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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[Serializable]
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public class RecordObjectBase
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{
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public CloneObjType gameObjType;//游戏对象类型
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public string objectName;//对象名称
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public string buildNum;//楼号
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public int floorNum;//层号
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public int interlayerNum;//夹层号,0表示不是夹层,1表示第一个夹层
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public MyTransform myTransform;
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public bool isActive;
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public bool IsSelect = false;
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public RecordObjectBase()
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{
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myTransform = new MyTransform();
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}
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}
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[Serializable]
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public class RotateData
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{
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public string gamename;
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public Vector3 localEulerAngles;
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public List<Vector3> DashedLineRotatelocalEulerAngles;
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}
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[Serializable]
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public class PowerRecordObjectBase : RecordObjectBase
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{
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public string Affiliation;
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public string Task;
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public string TypeName;
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public int Number;
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/// <summary>
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/// 记录不同类型 各有的数据 key:数据类型的名称 ,Value:数据
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/// </summary>
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public List<KeyValueData> SpecialData;
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}
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[Serializable]
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public class KeyValueData
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{
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public string Key;
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public string Value;
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}
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[Serializable]
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public class FiremanEquipRecordData : RecordObjectBase
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{
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public List<Equip> equips;
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}
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[Serializable]
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public class DrawLineRecordData : RecordObjectBase
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{
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public bool IsCreat;//创建还是删除
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public float linelength;
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public float alllength;
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public string parentobjname;
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public Vector3 clonepos;
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public bool IsEndDraw;//是否是结束铺设
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}
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[Serializable]
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public class SprayRotateRecordData : RecordObjectBase
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{
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public Vector3 localEulerAngles;
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public RotateType RotateType;
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}
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[Serializable]
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public class DrawLineListRecordData
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{
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public List<DrawLineRecordData> data;
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public string gameobjname;
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public List<Vector3> Allpath;
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public List<string> Allline;
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public List<float> AllLineDistance;
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public List<Vector3> nowPath;
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public int BeginLineNum;
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public int BeginLiftLineNum;
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public CloneObjType LineType;
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public bool MoveAble;
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public int num;
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}
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[Serializable]
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public class SprayHeadRecordData
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{
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public MyRotation part1;
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public MyRotation part2;
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public MyRotation water;
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public float Scale;
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public int particleenum;
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public bool IsSpray;
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}
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[Serializable]
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public class TruckArmRecordData
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{
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public MyRotation HorizontalBaseSupport;
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public MyRotation VerticalBaseSupport;
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public MyRotation LastArm;
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public float ArmLength;//总臂长
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public float OutArmLength;//展出臂长
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public bool ControlTruckArmFlag;
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}
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[Serializable]
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public class PowerMessagesRecordData
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{
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public int CurrentSkill;
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public int EnabledSkills;
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}
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public struct KeyboardHandleRecordData
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{
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public int Keycode;
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}
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[Serializable]
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public class AgentRecordData
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{
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public Vector3 TargetPoint;
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public long GameId;
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}
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[Serializable]
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public class LinearData
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{
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public float TimeLength;
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public int LinearEventType;
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public string Data;
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public long GameId;
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}
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[Serializable]
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public class PowerSkillRecordEventData
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{
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public long GameId;
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public int CurrentSkill;
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public int EnabledSkills;
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public string Skill;
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public bool ArgData;
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}
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[Serializable]
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public class PowerAttributeRecordEventData
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{
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public long GameId;
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public string Affiliation;
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public string Task;
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public string TypeName;
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public int Number;
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}
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[Serializable]
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public class ChangeSprayHeadParticleEventData
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{
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public long GameId;
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public int ParticleEnum;
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public float Scale;
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}
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[Serializable]
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public class PositionLinerEventData
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{
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public MyPosition BeginPosition;
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public MyPosition EndPosition;
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public string Name;
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}
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[Serializable]
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public class RotationLinerEventData
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{
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public MyRotation BeginRotation;
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public MyRotation EndRotation;
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public string Name;
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}
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[Serializable]
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public class SizeLinerEventData
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{
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public float BeginSize;
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public float EndSize;
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}
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public class RecordWaterReceiver : RecordObjectBase
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{
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public bool hasSupplier;
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public bool dragable = true;
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public string task;
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public float waterScale; //水量大小
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public bool IsAutoSwing;
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public long ID;
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}
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public class RecordWaterCannon:RecordWaterReceiver
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{
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public Vector3 rotateRotation;
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public Vector3 headRotation;
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}
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public class RecordBlizzardCannon: RecordWaterReceiver
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{
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public Vector3 headRotation;
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}
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public class RecordRobot : RecordWaterReceiver
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{
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public Vector3 headRotation;
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}
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[Serializable]
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public class CarAttributeBase
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{
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public int FireManNum;
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public float HasWater;
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public float HasBubble;
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public float HasDryPowder;
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public float Height;
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public float HasPressure;
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public int CarType;
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}
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[Serializable]
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public class TruckMessagesRecordData
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{
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public int CurrentSkill;
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public int EnabledSkills;
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public CarAttributeBase CarAttribute;
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}
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public class FireTemperatureData
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{
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public long gameObjID;
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public string temperature;
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}
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public class FireRadiationData
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{
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public long gameObjID;
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public string radiation;
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}
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public class CautionAreaTipData
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{
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public long gameObjID;
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public string warning;
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}
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[Serializable]
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public class StorageTankSystemRecordData
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{
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public bool Switch;
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public OutFireSystem OutFireSystem;
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}
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