fix: 重建 OpeningFlowController.cs,修复字段声明丢失导致的编译错误
之前 structured edit 替换方法时丢失了所有 [SerializeField] 字段声明 现在删掉重建完整文件,字段全部在类开头正确声明
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@@ -4,21 +4,34 @@ using System.Collections;
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/// <summary>
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/// 片头动画流程控制器:控制 man 的 Idle → Shoot → Fall 流程,
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/// 摔倒后黑幕转场,显示 woman 和 maninjury。
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/// 挂在一个独立的空 GameObject 上(如 SceneRoot)。
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/// 摔倒后黑幕转场,显示 woman 和 maninjury,切换到 camera2。
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/// 挂载在 [Managers] 上,由 PageController 在用户选定固定方式后调用。
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/// </summary>
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public class OpeningFlowController : MonoBehaviour
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{
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[Header("=== 角色引用 ===")]
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[SerializeField] private Animator _manAnimator;
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[SerializeField] private Animator _man2Animator;
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[SerializeField] private GameObject _man2Object;
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[SerializeField] private GameObject _womanObject;
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[SerializeField] private GameObject _manInjuryObject;
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[Header("=== 黑幕 UI ===")]
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[SerializeField] private GameObject _blackScreenPanel;
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[SerializeField] private Image _blackScreenImage;
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[Header("=== 时间配置 ===")]
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[SerializeField] private float _idleDuration = 2f;
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[SerializeField] private float _fadeDuration = 1f;
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[SerializeField] private float _fallHoldDuration = 1.5f;
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private void Start()
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{
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// 自动查找引用
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AutoAssignReferences();
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// 初始状态确认:woman 和 maninjury 应该隐藏
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if (_womanObject != null) _womanObject.SetActive(false);
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if (_manInjuryObject != null) _manInjuryObject.SetActive(false);
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// BlackScreenPanel:保持 active,但确保 alpha=0(透明不可见)
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if (_blackScreenPanel != null)
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{
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_blackScreenPanel.SetActive(true);
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@@ -27,7 +40,6 @@ public class OpeningFlowController : MonoBehaviour
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Debug.Log("[OpeningFlow] BlackScreenPanel 已就绪,初始透明");
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}
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// 不自动启动动画流程 —— 等待用户选择模式和固定方式后由 PageController 触发
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Debug.Log("[OpeningFlow] 就绪,等待用户选择模式和固定方式。");
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}
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@@ -47,12 +59,10 @@ public class OpeningFlowController : MonoBehaviour
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if (_womanObject == null) _womanObject = GameObject.Find("woman");
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if (_manInjuryObject == null) _manInjuryObject = GameObject.Find("maninjury");
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// BlackScreenPanel:先用常规 Find,找不到再用 includeInactive 兜底
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if (_blackScreenPanel == null)
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_blackScreenPanel = GameObject.Find("BlackScreenPanel");
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if (_blackScreenPanel == null)
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{
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// 兜底:搜索非活跃对象
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var allImages = FindObjectsOfType<Image>(true);
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foreach (var img in allImages)
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{
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@@ -74,14 +84,9 @@ public class OpeningFlowController : MonoBehaviour
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Debug.Log($"[OpeningFlow] BlackScreenPanel 已找到: activeInHierarchy={_blackScreenPanel.activeInHierarchy}, Image={_blackScreenImage != null}");
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}
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/// <summary>
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/// 公开方法:由 PageController 在用户选定固定方式后调用。
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/// 播放片头动画(man Idle→Shoot→Fall→黑幕转场→显示woman+maninjury),
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/// 完成后回调 onComplete。
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/// </summary>
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public void PlayOpeningFlow(System.Action onComplete)
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{
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Debug.Log("[OpeningFlow] PlayOpeningFlow() 被调用,开始播放片头动画。");
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Debug.Log("[OpeningFlow] PlayOpeningFlow() 被调用");
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StartCoroutine(RunOpeningFlow(onComplete));
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}
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@@ -89,7 +94,6 @@ public class OpeningFlowController : MonoBehaviour
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{
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Debug.Log("=== [OpeningFlow] 片头动画流程开始 ===");
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// 强制重置 man 所有动画参数,确保从 Idle 状态开始
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if (_manAnimator != null)
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{
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_manAnimator.SetBool("IsStart", false);
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@@ -97,16 +101,10 @@ public class OpeningFlowController : MonoBehaviour
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_manAnimator.Play("manIdle", 0, 0f);
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Debug.Log("[OpeningFlow] man Animator 已重置: IsStart=false, IsFull=false, 强制播放 manIdle");
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}
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else
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{
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Debug.LogWarning("[OpeningFlow] _manAnimator 为空!");
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}
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// Step 1: man 和 man2 同时 Idle,持续 _idleDuration 秒
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Debug.Log($"[OpeningFlow] Step1: man + man2 Idle ({_idleDuration}s)");
