0.performed -= instance.OnSupportEquipment0;
@SupportEquipment0.canceled -= instance.OnSupportEquipment0;
@SupportEquipment1.started -= instance.OnSupportEquipment1;
@SupportEquipment1.performed -= instance.OnSupportEquipment1;
@SupportEquipment1.canceled -= instance.OnSupportEquipment1;
@SupportEquipment2.started -= instance.OnSupportEquipment2;
@SupportEquipment2.performed -= instance.OnSupportEquipment2;
@SupportEquipment2.canceled -= instance.OnSupportEquipment2;
@SupportEquipment3.started -= instance.OnSupportEquipment3;
@SupportEquipment3.performed -= instance.OnSupportEquipment3;
@SupportEquipment3.canceled -= instance.OnSupportEquipment3;
@SwitchPreviousMainWeapon.started -= instance.OnSwitchPreviousMainWeapon;
@SwitchPreviousMainWeapon.performed -= instance.OnSwitchPreviousMainWeapon;
@SwitchPreviousMainWeapon.canceled -= instance.OnSwitchPreviousMainWeapon;
@@ -1174,9 +1218,18 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
@RouletteSwitchMainWeapon.started -= instance.OnRouletteSwitchMainWeapon;
@RouletteSwitchMainWeapon.performed -= instance.OnRouletteSwitchMainWeapon;
@RouletteSwitchMainWeapon.canceled -= instance.OnRouletteSwitchMainWeapon;
@Inventory.started -= instance.OnInventory;
@Inventory.performed -= instance.OnInventory;
@Inventory.canceled -= instance.OnInventory;
@Map.started -= instance.OnMap;
@Map.performed -= instance.OnMap;
@Map.canceled -= instance.OnMap;
@Escape.started -= instance.OnEscape;
@Escape.performed -= instance.OnEscape;
@Escape.canceled -= instance.OnEscape;
@NavigateInteractionChoice.started -= instance.OnNavigateInteractionChoice;
@NavigateInteractionChoice.performed -= instance.OnNavigateInteractionChoice;
@NavigateInteractionChoice.canceled -= instance.OnNavigateInteractionChoice;
}
/// <summary>
@@ -1447,40 +1500,33 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
void OnInteract(InputAction.CallbackContext context);
/// <summary>
/// Method invoked when associated input action "UseSupportEquipment0" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
/// Method invoked when associated input action "SupportEquipment0" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
void OnUseSupportEquipment0(InputAction.CallbackContext context);
void OnSupportEquipment0(InputAction.CallbackContext context);
/// <summary>
/// Method invoked when associated input action "UseSupportEquipment1" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
/// Method invoked when associated input action "SupportEquipment1" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
void OnUseSupportEquipment1(InputAction.CallbackContext context);
void OnSupportEquipment1(InputAction.CallbackContext context);
/// <summary>
/// Method invoked when associated input action "UseSupportEquipment2" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
/// Method invoked when associated input action "SupportEquipment2" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
void OnUseSupportEquipment2(InputAction.CallbackContext context);
void OnSupportEquipment2(InputAction.CallbackContext context);
/// <summary>
/// Method invoked when associated input action "UseSupportEquipment3" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
/// Method invoked when associated input action "SupportEquipment3" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
void OnUseSupportEquipment3(InputAction.CallbackContext context);
/// <summary>
/// Method invoked when associated input action "OpenInventory" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
void OnOpenInventory(InputAction.CallbackContext context);
void OnSupportEquipment3(InputAction.CallbackContext context);
/// <summary>
/// Method invoked when associated input action "SwitchPreviousMainWeapon" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
/// </summary>
@@ -1524,12 +1570,33 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
void OnRouletteSwitchMainWeapon(InputAction.CallbackContext context);
/// <summary>
/// Method invoked when associated input action "Inventory" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
void OnInventory(InputAction.CallbackContext context);
/// <summary>
/// Method invoked when associated input action "Map" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
void OnMap(InputAction.CallbackContext context);
/// <summary>
/// Method invoked when associated input action "Escape" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
void OnEscape(InputAction.CallbackContext context);
/// <summary>
/// Method invoked when associated input action "NavigateInteractionChoice" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
void OnNavigateInteractionChoice(InputAction.CallbackContext context);
}
/// <summary>
/// Interface to implement callback methods for all input action callbacks associated with input actions defined by "Dialog" which allows adding and removing callbacks.

