正在为RScript更新内容(已通过编译)
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@@ -28,13 +28,7 @@ namespace Demo.Game
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/// </summary>
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/// <param name="ab"></param>
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/// <param name="prefab"></param>
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[ScriptableCall(@"
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<summary>
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加载预制体作为子物体
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</summary>
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<param name=""ab""></param>
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<param name=""prefab""></param>
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")]
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[Convention.RScript.Variable.Attr.Method]
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public IEnumerator Load(string ab, string prefab)
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{
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yield return this.LoadAssetBundle(ab, x =>
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@@ -104,11 +104,7 @@ namespace Demo.Game
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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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[ScriptableCall(@"
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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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")]
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[Convention.RScript.Variable.Attr.Method]
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public void Bind(string path)
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{
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MyInteractionModule = FindWithPath(path) as IInteraction;
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@@ -118,12 +114,7 @@ namespace Demo.Game
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/// 设置监听状态,当目标进入指定监听的状态时触发启动事件,退出时触发结束事件
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/// </summary>
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/// <param name="type">VisibleDuration,InteractiveDuration,InteractableScoreInterval,InteractableIntervalThatCanScoreBest</param>
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[ScriptableCall(@"
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<summary>
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设置监听状态,当目标进入指定监听的状态时触发启动事件,退出时触发结束事件
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</summary>
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<param name=""type"">VisibleDuration,InteractiveDuration,InteractableScoreInterval,InteractableIntervalThatCanScoreBest</param>
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")]
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[Convention.RScript.Variable.Attr.Method]
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public void SetInteractiveEffectType(string type)
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{
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MyInteractiveLevel = Enum.Parse<InteractiveEffectType>(type);
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@@ -323,12 +323,7 @@ namespace Demo.Game
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/// 使用配置中的区间长度设置以最佳判定点为中心的各级区间
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/// </summary>
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/// <param name="bestJudgementTimePoint">最佳判定点</param>
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[ScriptableCall(@"
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<summary>
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使用配置中的区间长度设置以最佳判定点为中心的各级区间
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</summary>
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<param name=""bestJudgementTimePoint"">最佳判定点</param>
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")]
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[Convention.RScript.Variable.Attr.Method]
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public void SetupJudgement(string bestJudgementTimePoint)
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{
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DoSetupJudgement(Parse(bestJudgementTimePoint));
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@@ -346,20 +341,7 @@ namespace Demo.Game
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/// (bestJudgementTimePoint-interactiveDuration/2,bestJudgementTimePoint+interactiveDuration/2)</param>
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/// <param name="visibleDuration">区间时长,最终结果为
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/// (bestJudgementTimePoint-visibleDuration/2,bestJudgementTimePoint+visibleDuration/2)</param>
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[ScriptableCall(@"
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<summary>
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通过传递对称区间进行初始化
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</summary>
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<param name=""bestJudgementTimePoint"">最佳判定点</param>
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<param name=""interactableIntervalThatCanScoreBest"">区间时长,最终结果为
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(bestJudgementTimePoint-interactableIntervalThatCanScoreBest/2,bestJudgementTimePoint+interactableIntervalThatCanScoreBest/2)</param>
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<param name=""interactableScoreInterval"">区间时长,最终结果为
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(bestJudgementTimePoint-interactableScoreInterval/2,bestJudgementTimePoint+interactableScoreInterval/2)</param>
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<param name=""interactiveDuration"">区间时长,最终结果为
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(bestJudgementTimePoint-interactiveDuration/2,bestJudgementTimePoint+interactiveDuration/2)</param>
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<param name=""visibleDuration"">区间时长,最终结果为
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(bestJudgementTimePoint-visibleDuration/2,bestJudgementTimePoint+visibleDuration/2)</param>
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")]
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[Convention.RScript.Variable.Attr.Method]
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public void SetupJudgementLevels(
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string bestJudgementTimePoint,
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string interactableIntervalThatCanScoreBest,
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@@ -379,12 +361,7 @@ namespace Demo.Game
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/// 设置可见区间(显现但不可判定,3级判定区间)开始时间
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/// </summary>
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/// <param name="value"></param>
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[ScriptableCall(@"
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<summary>
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设置可见区间(显现但不可判定,3级判定区间)开始时间
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</summary>
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<param name=""value""></param>
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")]
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[Convention.RScript.Variable.Attr.Method]
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public void SetVisibleDurationBegin(string value)
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{
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VisibleDuration.x = Parse(value);
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@@ -393,12 +370,7 @@ namespace Demo.Game
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/// 设置可见区间(显现但不可判定,3级判定区间)结束时间
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/// </summary>
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/// <param name="value"></param>
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[ScriptableCall(@"
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<summary>
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设置可见区间(显现但不可判定,3级判定区间)结束时间
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</summary>
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<param name=""value""></param>
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")]
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[Convention.RScript.Variable.Attr.Method]
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public void SetVisibleDurationEnd(string value)
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{
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VisibleDuration.y = Parse(value);
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@@ -408,12 +380,7 @@ namespace Demo.Game
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/// 设置2级判定区间(可判定但错误的)开始时间
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/// </summary>
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/// <param name="value"></param>
