mirror of
https://github.com/Alex-Rachel/TEngine.git
synced 2025-08-07 16:45:10 +00:00
整理Attribute CodeStype
This commit is contained in:
5
UnityProject/.editorconfig
Normal file
5
UnityProject/.editorconfig
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@@ -0,0 +1,5 @@
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[*]
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# ReSharper properties
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resharper_csharp_max_line_length = 180
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resharper_place_attribute_on_same_line = false
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@@ -8,11 +8,20 @@ namespace Launcher
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/// </summary>
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/// </summary>
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public class UILoadUpdate : UIBase
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public class UILoadUpdate : UIBase
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{
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{
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[SerializeField] public Button _btn_clear;
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[SerializeField]
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[SerializeField] public Scrollbar _obj_progress;
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public Button _btn_clear;
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[SerializeField] public Text _label_desc;
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[SerializeField] public Text _label_appid;
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[SerializeField]
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[SerializeField] public Text _label_resid;
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public Scrollbar _obj_progress;
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[SerializeField]
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public Text _label_desc;
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[SerializeField]
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public Text _label_appid;
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[SerializeField]
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public Text _label_resid;
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public virtual void Start()
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public virtual void Start()
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{
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{
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@@ -18,7 +18,7 @@ namespace TEngine
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GroupLogic,
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GroupLogic,
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}
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}
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[System.AttributeUsage(System.AttributeTargets.Interface)]
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[AttributeUsage(AttributeTargets.Interface)]
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public class EventInterfaceAttribute : Attribute
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public class EventInterfaceAttribute : Attribute
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{
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{
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public EEventGroup EventGroup { get; }
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public EEventGroup EventGroup { get; }
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@@ -34,7 +34,8 @@ namespace TEngine
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[DisallowMultipleComponent]
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[DisallowMultipleComponent]
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public sealed class MemoryPoolSetting : MonoBehaviour
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public sealed class MemoryPoolSetting : MonoBehaviour
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{
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{
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[SerializeField] private MemoryStrictCheckType m_EnableStrictCheck = MemoryStrictCheckType.OnlyEnableWhenDevelopment;
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[SerializeField]
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private MemoryStrictCheckType m_EnableStrictCheck = MemoryStrictCheckType.OnlyEnableWhenDevelopment;
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/// <summary>
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/// <summary>
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/// 获取或设置是否开启强制检查。
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/// 获取或设置是否开启强制检查。
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@@ -72,7 +73,8 @@ namespace TEngine
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EnableStrictCheck = false;
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EnableStrictCheck = false;
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break;
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break;
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}
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}
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UnityEngine.Object.Destroy(gameObject);
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Destroy(gameObject);
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}
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}
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}
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}
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}
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}
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@@ -43,7 +43,8 @@ namespace TEngine
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/// <summary>
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/// <summary>
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/// 项目名称。
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/// 项目名称。
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/// </summary>
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/// </summary>
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[SerializeField] private string projectName = "Demo";
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[SerializeField]
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private string projectName = "Demo";
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public bool Enable
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public bool Enable
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{
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{
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@@ -60,7 +61,8 @@ namespace TEngine
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[Header("Auto sync with [HybridCLRGlobalSettings]")]
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[Header("Auto sync with [HybridCLRGlobalSettings]")]
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public List<string> HotUpdateAssemblies = new List<string>() { "GameBase.dll", "GameProto.dll", "GameLogic.dll" };
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public List<string> HotUpdateAssemblies = new List<string>() { "GameBase.dll", "GameProto.dll", "GameLogic.dll" };
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[Header("Need manual setting!")] public List<string> AOTMetaAssemblies = new List<string>() { "mscorlib.dll", "System.dll", "System.Core.dll", "TEngine.Runtime.dll" };
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[Header("Need manual setting!")]