View File

@@ -97,7 +97,7 @@
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@@ -124,18 +124,9 @@
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@@ -421,8 +395,8 @@
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@@ -454,19 +428,8 @@
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Key,Chinese (Simplified)(zh-Hans),English(en)
MilitaryIndustrialComplex,军工复合体,Military-Industrial Complex
ShinshuManufacturing,新州制造,Shinshu Manufacturing
SkodaDynamics,斯柯达,Skoda Dynamics
WardenclyffeResonanceHub,沃登克里夫谐振枢纽,Wardenclyffe Resonance Hub
EuropeanOrganizationForNuclearResearch,欧洲核子研究组织,CERN
DopplerLumierePhotonics,多普勒-卢米埃尔光子,Doppler-Lumiere Photonics
VitalisBiomass,维塔利斯生质,Vitalis Biomass
Area6,六区,Area 6
AcademyOfMagicalSciences,魔法科学院,Academy Of Magical Sciences
Polychrome_Name,万色,Polychrome
Polychrome_Desc0,用途广泛的多功能光刃,刀身满溢着多彩的实体流光。,"A versatile, multi-functional light blade with a body brimming with colorful, solid light."
Polychrome_Desc1,"攻击命中敌人或触发完美格挡时,可以积攒技术点的进度。但是受到伤害或触发对敌人近战攻击的普通格挡时,进度会回退。
已经积攒的整数技术点不会因回退消失。","Hitting an enemy with an attack or triggering a perfect block earns you technique points. However, taking damage or triggering a normal block against enemy's melee attack will revert the progress.
Accumulated integer technique points will not be lost due to reversion."
Polychrome_Desc2,"[M0] [M0] [M0] [M0] [M0] [M0]
普通攻击六连击。
其中前3次攻击是一段普通攻击第4、5次攻击为多段普通攻击第6次攻击为一段重击。","[M0] [M0] [M0] [M0] [M0] [M0]
A normal six-attacks combo.
The first 3 stages are single light attacks, the 4th and 5th stages are multi light attacks, and the 6th stage is a heavy attack."
Polychrome_Desc3,"[M1]
进行重攻击,消耗{10}点能量。
在普通攻击的特定阶段使用,会进行其它的派生攻击。","[M1]
Performs a heavy attack, consuming {10} energy.
Use it during a specific phase of a normal attack will trigger other follow-up attacks."
Polychrome_Desc4,"[M0] [M0] [M0] [M1]
以横扫重攻击提前结束连招。","[M0] [M0] [M0] [M1]
End the combo early with a sweeping heavy attack."
Polychrome_Desc5,"[M0] [M0] [M0] [M0] [M1]
进行快速的八连击。","[M0] [M0] [M0] [M0] [M1]
Perform a rapid eight-hit combo attack."
Polychrome_Desc6,"[M0] [M0] [M0] [M0] ([M0]/[M1]) [M1]
进行两次横扫重攻击。","[M0] [M0] [M0] [M0] ([M0]/[M1]) [M1]
Perform two sweeping heavy attacks."
Polychrome_Desc7,"奔跑时按下[M0]
向前冲刺一步,同时进行一次普通攻击。
视为普通攻击连招的第一段。","Press [M0] while running
Sprint forward one step while performing a light attack.
This is considered the 1st stage of a normal attack combo."
Polychrome_Desc8,"[Jump][M0][M0]
在空中进行两次普通攻击。","[Jump][M0][M0]
Perform 2 light attacks in air."
Polychrome_Desc9,"[Jump][M1]
在空中快速下落,落地时进行重击。
可以在空中轻攻击后使用。","[Jump][M1]
Rapidly descend through the air, performing a heavy attack when landing.
Can be performed after a light attack in the air."
Polychrome_Desc9,"[MA] + [M1]
消耗{25}能量,进行上挑攻击,可以【阻断】敌人的黄光攻击。
如果有至少1技术点将消耗1点使用超大范围的强力攻击并且可以打断敌人的红光攻击。
如果有至少3技术点将消耗3点并额外巨量提升伤害。","[MA] + [M1]
Cost {25} evergy, perform an upward slash attack, which can [Disrupt] the enemy's yellow-glowing attack.