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yield return new WaitForSeconds(_idleDuration);
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// Step 2: man 投篮动画 Shoot (3.15s)
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Debug.Log("[OpeningFlow] Step2: man Shoot 动画开始");
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if (_manAnimator != null)
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{
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@@ -117,41 +115,25 @@ public class OpeningFlowController : MonoBehaviour
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_manAnimator.SetBool("IsStart", false);
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Debug.Log("[OpeningFlow] Step2: man Shoot 动画结束");
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}
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else
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{
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Debug.LogWarning("[OpeningFlow] _manAnimator 为空,跳过 Step2");
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}
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// Step 3: man 摔倒动画 manfull,等待动画播完 + 停留缓冲
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Debug.Log("[OpeningFlow] Step3: man Fall 动画开始");
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if (_manAnimator != null)
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{
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_manAnimator.SetBool("IsFull", true);
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Debug.Log("[OpeningFlow] man IsFull=true, 触发 manfull");
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// 等待 manfull 动画播放完成(2.1s)
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yield return new WaitForSeconds(2.1f);
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Debug.Log("[OpeningFlow] Step3: man Fall 动画结束");
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// 摔倒后停留缓冲,让玩家看清摔倒结果
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Debug.Log($"[OpeningFlow] Step3: 摔倒后停留缓冲 {_fallHoldDuration}s");
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yield return new WaitForSeconds(_fallHoldDuration);
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}
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else
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{
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Debug.LogWarning("[OpeningFlow] _manAnimator 为空,跳过 Step3");
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Debug.Log($"[OpeningFlow] Step3: 摔倒后停留缓冲 {_fallHoldDuration}s 结束");
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}
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// Step 4: 黑幕转场 —— 渐入 -> 切换角色+摄像机 -> 渐出
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Debug.Log("[OpeningFlow] Step4: 黑幕转场开始");
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yield return StartCoroutine(FadeBlackScreen(0f, 1f));
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// 切换角色
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if (_man2Object != null) { _man2Object.SetActive(false); Debug.Log("[OpeningFlow] man2 已隐藏"); }
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if (_womanObject != null) { _womanObject.SetActive(true); Debug.Log("[OpeningFlow] woman 已显示"); }
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if (_manInjuryObject != null) { _manInjuryObject.SetActive(true); Debug.Log("[OpeningFlow] maninjury 已显示"); }
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// 切换摄像机到 camera2
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SwitchToCamera2();
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yield return new WaitForSeconds(0.3f);
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@@ -161,9 +143,6 @@ public class OpeningFlowController : MonoBehaviour
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onComplete?.Invoke();
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}
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/// <summary>
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/// 切换到 camera2,禁用主摄像机
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/// </summary>
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private void SwitchToCamera2()
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{
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var camera2Go = GameObject.Find("camera2");
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@@ -175,30 +154,19 @@ public class OpeningFlowController : MonoBehaviour
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cam2.enabled = true;
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Debug.Log("[OpeningFlow] camera2 已启用");
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}
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else
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{
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Debug.LogWarning("[OpeningFlow] camera2 上没有 Camera 组件!");
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}
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else Debug.LogWarning("[OpeningFlow] camera2 上没有 Camera 组件");
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// 禁用主摄像机(MainCamera 或标签为 MainCamera 的)
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var mainCam = Camera.main;
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if (mainCam != null)
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{
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mainCam.enabled = false;
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Debug.Log("[OpeningFlow] 主摄像机已禁用");
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}
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}
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else
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{
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Debug.LogWarning("[OpeningFlow] 未找到 camera2,摄像机未切换");
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if (mainCam != null) { mainCam.enabled = false; Debug.Log("[OpeningFlow] 主摄像机已禁用"); }
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}
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else Debug.LogWarning("[OpeningFlow] 未找到 camera2");
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}
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private IEnumerator FadeBlackScreen(float fromAlpha, float toAlpha)
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{
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if (_blackScreenPanel == null || _blackScreenImage == null)
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{
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Debug.LogWarning("[OpeningFlow] BlackScreenPanel 或 Image 为空,跳过转场");
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Debug.LogWarning("[OpeningFlow] BlackScreenPanel/Image 为空,跳过转场");
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yield break;
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}
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@@ -217,7 +185,4 @@ public class OpeningFlowController : MonoBehaviour
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if (toAlpha <= 0.01f)
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_blackScreenPanel.SetActive(false);
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}
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[SerializeField] private float _fallHoldDuration = 1.5f;
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}
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