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public List<string> AOTMetaAssemblies = new List<string>() { "mscorlib.dll", "System.dll", "System.Core.dll", "TEngine.Runtime.dll" };
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/// <summary>
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/// <summary>
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/// Dll of main business logic assembly
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/// Dll of main business logic assembly
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@@ -85,12 +87,14 @@ namespace TEngine
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/// <summary>
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/// <summary>
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/// 资源服务器地址。
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/// 资源服务器地址。
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/// </summary>
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/// </summary>
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[SerializeField] private string ResDownLoadPath = "http://127.0.0.1:8081";
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[SerializeField]
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private string ResDownLoadPath = "http://127.0.0.1:8081";
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/// <summary>
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/// <summary>
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/// 资源服务备用地址。
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/// 资源服务备用地址。
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/// </summary>
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/// </summary>
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[SerializeField] private string FallbackResDownLoadPath = "http://127.0.0.1:8082";
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[SerializeField]
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private string FallbackResDownLoadPath = "http://127.0.0.1:8082";
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/// <summary>
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/// <summary>
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/// 获取资源下载路径。
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/// 获取资源下载路径。
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@@ -11,7 +11,9 @@ namespace TEngine
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[Serializable]
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[Serializable]
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public class AudioCategory
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public class AudioCategory
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{
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{
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[SerializeField] private AudioMixer audioMixer = null;
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[SerializeField]
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private AudioMixer audioMixer = null;
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public List<AudioAgent> AudioAgents;
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public List<AudioAgent> AudioAgents;
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private readonly AudioMixerGroup _audioMixerGroup;
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private readonly AudioMixerGroup _audioMixerGroup;
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private AudioGroupConfig _audioGroupConfig;
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private AudioGroupConfig _audioGroupConfig;
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@@ -10,13 +10,17 @@ namespace TEngine
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[Serializable]
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[Serializable]
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public sealed class AudioGroupConfig
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public sealed class AudioGroupConfig
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{
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{
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[SerializeField] private string name = null;
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[SerializeField]
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private string name = null;
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[SerializeField] private bool mute = false;
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[SerializeField]
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private bool mute = false;
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[SerializeField, Range(0f, 1f)] private float volume = 1f;
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[SerializeField, Range(0f, 1f)]
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private float volume = 1f;
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[SerializeField] private int agentHelperCount = 1;
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[SerializeField]
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private int agentHelperCount = 1;
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/// <summary>
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/// <summary>
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/// 音效分类,可分别关闭/开启对应分类音效。
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/// 音效分类,可分别关闭/开启对应分类音效。
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@@ -107,6 +107,7 @@ namespace TEngine
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{
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{
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_eventSystem.SetActive(!value);
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_eventSystem.SetActive(!value);
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}
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}
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_showFullWindow = value;
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_showFullWindow = value;
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}
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}
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}
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}
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@@ -139,6 +140,7 @@ namespace TEngine
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}
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}
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private GameObject _eventSystem;
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private GameObject _eventSystem;
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/// <summary>
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/// <summary>
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/// 游戏框架模块初始化。
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/// 游戏框架模块初始化。
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/// </summary>
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/// </summary>
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@@ -11,9 +11,11 @@ namespace TEngine
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private IProcedureModule _procedureModule = null;
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private IProcedureModule _procedureModule = null;
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private ProcedureBase _entranceProcedure = null;
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private ProcedureBase _entranceProcedure = null;
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[SerializeField] private string[] availableProcedureTypeNames = null;
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[SerializeField]
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private string[] availableProcedureTypeNames = null;
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[SerializeField] private string entranceProcedureTypeName = null;
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[SerializeField]
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private string entranceProcedureTypeName = null;
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/// <summary>
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/// <summary>
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/// 获取当前流程。
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/// 获取当前流程。
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@@ -29,14 +29,16 @@ namespace TEngine
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/// <summary>
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/// <summary>
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/// 检查是否可以释放间隔
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/// 检查是否可以释放间隔
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/// </summary>
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/// </summary>
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[SerializeField] private float checkCanReleaseInterval = 30f;
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[SerializeField]
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private float checkCanReleaseInterval = 30f;
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private float _checkCanReleaseTime = 0.0f;
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private float _checkCanReleaseTime = 0.0f;
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/// <summary>
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/// <summary>
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/// 对象池自动释放时间间隔
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/// 对象池自动释放时间间隔
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/// </summary>
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/// </summary>
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[SerializeField] private float autoReleaseInterval = 60f;
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[SerializeField]
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private float autoReleaseInterval = 60f;
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/// <summary>
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/// <summary>
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/// 保存加载的图片对象
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/// 保存加载的图片对象
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@@ -133,7 +135,6 @@ namespace TEngine
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#else
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#else
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;
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;
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#endif
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#endif
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}
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}
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catch (OperationCanceledException ex)
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catch (OperationCanceledException ex)
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{
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{
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@@ -22,9 +22,11 @@ namespace TEngine
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public sealed class AssetsReference : MonoBehaviour
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public sealed class AssetsReference : MonoBehaviour
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{
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{
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[SerializeField] private GameObject sourceGameObject;
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[SerializeField]