If you have at least 1 technique point, you will consume 1 to perfoem a powerful attack with a very large range, which can interrupt the enemy's red-glowing attack.
If you have at least 3 technique pioint, cosume 3 and increase the damage by a huge amount."
Polychrome_Desc10,"点按或长按[MC]
进行格挡,在精准时间按下可以触发完美格挡。","Tap or hold [MC]
Block attacks, press it at the precise time will trigger a perfect block."
Polychrome_Desc11,"完美闪避或完美格挡后迅速按下[M1]
进行一次迅速且不消耗能量的重攻击。","After a perfect dodge or perfect block, quickly press [M1]
Perform a rapid heavy attack with no energy cost."
Polychrome_Desc12,切入此主武器时自动进行一次0.4秒的格挡,且此次格挡只要成功,一定会触发完美格挡。,
FutureWand_Name,未来权杖,Future Wand
FutureWand_Desc0,仿造魔导具风格制成的激光炮。光弹中添加了聚变引信,威力比相似的魔导具更胜一筹。,"A laser cannon modeled after magical artifacts. The light bolt incorporates a fusion fuse, making it more powerful than similar magical artifacts."
FutureWand_Desc1,"[M0] [M0] [M0] [M0] [M0] [M0]
普通攻击六连击,发射光弹。
其中第13次攻击是一段轻攻击第2次是两段轻攻击第456次攻击是一段普通攻击。",
FutureWand_Desc2,"[M1]
在前方召唤一个黑洞,消耗{20}点能量。
黑洞会进行4次普通攻击把其中的敌人向中间吸入。",
FutureWand_Desc3,"[M0] [M0] [M0] [M1] 或 [M0] [M0] [M0] [M0] [M1]
发射强力的激光,消耗{20}点能量。
激光进行一次强力的重攻击。如果激光引爆了“聚变”效果还会对目标造成100点“衰变”效果。",
FusionInjector_Name,聚变注射器,
FusionInjector_Desc0,发射一枚压缩聚变弹对命中目标造成少量伤害和20层聚变效果。,
IceCone_Name,冰锥,
IceCone_Desc0,发射一枚冰凌弹对命中目标造成少量伤害增加100%的冻结效果进度。,
VoidAnchor_Name,虚空锚点,
VoidAnchor_Desc0,向敌方目标冲刺,在冲刺落点释放一次冲击波,可以【阻断】敌人的黄光攻击。,
ThermalDetonator_Name,热质起爆器,
ThermalDetonator_Desc,以目标为中心,降下巨大火球,对范围内所有目标造成大量伤害并施加“灼烧”效果。,
Ascension_Name,飞升,
Ascension_Desc,你可以更好地控制自己的能力,从而提升各种基础属性加成。,
AdaptiveArmor_Name,自适应装甲,
AdaptiveArmor_Desc0,受到伤害时获得一个持续10秒的【护甲+5】效果最高可叠加5层。每次叠加时刷新持续时间。,
ArmorPiercingRound_Name,穿甲弹头,
ArmorPiercingRound_Desc0,动能类型攻击命中时降低目标5点护甲持续5秒。,
BellowsThruster_Name,“风箱”推进器,
BellowsThruster_Desc0,"被动增加10%的冲刺距离。
可升级每级额外提升2%的冲刺距离。",
CorrosiveCoating_Name,腐蚀涂层,
CorrosiveCoating_Desc0,"被动增加10%负面Buff施加的持续时间。
可升级每级额外提升2%的持续时间。",
DecayAccelerationCoil_Name,衰变加速线圈,
DecayAccelerationCoil_Desc0,产生一个范围为15米的光环光环内的敌人其衰退效果的伤害间隔缩短 50%。敌人离开光环后恢复正常速率。,
DecayPropagator_Name,衰变传播器,
DecayPropagator_Desc0,聚变效果被引爆时对目标10米附近的敌人赋予{100}点衰退效果。,
DetonationWarhead_Name,爆裂弹头,
DetonationWarhead_Desc0,"被动增加爆炸攻击10%的伤害。
可升级每级额外提升2%的伤害。",
FusionCatalyst_Name,聚变催化器,
FusionCatalyst_Desc0,降低聚变效果引爆所需的最低层数阈值10点。,
KineticFocusLens_Name,动能聚焦透镜,