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[ScriptableCall(@"
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<summary>
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设置2级判定区间(可判定但错误的)开始时间
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</summary>
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<param name=""value""></param>
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")]
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[Convention.RScript.Variable.Attr.Method]
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public void SetInteractiveDurationBegin(string value)
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{
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InteractiveDuration.x = Parse(value);
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@@ -422,12 +389,7 @@ namespace Demo.Game
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/// 设置2级判定区间(可判定但错误的)结束时间
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/// </summary>
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/// <param name="value"></param>
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[ScriptableCall(@"
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<summary>
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设置2级判定区间(可判定但错误的)结束时间
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</summary>
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<param name=""value""></param>
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")]
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[Convention.RScript.Variable.Attr.Method]
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public void SetInteractiveDurationEnd(string value)
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{
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InteractiveDuration.y = Parse(value);
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@@ -437,12 +399,7 @@ namespace Demo.Game
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/// 设置1级判定区间(可判定的)开始时间
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/// </summary>
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/// <param name="value"></param>
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[ScriptableCall(@"
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<summary>
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设置1级判定区间(可判定的)开始时间
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</summary>
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<param name=""value""></param>
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")]
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[Convention.RScript.Variable.Attr.Method]
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public void SetInteractableScoreIntervalBegin(string value)
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{
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InteractableScoreInterval.x = Parse(value);
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@@ -451,12 +408,7 @@ namespace Demo.Game
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/// 设置1级判定区间(可判定的)结束时间
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/// </summary>
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/// <param name="value"></param>
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[ScriptableCall(@"
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<summary>
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设置1级判定区间(可判定的)结束时间
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</summary>
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<param name=""value""></param>
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")]
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[Convention.RScript.Variable.Attr.Method]
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public void SetInteractableScoreIntervalEnd(string value)
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{
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InteractableScoreInterval.y = Parse(value);
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@@ -466,12 +418,7 @@ namespace Demo.Game
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/// 设置0级判定区间(最佳判定)开始时间
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/// </summary>
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/// <param name="value"></param>
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[ScriptableCall(@"
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<summary>
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设置0级判定区间(最佳判定)开始时间
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</summary>
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<param name=""value""></param>
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")]
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[Convention.RScript.Variable.Attr.Method]
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public void SetInteractableIntervalThatCanScoreBestBegin(string value)
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{
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InteractableIntervalThatCanScoreBest.x = Parse(value);
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@@ -484,12 +431,7 @@ namespace Demo.Game
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/// 设置0级判定区间(最佳判定)结束时间
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/// </summary>
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/// <param name="value"></param>
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[ScriptableCall(@"
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<summary>
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设置0级判定区间(最佳判定)结束时间
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</summary>
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<param name=""value""></param>
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")]
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[Convention.RScript.Variable.Attr.Method]
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public void SetInteractableIntervalThatCanScoreBestEnd(string value)
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{
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InteractableIntervalThatCanScoreBest.y = Parse(value);
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@@ -23,11 +23,7 @@ namespace Demo.Game
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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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[ScriptableCall(@"
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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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")]
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[Convention.RScript.Variable.Attr.Method]
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public void Bind(string path)
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{
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MyInteractionModule = FindWithPath(path) as IInteraction;
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@@ -17,7 +17,7 @@ namespace Demo.Game
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/// <summary>
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/// 设置为Hold模式, 即不需要点按即可判定的模式
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/// </summary>
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[ScriptableCall(@"设置为Hold模式, 即不需要点按即可判定的模式")]
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[Convention.RScript.Variable.Attr.Method]
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public void EnableHoldMode()
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{
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IsNeedTap = false;
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@@ -30,15 +30,7 @@ namespace Demo.Game
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/// <param name="ab"></param>
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/// <param name="prefab"></param>
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/// <param name="duration">判定效果会现形的持续时间</param>
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[ScriptableCall(@"
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<summary>
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加载预制体作为子物体
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</summary>
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<param name=""level"">正整数, 0级判定为最佳判定, 判定等级对应会出现的粒子效果</param>
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<param name=""ab""></param>
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<param name=""prefab""></param>
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<param name=""duration"">判定效果会现形的持续时间</param>
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")]
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[Convention.RScript.Variable.Attr.Method]
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public IEnumerator Load(string level, string ab, string prefab, string duration)
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{
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var levelId = (IInteraction.JudgementLevel)int.Parse(level);
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