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private GameObject sourceGameObject;
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[SerializeField] private List<AssetsRefInfo> refAssetInfoList;
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[SerializeField]
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private List<AssetsRefInfo> refAssetInfoList;
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private IResourceModule _resourceModule;
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private IResourceModule _resourceModule;
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@@ -90,6 +92,7 @@ namespace TEngine
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{
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{
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refAssetInfoList = new List<AssetsRefInfo>();
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refAssetInfoList = new List<AssetsRefInfo>();
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}
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}
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refAssetInfoList.Add(new AssetsRefInfo(source));
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refAssetInfoList.Add(new AssetsRefInfo(source));
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return this;
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return this;
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}
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}
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@@ -27,11 +27,14 @@ namespace TEngine
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private float _lastUnloadUnusedAssetsOperationElapseSeconds = 0f;
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private float _lastUnloadUnusedAssetsOperationElapseSeconds = 0f;
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[SerializeField] private float minUnloadUnusedAssetsInterval = 60f;
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[SerializeField]
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private float minUnloadUnusedAssetsInterval = 60f;
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[SerializeField] private float maxUnloadUnusedAssetsInterval = 300f;
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[SerializeField]
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private float maxUnloadUnusedAssetsInterval = 300f;
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[SerializeField] private bool useSystemUnloadUnusedAssets = true;
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[SerializeField]
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private bool useSystemUnloadUnusedAssets = true;
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/// <summary>
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/// <summary>
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/// 当前最新的包裹版本。
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/// 当前最新的包裹版本。
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@@ -41,7 +44,8 @@ namespace TEngine
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/// <summary>
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/// <summary>
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/// 资源包名称。
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/// 资源包名称。
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/// </summary>
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/// </summary>
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[SerializeField] private string packageName = "DefaultPackage";
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[SerializeField]
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private string packageName = "DefaultPackage";
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/// <summary>
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/// <summary>
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/// 资源包名称。
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/// 资源包名称。
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@@ -55,7 +59,8 @@ namespace TEngine
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/// <summary>
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/// <summary>
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/// 资源系统运行模式。
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/// 资源系统运行模式。
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/// </summary>
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/// </summary>
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[SerializeField] private EPlayMode playMode = EPlayMode.EditorSimulateMode;
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[SerializeField]
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private EPlayMode playMode = EPlayMode.EditorSimulateMode;
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/// <summary>
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/// <summary>
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/// 资源系统运行模式。
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/// 资源系统运行模式。
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@@ -88,7 +93,8 @@ namespace TEngine
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/// <summary>
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/// <summary>
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/// 是否支持边玩边下载。
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/// 是否支持边玩边下载。
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/// </summary>
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/// </summary>
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[SerializeField] private bool updatableWhilePlaying = false;
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[SerializeField]
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private bool updatableWhilePlaying = false;
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/// <summary>
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/// <summary>
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/// 是否支持边玩边下载。
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/// 是否支持边玩边下载。
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@@ -98,7 +104,8 @@ namespace TEngine
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/// <summary>
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/// <summary>
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/// 设置异步系统参数,每帧执行消耗的最大时间切片(单位:毫秒)
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/// 设置异步系统参数,每帧执行消耗的最大时间切片(单位:毫秒)
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/// </summary>
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/// </summary>
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[SerializeField] public long milliseconds = 30;
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[SerializeField]
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public long milliseconds = 30;
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public int downloadingMaxNum = 10;
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public int downloadingMaxNum = 10;
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@@ -111,7 +118,8 @@ namespace TEngine
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set => downloadingMaxNum = value;
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set => downloadingMaxNum = value;
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}
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}
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[SerializeField] public int failedTryAgain = 3;
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[SerializeField]
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public int failedTryAgain = 3;
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public int FailedTryAgain
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public int FailedTryAgain
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{
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{
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@@ -161,13 +169,17 @@ namespace TEngine
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/// </summary>
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/// </summary>
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public float LastUnloadUnusedAssetsOperationElapseSeconds => _lastUnloadUnusedAssetsOperationElapseSeconds;
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public float LastUnloadUnusedAssetsOperationElapseSeconds => _lastUnloadUnusedAssetsOperationElapseSeconds;
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[SerializeField] private float assetAutoReleaseInterval = 60f;
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[SerializeField]
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private float assetAutoReleaseInterval = 60f;
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[SerializeField] private int assetCapacity = 64;
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[SerializeField]
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private int assetCapacity = 64;
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[SerializeField] private float assetExpireTime = 60f;
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[SerializeField]
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private float assetExpireTime = 60f;
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[SerializeField] private int assetPriority = 0;
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[SerializeField]
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private int assetPriority = 0;
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/// <summary>
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/// <summary>
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/// 获取或设置资源对象池自动释放可释放对象的间隔秒数。
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/// 获取或设置资源对象池自动释放可释放对象的间隔秒数。
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@@ -19,15 +19,19 @@ namespace TEngine
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return _instance;
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return _instance;
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}
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}
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}
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}
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return _instance;
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return _instance;
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}
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}
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}
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}
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[SerializeField] private AudioSetting audioSetting;
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[SerializeField]
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private AudioSetting audioSetting;
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[SerializeField] private ProcedureSetting procedureSetting;
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[SerializeField]
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private ProcedureSetting procedureSetting;
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[SerializeField] private UpdateSetting updateSetting;
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[SerializeField]
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private UpdateSetting updateSetting;
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public static AudioSetting AudioSetting => Instance.audioSetting;
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public static AudioSetting AudioSetting => Instance.audioSetting;
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Reference in New Issue
Block a user