KineticFocusLens_Desc0,"被动增加动能攻击10%的伤害。
可升级每级额外提升2%的伤害。",
LastStandProtocol_Name,“背水”协议 ,
LastStandProtocol_Desc0,当玩家生命值低于25%时增加25%攻击伤害但同时也增加25%承受伤害。当生命值回升到阈值以上时,效果消失。,
MemoryExoskeleton_Name,记忆外骨骼,
MemoryExoskeleton_Desc0,"记录并调校玩家的动作模式每击杀一个敌人获得1%攻击速度加成最高增加10%。
切换主武器时,外骨骼需要重新适配,叠层归零。",
MetabolicCatalyst_Name,代谢催化剂,
MetabolicCatalyst_Desc0,"被动减少10%自身负面效果持续时间。
可升级每级额外减少2%持续时间。",
OverloadBattery_Name,过载电池,
OverloadBattery_Desc0,过载完成时,下一次重攻击造成的伤害增加 50%。,
PlasmaResonator_Name,等离子共鸣器,
PlasmaResonator_Desc0,"被动增加能量攻击10%的伤害。
可升级每级额外提升2%的伤害。",
PowerFurnace_Name,动力炉,
PowerFurnace_Desc0,"提供0.4移动速度和2点能量恢复。
可升级每级额外提升0.02移动速度和0.5能量恢复。",
QuantumShieldGenerator_Name,量子护盾发生器,
QuantumShieldGenerator_Desc0,每次首次进入新区域时将护盾补充至10点。,
ReactivePlating_Name,反应装甲,
ReactivePlating_Desc0,"在受到冲击时自动硬化的智能合金板增加5点护甲值和20点最大生命值。
可升级每级额外提升1点护甲值和10点最大生命值。",
ReflectionPrism_Name,反射棱镜,
ReflectionPrism_Desc0,格挡敌人的投射物后,会将其反弹回去。,
SpatialWarpCaliper_Name,空间扭曲卡尺,
SpatialWarpCaliper_Desc0,"被动增加10%的攻击射程/范围
可升级每级额外提升1%的射程/范围。",
SupercriticalCore_Name,超临界核心,
SupercriticalCore_Desc0,引爆聚变效果所需层数增加,但引爆伤害大幅提升。,
SymbioticLoop_Name,共生回路,
SymbioticLoop_Desc0,"玩家完成一个战斗房间的清理后恢复2点生命值。
可升级每级额外恢复0.4生命值。",
VipersFang_Name,蝮蛇之牙,
VipersFang_Desc0,每次攻击根据敌人当前已经损失的生命百分比,增加额外伤害,最大增加 20 伤害。,
1 Key Chinese (Simplified)(zh-Hans) English(en)
2 MilitaryIndustrialComplex 军工复合体 Military-Industrial Complex
3 ShinshuManufacturing 新州制造 Shin‘shu Manufacturing
4 SkodaDynamics 斯柯达 Skoda Dynamics
5 WardenclyffeResonanceHub 沃登克里夫谐振枢纽 Wardenclyffe Resonance Hub
6 EuropeanOrganizationForNuclearResearch 欧洲核子研究组织 CERN
7 DopplerLumierePhotonics 多普勒-卢米埃尔光子 Doppler-Lumiere Photonics
8 VitalisBiomass 维塔利斯生质 Vitalis Biomass
9 Area6 六区 Area 6
10 AcademyOfMagicalSciences 魔法科学院 Academy Of Magical Sciences
11 Polychrome_Name 万色 Polychrome
12 Polychrome_Desc0 用途广泛的多功能光刃,刀身满溢着多彩的实体流光。 A versatile, multi-functional light blade with a body brimming with colorful, solid light.
13 Polychrome_Desc1 攻击命中敌人或触发完美格挡时,可以积攒技术点的进度。但是受到伤害或触发对敌人近战攻击的普通格挡时,进度会回退。 已经积攒的整数技术点不会因回退消失。 Hitting an enemy with an attack or triggering a perfect block earns you technique points. However, taking damage or triggering a normal block against enemy's melee attack will revert the progress. Accumulated integer technique points will not be lost due to reversion.
