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using System.Collections.Generic;
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using UnityEngine;
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namespace Game
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{
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public abstract partial class GameConst
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{
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public static Vector3 NoneDir = new Vector3();
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public static Vector3 Stop = Vector3.zero;
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public static Vector3 Left = Vector3.left;
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public static Vector3 Right = Vector3.right;
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public static Vector3 Up = Vector3.forward;
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public static Vector3 Down = Vector3.back;
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public static Vector3 UpLeft = new Vector3(-1, 0, 1).normalized;
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public static Vector3 UpRight = new Vector3(1, 0, 1).normalized;
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public static Vector3 DownLeft = new Vector3(-1, 0, -1).normalized;
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public static Vector3 DownRight = new Vector3(1, 0, -1).normalized;
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public static Quaternion CommonRot = Quaternion.AngleAxis(0, Vector3.right);
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public static readonly Dictionary<EMoveCommand, Vector3> MoveCommand2Dir =
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new Dictionary<EMoveCommand, Vector3>()
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{
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{ EMoveCommand.Stop, Stop },
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{ EMoveCommand.Left, Left },
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{ EMoveCommand.Right, Right },
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{ EMoveCommand.Up, Up },
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{ EMoveCommand.Down, Down },
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{ EMoveCommand.UpLeft, UpLeft },
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{ EMoveCommand.UpRight, UpRight },
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{ EMoveCommand.DownLeft, DownLeft },
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{ EMoveCommand.DownRight, DownRight },
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{ EMoveCommand.Jump, NoneDir },
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{ EMoveCommand.JumpRelease, NoneDir },
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};
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public static readonly List<string> AllAnimationState = new List<string>()
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{
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"airhit1",
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"airhit2_loop",
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"airhit3",
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"airhit4_loop",
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"airhit5",
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"airhit5_stun",
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"airhit9",
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"die1",
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"die2_loop",
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"hit1",
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"hit2_loop",
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"hit3",
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"mhit1",
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"mhit2_loop",
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"mhit3",
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"lhit1",
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"lhit2_loop",
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"lhit3",
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"stunhit",
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"ground_stun1_loop",
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"ground_stun2",
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"ground1_loop",
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"ground2",
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"idle_loop",
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"jump1",
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"jump2_loop",
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"jump3",
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"jump4_loop",
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"jump5",
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"rebound",
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"run1",
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"run2_loop",
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"run3",
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};
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}
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}
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