推动Config新增
This commit is contained in:
@@ -1,12 +1,47 @@
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using Convention;
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using Demo.Game.Attr;
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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 System.IO;
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using System.Linq;
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using UnityEngine;
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namespace Demo.Game
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{
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namespace ConfigType
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{
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public class ParticleEffectConfig : IEffectHookObjectConfig
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{
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public Dictionary<string, string[]> AssetBundles;
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public override void Deserialize(BinaryReader reader)
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{
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int count = BinarySerializeUtility.ReadInt(reader);
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while(count-->0)
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{
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var temp = BinarySerializeUtility.DeserializeStringArray(reader);
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var key = temp[0];
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var value = temp[1..];
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AssetBundles.Add(key, value);
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}
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base.Deserialize(reader);
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}
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public override void Serialize(BinaryWriter writer)
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{
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BinarySerializeUtility.WriteInt(writer, AssetBundles.Count);
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foreach (var (key, value) in AssetBundles)
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{
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string[] temp = new string[value.Length + 1];
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temp[0] = key;
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Array.Copy(value, 0, temp, 1, value.Length);
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BinarySerializeUtility.SerializeArray(writer, value.ToArray());
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}
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base.Serialize(writer);
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}
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}
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}
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[Scriptable]
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public class ParticleEffect : IEffectHookObject, IAssetBundleLoader
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{
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@@ -15,15 +50,14 @@ namespace Demo.Game
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return new GameObject().AddComponent<ParticleEffect>();
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}
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private Dictionary<string,bool> AssetBundleLoaders = new();
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private readonly List<string> AssetBundles = new();
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private int AssetBundleLoadingCounter = 0;
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private readonly Dictionary<string,List<string>> AssetBundles = new();
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private readonly List<GameObject> Prefabs = new();
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protected override IEnumerator DoSomethingDuringApplyScript()
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{
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yield return base.DoSomethingDuringApplyScript();
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while (AssetBundleLoaders.Any(x => x.Value == false))
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yield return null;
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yield return new WaitUntil(() => AssetBundleLoadingCounter == 0);
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}
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public override IEnumerator UnloadScript()
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@@ -31,7 +65,7 @@ namespace Demo.Game
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yield return base.UnloadScript();
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foreach (var ab in AssetBundles)
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{
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yield return this.UnloadAssetBundle(ab);
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yield return this.UnloadAssetBundle(ab.Key);
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}
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}
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@@ -43,7 +77,7 @@ namespace Demo.Game
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[Convention.RScript.Variable.Attr.Method]
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public void Load(string ab, string prefab)
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{
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AssetBundleLoaders.TryAdd(ab, false);
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AssetBundleLoadingCounter++;
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ConventionUtility.StartCoroutine(this.LoadAssetBundle(ab, x =>
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{
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GameObject sub = Instantiate(x.LoadAsset<GameObject>(prefab));
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@@ -51,8 +85,10 @@ namespace Demo.Game
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Prefabs.Add(sub);
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sub.transform.SetParent(transform);
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sub.transform.localPosition = Vector3.zero;
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AssetBundles.Add(ab);
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AssetBundleLoaders[ab] = true;
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if(AssetBundles.ContainsKey(ab)==false)
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AssetBundles.Add(ab, new());
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AssetBundles[ab].Add(prefab);
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AssetBundleLoadingCounter--;
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}));
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}
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@@ -11,16 +11,19 @@ namespace Demo.Game
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// IEffectHookObject 配置(抽象基类Config)
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public class IEffectHookObjectConfig : ScriptLoadableConfig
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{
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public int MyInteractionModule;
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public IEffectHookObject.InteractiveEffectType MyInteractiveLevel;
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public override void Deserialize(BinaryReader reader)
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{
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MyInteractionModule = BinarySerializeUtility.ReadInt(reader);