14 Polychrome_Desc2 [M0] [M0] [M0] [M0] [M0] [M0] 普通攻击六连击。 其中前3次攻击是一段普通攻击,第4、5次攻击为多段普通攻击,第6次攻击为一段重击。 [M0] [M0] [M0] [M0] [M0] [M0] A normal six-attacks combo. The first 3 stages are single light attacks, the 4th and 5th stages are multi light attacks, and the 6th stage is a heavy attack.
15 Polychrome_Desc3 [M1] 进行重攻击,消耗{10}点能量。 在普通攻击的特定阶段使用,会进行其它的派生攻击。 [M1] Performs a heavy attack, consuming {10} energy. Use it during a specific phase of a normal attack will trigger other follow-up attacks.
16 Polychrome_Desc4 [M0] [M0] [M0] [M1] 以横扫重攻击提前结束连招。 [M0] [M0] [M0] [M1] End the combo early with a sweeping heavy attack.
17 Polychrome_Desc5 [M0] [M0] [M0] [M0] [M1] 进行快速的八连击。 [M0] [M0] [M0] [M0] [M1] Perform a rapid eight-hit combo attack.
18 Polychrome_Desc6 [M0] [M0] [M0] [M0] ([M0]/[M1]) [M1] 进行两次横扫重攻击。 [M0] [M0] [M0] [M0] ([M0]/[M1]) [M1] Perform two sweeping heavy attacks.
19 Polychrome_Desc7 奔跑时按下[M0] 向前冲刺一步,同时进行一次普通攻击。 视为普通攻击连招的第一段。 Press [M0] while running Sprint forward one step while performing a light attack. This is considered the 1st stage of a normal attack combo.
20 Polychrome_Desc8 [Jump][M0][M0] 在空中进行两次普通攻击。 [Jump][M0][M0] Perform 2 light attacks in air.
21 Polychrome_Desc9 [Jump][M1] 在空中快速下落,落地时进行重击。 可以在空中轻攻击后使用。 [Jump][M1] Rapidly descend through the air, performing a heavy attack when landing. Can be performed after a light attack in the air.
22 Polychrome_Desc9 [MA] + [M1] 消耗{25}能量,进行上挑攻击,可以【阻断】敌人的黄光攻击。 如果有至少1技术点,将消耗1点,使用超大范围的强力攻击,并且可以打断敌人的红光攻击。 如果有至少3技术点,将消耗3点并额外巨量提升伤害。 [MA] + [M1] Cost {25} evergy, perform an upward slash attack, which can [Disrupt] the enemy's yellow-glowing attack. If you have at least 1 technique point, you will consume 1 to perfoem a powerful attack with a very large range, which can interrupt the enemy's red-glowing attack. If you have at least 3 technique pioint, cosume 3 and increase the damage by a huge amount.
23 Polychrome_Desc10 点按或长按[MC] 进行格挡,在精准时间按下可以触发完美格挡。 Tap or hold [MC] Block attacks, press it at the precise time will trigger a perfect block.
24 Polychrome_Desc11 完美闪避或完美格挡后迅速按下[M1] 进行一次迅速且不消耗能量的重攻击。 After a perfect dodge or perfect block, quickly press [M1] Perform a rapid heavy attack with no energy cost.
25 Polychrome_Desc12 切入此主武器时,自动进行一次0.4秒的格挡,且此次格挡只要成功,一定会触发完美格挡。
26 FutureWand_Name 未来权杖 Future Wand
27 FutureWand_Desc0 仿造魔导具风格制成的激光炮。光弹中添加了聚变引信,威力比相似的魔导具更胜一筹。 A laser cannon modeled after magical artifacts. The light bolt incorporates a fusion fuse, making it more powerful than similar magical artifacts.
