Phase 1: 复合属性修饰器管线与伤害结算系统
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@@ -20,19 +20,19 @@ public sealed partial class GlobalConfig : Luban.BeanBase
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PropMaxCount = _buf.ReadInt();
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PlayerEntity = _buf.ReadString();
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PlayerEntity_Ref = null;
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AbsorbSpeed = _buf.ReadInt();
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CollectDistance = _buf.ReadInt();
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DefaultAbsorbRange = _buf.ReadInt();
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WeaponRecycleRate = _buf.ReadInt();
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AbsorbSpeed = _buf.ReadFloat();
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CollectDistance = _buf.ReadFloat();
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DefaultAbsorbRange = _buf.ReadFloat();
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WeaponRecycleRate = _buf.ReadFloat();
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ShopGoodsCount = _buf.ReadInt();
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ShopPriceRandomPercent = _buf.ReadInt();
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ShopPriceRandomPercent = _buf.ReadFloat();
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ShopMinPrice = _buf.ReadInt();
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LevelUpRefreshPriceBase = _buf.ReadInt();
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LevelUpRewardCount = _buf.ReadInt();
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SpawnEnemyMaxCount = _buf.ReadInt();
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EnemySpawnDistanceMin = _buf.ReadInt();
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EnemySpawnDistanceMax = _buf.ReadInt();
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WeaponRotateSpeed = _buf.ReadInt();
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EnemySpawnDistanceMin = _buf.ReadFloat();
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EnemySpawnDistanceMax = _buf.ReadFloat();
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WeaponRotateSpeed = _buf.ReadFloat();
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WeaponBaseCrit = _buf.ReadFloat();
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PlayerGroupName = _buf.ReadString();
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EnemyGroupName = _buf.ReadString();
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@@ -75,19 +75,19 @@ public sealed partial class GlobalConfig : Luban.BeanBase
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/// <summary>
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/// 自动收集速度
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/// </summary>
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public readonly int AbsorbSpeed;
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public readonly float AbsorbSpeed;
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/// <summary>
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/// 自动收集距离
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/// </summary>
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public readonly int CollectDistance;
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public readonly float CollectDistance;
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/// <summary>
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/// 默认吸收距离
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/// </summary>
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public readonly int DefaultAbsorbRange;
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public readonly float DefaultAbsorbRange;
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/// <summary>
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/// 武器回收价比例
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/// </summary>
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public readonly int WeaponRecycleRate;
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public readonly float WeaponRecycleRate;
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/// <summary>
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/// 商店商品数量
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/// </summary>
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@@ -95,7 +95,7 @@ public sealed partial class GlobalConfig : Luban.BeanBase
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/// <summary>
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/// 商品价格浮动
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/// </summary>
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public readonly int ShopPriceRandomPercent;
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public readonly float ShopPriceRandomPercent;
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/// <summary>
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/// 商品最低价
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/// </summary>
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@@ -115,15 +115,15 @@ public sealed partial class GlobalConfig : Luban.BeanBase
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/// <summary>
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/// 敌人生成最小距离
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/// </summary>
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public readonly int EnemySpawnDistanceMin;
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public readonly float EnemySpawnDistanceMin;
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/// <summary>
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/// 敌人生成最大距离
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/// </summary>
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public readonly int EnemySpawnDistanceMax;
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public readonly float EnemySpawnDistanceMax;
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/// <summary>
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/// 武器旋转速度
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/// </summary>
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public readonly int WeaponRotateSpeed;
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public readonly float WeaponRotateSpeed;
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/// <summary>
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/// 武器基本暴击率
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/// </summary>
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@@ -45,19 +45,19 @@ public partial class TbGlobalConfig
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/// <summary>
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/// 自动收集速度
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/// </summary>
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public int AbsorbSpeed => _data.AbsorbSpeed;
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public float AbsorbSpeed => _data.AbsorbSpeed;
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/// <summary>
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/// 自动收集距离
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/// </summary>
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public int CollectDistance => _data.CollectDistance;
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public float CollectDistance => _data.CollectDistance;
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/// <summary>