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MyInteractiveLevel = (IEffectHookObject.InteractiveEffectType)BinarySerializeUtility.ReadInt(reader);
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base.Deserialize(reader);
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}
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public override void Serialize(BinaryWriter writer)
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{
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BinarySerializeUtility.WriteInt(writer, MyInteractionModule);
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BinarySerializeUtility.WriteInt(writer, (int)MyInteractiveLevel);
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base.Serialize(writer);
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}
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@@ -10,15 +10,12 @@ namespace Demo.Game
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{
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namespace ConfigType
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{
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// IInteraction 配置(抽象基类Config,继承自TimelineScriptObject)
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public class IInteractionConfig : ScriptLoadableConfig
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{
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public Vector2 VisibleDuration;
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public Vector2 InteractiveDuration;
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public Vector2 InteractableScoreInterval;
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public Vector2 InteractableIntervalThatCanScoreBest;
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public IInteraction.JudgementLevel MyJudgementLevel;
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public IInteraction.UpdatePhase MyUpdatePhase;
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public override void Deserialize(BinaryReader reader)
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{
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@@ -26,8 +23,6 @@ namespace Demo.Game
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InteractiveDuration = BinarySerializeUtility.ReadVec2(reader);
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InteractableScoreInterval = BinarySerializeUtility.ReadVec2(reader);
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InteractableIntervalThatCanScoreBest = BinarySerializeUtility.ReadVec2(reader);
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MyJudgementLevel = (IInteraction.JudgementLevel)BinarySerializeUtility.ReadInt(reader);
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MyUpdatePhase = (IInteraction.UpdatePhase)BinarySerializeUtility.ReadInt(reader);
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base.Deserialize(reader);
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}
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@@ -37,8 +32,6 @@ namespace Demo.Game
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BinarySerializeUtility.WriteVec2(writer, InteractiveDuration);
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BinarySerializeUtility.WriteVec2(writer, InteractableScoreInterval);
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BinarySerializeUtility.WriteVec2(writer, InteractableIntervalThatCanScoreBest);
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BinarySerializeUtility.WriteInt(writer, (int)MyJudgementLevel);
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BinarySerializeUtility.WriteInt(writer, (int)MyUpdatePhase);
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base.Serialize(writer);
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}
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}
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@@ -10,6 +10,7 @@ namespace Demo.Game
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// IJudgementHookObject 配置(抽象基类Config)
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public class IJudgementHookObjectConfig : ScriptLoadableConfig
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{
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public int MyInteractionModule;
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public override void Deserialize(BinaryReader reader)
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{
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base.Deserialize(reader);
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@@ -51,11 +52,10 @@ namespace Demo.Game
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/// <summary>
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/// 绑定IInteraction对象,若不手动绑定则会自动绑定到父物体的IInteraction
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/// </summary>
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/// <param name="path"></param>
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[Convention.RScript.Variable.Attr.Method]
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public void Bind(string path)
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public void Bind(IInteraction module)
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{
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MyInteractionModule = FindWithPath(path) as IInteraction;
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MyInteractionModule = module;
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}
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public override IEnumerator UnloadScript()
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@@ -3,10 +3,34 @@ using Demo.Game.Attr;
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using NUnit.Framework.Internal;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using UnityEngine;
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namespace Demo.Game
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{
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namespace ConfigType
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{
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public class ParticleJudgement : IJudgementHookObjectConfig
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{
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public bool IsZooming;
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public MathExtension.EaseCurveType ZoomCurve = MathExtension.EaseCurveType.OutCubic;
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public override void Deserialize(BinaryReader reader)
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{
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IsZooming = BinarySerializeUtility.ReadBool(reader);
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ZoomCurve = (MathExtension.EaseCurveType)BinarySerializeUtility.ReadInt(reader);
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base.Deserialize(reader);
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}
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public override void Serialize(BinaryWriter writer)
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{
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BinarySerializeUtility.WriteBool(writer, IsZooming);
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BinarySerializeUtility.WriteInt(writer, (int)ZoomCurve);
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base.Serialize(writer);
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}
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}
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}
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[Scriptable]
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public class ParticleJudgement : IJudgementHookObject, IAssetBundleLoader
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{
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