28 FutureWand_Desc1 [M0] [M0] [M0] [M0] [M0] [M0] 普通攻击六连击,发射光弹。 其中第1,3次攻击是一段轻攻击,第2次是两段轻攻击,第4,5,6次攻击是一段普通攻击。
29 FutureWand_Desc2 [M1] 在前方召唤一个黑洞,消耗{20}点能量。 黑洞会进行4次普通攻击把其中的敌人向中间吸入。
30 FutureWand_Desc3 [M0] [M0] [M0] [M1] 或 [M0] [M0] [M0] [M0] [M1] 发射强力的激光,消耗{20}点能量。 激光进行一次强力的重攻击。如果激光引爆了“聚变”效果,还会对目标造成100点“衰变”效果。
31 FusionInjector_Name 聚变注射器
32 FusionInjector_Desc0 发射一枚压缩聚变弹,对命中目标造成少量伤害和20层聚变效果。
33 IceCone_Name 冰锥
34 IceCone_Desc0 发射一枚冰凌弹,对命中目标造成少量伤害,增加100%的冻结效果进度。
35 VoidAnchor_Name 虚空锚点
36 VoidAnchor_Desc0 向敌方目标冲刺,在冲刺落点释放一次冲击波,可以【阻断】敌人的黄光攻击。
37 ThermalDetonator_Name 热质起爆器
38 ThermalDetonator_Desc 以目标为中心,降下巨大火球,对范围内所有目标造成大量伤害并施加“灼烧”效果。
39 Ascension_Name 飞升
40 Ascension_Desc 你可以更好地控制自己的能力,从而提升各种基础属性加成。
41 AdaptiveArmor_Name 自适应装甲
42 AdaptiveArmor_Desc0 受到伤害时,获得一个持续10秒的【护甲+5】效果,最高可叠加5层。每次叠加时,刷新持续时间。
43 ArmorPiercingRound_Name 穿甲弹头
44 ArmorPiercingRound_Desc0 动能类型攻击命中时,降低目标5点护甲,持续5秒。
45 BellowsThruster_Name “风箱”推进器
46 BellowsThruster_Desc0 被动增加10%的冲刺距离。 可升级,每级额外提升2%的冲刺距离。
47 CorrosiveCoating_Name 腐蚀涂层
48 CorrosiveCoating_Desc0 被动增加10%负面Buff施加的持续时间。 可升级,每级额外提升2%的持续时间。
49 DecayAccelerationCoil_Name 衰变加速线圈
50 DecayAccelerationCoil_Desc0 产生一个范围为15米的光环,光环内的敌人,其衰退效果的伤害间隔缩短 50%。敌人离开光环后恢复正常速率。
51 DecayPropagator_Name 衰变传播器
52 DecayPropagator_Desc0 聚变效果被引爆时,对目标10米附近的敌人赋予{100}点衰退效果。
53 DetonationWarhead_Name 爆裂弹头
54 DetonationWarhead_Desc0 被动增加爆炸攻击10%的伤害。 可升级,每级额外提升2%的伤害。
55 FusionCatalyst_Name 聚变催化器
56 FusionCatalyst_Desc0 降低聚变效果引爆所需的最低层数阈值10点。
57 KineticFocusLens_Name 动能聚焦透镜
58 KineticFocusLens_Desc0 被动增加动能攻击10%的伤害。 可升级,每级额外提升2%的伤害。
59 LastStandProtocol_Name “背水”协议
60 LastStandProtocol_Desc0 当玩家生命值低于25%时,增加25%攻击伤害,但同时也增加25%承受伤害。当生命值回升到阈值以上时,效果消失。
61 MemoryExoskeleton_Name 记忆外骨骼
62 MemoryExoskeleton_Desc0 记录并调校玩家的动作模式:每击杀一个敌人,获得1%攻击速度加成,最高增加10%。 切换主武器时,外骨骼需要重新适配,叠层归零。
63 MetabolicCatalyst_Name 代谢催化剂
64 MetabolicCatalyst_Desc0 被动减少10%自身负面效果持续时间。 可升级,每级额外减少2%持续时间。
65 OverloadBattery_Name 过载电池
66 OverloadBattery_Desc0 过载完成时,下一次重攻击造成的伤害增加 50%。
67 PlasmaResonator_Name 等离子共鸣器
68 PlasmaResonator_Desc0 被动增加能量攻击10%的伤害。 可升级,每级额外提升2%的伤害。
69 PowerFurnace_Name 动力炉
70 PowerFurnace_Desc0 提供0.4移动速度和2点能量恢复。 可升级,每级额外提升0.02移动速度和0.5能量恢复。
71 QuantumShieldGenerator_Name 量子护盾发生器
72 QuantumShieldGenerator_Desc0 每次首次进入新区域时,将护盾补充至10点。
73 ReactivePlating_Name 反应装甲
74 ReactivePlating_Desc0 在受到冲击时自动硬化的智能合金板,增加5点护甲值和20点最大生命值。 可升级,每级额外提升1点护甲值和10点最大生命值。
75 ReflectionPrism_Name 反射棱镜
76 ReflectionPrism_Desc0 格挡敌人的投射物后,会将其反弹回去。
77 SpatialWarpCaliper_Name 空间扭曲卡尺
78 SpatialWarpCaliper_Desc0 被动增加10%的攻击射程/范围 可升级,每级额外提升1%的射程/范围。
79 SupercriticalCore_Name 超临界核心
80 SupercriticalCore_Desc0 引爆聚变效果所需层数增加,但引爆伤害大幅提升。
81 SymbioticLoop_Name 共生回路
82 SymbioticLoop_Desc0 玩家完成一个战斗房间的清理后,恢复2点生命值。 可升级,每级额外恢复0.4生命值。
83 VipersFang_Name 蝮蛇之牙
84 VipersFang_Desc0 每次攻击根据敌人当前已经损失的生命百分比,增加额外伤害,最大增加 20 伤害。

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The
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m_Localized: Future Wand
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Perform
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m_Localized: 'Tap or hold [MC]
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m_Localized: '[MA] + [M1]
Cost {25} evergy, perform an upward slash attack,
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If you have
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If
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Perform 2 light attacks in air.'