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/// 默认吸收距离
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/// </summary>
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public int DefaultAbsorbRange => _data.DefaultAbsorbRange;
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public float DefaultAbsorbRange => _data.DefaultAbsorbRange;
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/// <summary>
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/// 武器回收价比例
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/// </summary>
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public int WeaponRecycleRate => _data.WeaponRecycleRate;
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public float WeaponRecycleRate => _data.WeaponRecycleRate;
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/// <summary>
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/// 商店商品数量
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/// </summary>
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@@ -65,7 +65,7 @@ public partial class TbGlobalConfig
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/// <summary>
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/// 商品价格浮动
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/// </summary>
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public int ShopPriceRandomPercent => _data.ShopPriceRandomPercent;
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public float ShopPriceRandomPercent => _data.ShopPriceRandomPercent;
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/// <summary>
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/// 商品最低价
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/// </summary>
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@@ -85,15 +85,15 @@ public partial class TbGlobalConfig
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/// <summary>
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/// 敌人生成最小距离
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/// </summary>
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public int EnemySpawnDistanceMin => _data.EnemySpawnDistanceMin;
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public float EnemySpawnDistanceMin => _data.EnemySpawnDistanceMin;
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/// <summary>
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/// 敌人生成最大距离
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/// </summary>
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public int EnemySpawnDistanceMax => _data.EnemySpawnDistanceMax;
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public float EnemySpawnDistanceMax => _data.EnemySpawnDistanceMax;
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/// <summary>
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/// 武器旋转速度
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/// </summary>
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public int WeaponRotateSpeed => _data.WeaponRotateSpeed;
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public float WeaponRotateSpeed => _data.WeaponRotateSpeed;
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/// <summary>
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/// 武器基本暴击率
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/// </summary>
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@@ -21,11 +21,11 @@ public sealed partial class WeaponConfig : Luban.BeanBase
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Rarity = (Rarity)_buf.ReadInt();
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Price = _buf.ReadInt();
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Attack = _buf.ReadInt();
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Cooldown = _buf.ReadInt();
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Cooldown = _buf.ReadFloat();
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DamageType = (DamageType)_buf.ReadInt();
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AttackRange = _buf.ReadInt();
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AttackRange = _buf.ReadFloat();
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AttackSoundId = _buf.ReadInt();
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{int n0 = System.Math.Min(_buf.ReadSize(), _buf.Size);Parameters = new System.Collections.Generic.Dictionary<ParamType, int>(n0 * 3 / 2);for(var i0 = 0 ; i0 < n0 ; i0++) { ParamType _k0; _k0 = (ParamType)_buf.ReadInt(); int _v0; _v0 = _buf.ReadInt(); Parameters.Add(_k0, _v0);}}
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{int n0 = System.Math.Min(_buf.ReadSize(), _buf.Size);Parameters = new System.Collections.Generic.Dictionary<ParamType, float>(n0 * 3 / 2);for(var i0 = 0 ; i0 < n0 ; i0++) { ParamType _k0; _k0 = (ParamType)_buf.ReadInt(); float _v0; _v0 = _buf.ReadFloat(); Parameters.Add(_k0, _v0);}}
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{int n0 = System.Math.Min(_buf.ReadSize(), _buf.Size);StatModifierConfigs = new System.Collections.Generic.List<StatModifierConfig>(n0);for(var i0 = 0 ; i0 < n0 ; i0++) { StatModifierConfig _e0; _e0 = StatModifierConfig.DeserializeStatModifierConfig(_buf); StatModifierConfigs.Add(_e0);}}
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Prefab = _buf.ReadString();
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Prefab_Ref = null;
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@@ -61,7 +61,7 @@ public sealed partial class WeaponConfig : Luban.BeanBase
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/// <summary>
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/// 冷却
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/// </summary>
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public readonly int Cooldown;
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public readonly float Cooldown;
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/// <summary>
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/// 伤害类型
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/// </summary>
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@@ -69,7 +69,7 @@ public sealed partial class WeaponConfig : Luban.BeanBase
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/// <summary>
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/// 攻击范围
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/// </summary>
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public readonly int AttackRange;
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public readonly float AttackRange;
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/// <summary>
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/// 攻击音效编号
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/// </summary>
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@@ -77,7 +77,7 @@ public sealed partial class WeaponConfig : Luban.BeanBase
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/// <summary>
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/// 参数类型
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/// </summary>
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public readonly System.Collections.Generic.Dictionary<ParamType, int> Parameters;
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public readonly System.Collections.Generic.Dictionary<ParamType, float> Parameters;
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public readonly System.Collections.Generic.List<StatModifierConfig> StatModifierConfigs;
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/// <summary>
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/// 预制体
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