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Perform two sweeping
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Perform a rapid eight-hit combo
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End the combo early with a sweeping
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m_Localized: Polychrome
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m_Localized: A versatile, multi-functional light blade with a body brimming with
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m_Localized: Academy Of Magical Sciences
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m_Localized: Area 6
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m_Localized: Vitalis Biomass
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m_Localized: Doppler-Lumiere Photonics
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m_Localized: CERN
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m_Localized: Wardenclyffe Resonance Hub
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m_Localized: Skoda Dynamics
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m_Localized: "Shin\u2018shu Manufacturing"
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m_Localized: Military-Industrial Complex
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m_Localized: A laser cannon modeled after magical artifacts. The light bolt incorporates
a fusion fuse, making it more powerful than similar magical artifacts.
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references:
version: 2
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Key,Chinese (Simplified)(zh-Hans),English(en)
Confirm,确定,Confirm
Cancel,取消,Cancel
PausePage_Resume,继续游戏,Resume
PausePage_Settings,游戏设置,Settings
PausePage_ReturnToMenu,返回标题,Menu
ConfirmReturnToMenu_Title,返回标题,Return to menu
ConfirmReturnToMenu_Desc,你确定要返回标题页面吗?未保存的进度将丢失。,Are you sure you want to return to the main menu? Unsaved progress will be lost.
1 Key Chinese (Simplified)(zh-Hans) English(en)
2 Confirm 确定 Confirm
3 Cancel 取消 Cancel
4 PausePage_Resume 继续游戏 Resume
5 PausePage_Settings 游戏设置 Settings
6 PausePage_ReturnToMenu 返回标题 Menu
7 ConfirmReturnToMenu_Title 返回标题 Return to menu
8 ConfirmReturnToMenu_Desc 你确定要返回标题页面吗?未保存的进度将丢失。 Are you sure you want to return to the main menu? Unsaved progress will be lost.

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@@ -22,7 +22,7 @@ namespace Cielonos.MainGame.Characters.AI
}
[NodeIcon("Assets/Sprites/Icon/Dice.png")]
[Opsive.Shared.Utility.Description("类似于 RandomSelector(随机选择器),但允许为其每个子节点配置不同的出现权重。权重越大的节点越容易被优先执行。\n如果有节点返回 Failure会依据排好的权重顺序继续尝试下一个节点。\n如果所有子节点的权重加起来全都是 0将退化为均匀随机分布。")]
[Description("类似于 RandomSelector(随机选择器),但允许为其每个子节点配置不同的出现权重。权重越大的节点越容易被优先执行。\n如果有节点返回 Failure会依据排好的权重顺序继续尝试下一个节点。\n如果所有子节点的权重加起来全都是 0将退化为均匀随机分布。")]
[Category("Cielonos")]
public class WeightedSelector : ECSCompositeTask<WeightedSelectorTaskSystem, WeightedSelectorComponent, WeightedSelectorFlag>, IParentNode, IConditionalAbortParent, IInterruptResponder, ISavableTask, ICloneable
{

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