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- using System;
- using System.Diagnostics;
- using Core;
- using ExtensionMethods;
- using GameWorld;
- using UnityEngine;
- using UnityEngine.SceneManagement;
- public class PlayerAction : BaseBehaviour
- {
- public Transform executeFollow
- {
- get
- {
- return (!this.spATK.enabled) ? this.sword : this.leftHand;
- }
- }
- //[DebuggerBrowsable(DebuggerBrowsableState.Never)]
- public event EventHandler OnPlayerTurnRound;
- public bool NotAllowPassSceneGate
- {
- get
- {
- return this.stateMachine.currentState.IsInArray(PlayerAction.HurtSta) || this.stateMachine.currentState.IsInArray(PlayerAction.ExecuteSta);
- }
- }
- public bool IsInNormalState()
- {
- return this.stateMachine.currentState.IsInArray(PlayerAction.NormalSta);
- }
- private void Awake()
- {
- this.stateMachine = base.GetComponent<StateMachine>();
- this.pAttr = R.Player.Attribute;
- this.pab = base.GetComponent<PlayerAbilities>();
- this.weapon = base.GetComponent<Claymore>();
- this.msac = base.GetComponent<MultiSpineAnimationController>();
- this.listener = base.GetComponent<PlayerAnimEventListener>();
- this.StateInit();
- }
- private void OnEnable()
- {
- EventManager.RegisterEvent<EnhanceArgs>("EnhanceLevelup", new EventManager.FBEventHandler<EnhanceArgs>(this.OnEnhancementLevelUp), EventManager.ListenerQueue.Game);
- SceneManager.sceneLoaded += this.OnSceneLoaded;
- }
- private void Start()
- {
- PlayerAction.main = this;
- this.ChangeState(PlayerAction.StateEnum.Idle, 1f);
- this.AttributeInit();
- this.ShadowInit();
- }
- private void OnDisable()
- {
- EventManager.UnregisterEvent<EnhanceArgs>("EnhanceLevelup", new EventManager.FBEventHandler<EnhanceArgs>(this.OnEnhancementLevelUp), EventManager.ListenerQueue.Game);
- SceneManager.sceneLoaded -= this.OnSceneLoaded;
- }
- private void StateInit()
- {
- this.stateMachine.AddStates(typeof(PlayerAction.StateEnum));
- this.stateMachine.OnEnter += this.OnMyStateEnter;
- this.stateMachine.OnTransfer += this.OnStateTransfer;
- }
- private void AttributeInit()
- {
- this.pAttr.ResetData();
- this.TurnRound(1);
- }
- private void ShadowInit()
- {
- this.shadow = UnityEngine.Object.Instantiate<Transform>(this.shadowPrefab);
- this.shadow.GetComponent<ShadowControl>().SetTarget(base.transform);
- }
- private void OnSceneLoaded(Scene arg0, LoadSceneMode loadSceneMode)
- {
- this.shadow = UnityEngine.Object.Instantiate<Transform>(this.shadowPrefab);
- this.shadow.GetComponent<ShadowControl>().SetTarget(base.transform);
- this.shadow.gameObject.SetActive(true);
- if (this.stateMachine.currentState.IsInArray(PlayerAction.HurtSta))
- {
- this.ChangeState((!this.pAttr.isOnGround) ? PlayerAction.StateEnum.Fall1 : PlayerAction.StateEnum.Idle, 1f);
- }
- }
- private void Update()
- {
- if (this.pAttr.isDead)
- {
- return;
- }
- if (this.stateMachine.currentState.IsInArray(PlayerAction.NormalSta) && !this.pAttr.isOnGround)
- {
- this.ChangeState(PlayerAction.StateEnum.Fall1, 1f);
- }
- }
- private void OnStateTransfer(object sender, StateMachine.TransferEventArgs args)
- {
- this.canChangeAnim = false;
- this.listener.BoxSizeRecover();
- if (args.nextState.IsInArray(PlayerAction.HurtSta))
- {
- this.weapon.AirAttackReset();
- this.listener.StopIEnumerator("FlashPositionSet");
- this.listener.isFalling = false;
- this.listener.airAtkDown = false;
- this.listener.checkFallDown = false;
- }
- if (!args.lastState.IsInArray(PlayerAction.NormalSta) && args.nextState.IsInArray(PlayerAction.NormalSta))
- {
- this.listener.PhysicReset();
- this.weapon.AirAttackReset();
- if (!base.GetComponent<Collider2D>().enabled)
- {
- base.GetComponent<Collider2D>().enabled = true;
- }
- }
- if (args.nextState == "UnderAtkHitToFly")
- {
- this.listener.hitJump = false;
- base.StartCoroutine(this.listener.HitJumpBack());
- }
- if (this.pab.hurt.DeadFlag)
- {
- base.GetComponent<ChangeSpineColor>().TurnOffAll();
- }
- else if (args.nextState.IsInArray(PlayerAction.NormalSta) || args.nextState.IsInArray(PlayerAction.JumpSta) || args.nextState.IsInArray(PlayerAction.FlySta))
- {
- base.GetComponent<ChangeSpineColor>().TurnOnBreatheLight();
- }
- else
- {
- base.GetComponent<ChangeSpineColor>().TurnOnEmission();
- }
- }
- private void OnMyStateEnter(object sender, StateMachine.StateEventArgs args)
- {
- if (this.pab.hurt.DeadFlag && !args.state.IsInArray(PlayerAction.DieSta))
- {
- return;
- }
- string state = args.state;
- switch (state)
- {
- case "AirAtk1":
- case "AirAtk2":
- case "AirAtk3":
- case "AirAtk4":
- case "Atk1":
- case "Atk2":
- case "Atk3":
- case "Atk4":
- case "Atk5":
- case "Atk7":
- case "Atk8":
- case "Charge1Ready":
- case "Charge1End":
- case "Atk11":
- case "Atk12":
- case "Atk13":
- case "Atk14":
- case "Atk23":
- case "Atk15":
- case "AirAtk6":
- case "AirAtk7":
- case "RiderQTEHurt_3":
- case "AirAtkHv1":
- case "AirAtkHv2":
- case "AirAtkHv3":
- case "AirAtkHv5":
- case "AtkHv1":
- case "AtkHv2":
- case "AtkHv3":
- case "AtkUpRising":
- case "Atk16":
- case "AirAtkHv1Push":
- case "AtkHv1Push":
- case "NewExecute1_2":
- case "RiderQTEHurt_2":
- case "NewExecute2_1":
- case "NewExecute2_2":
- case "NewExecuteAir1_1":
- case "NewExecuteAir2_2":
- case "FlashAttack":
- case "AirFlashAttack":
- case "DahalAtkUpRising":
- case "BeelzebubQTEDie":
- case "QTEPush":
- case "AirChargeEnd":
- case "AirQTEPush":
- case "AtkHv4":
- case "QTECharge1Ready":
- case "QTECharge1End":
- this.msac.Play(args.state, PlayerAction.SkeletonType.Attack, false, true, this.animSpeed);
- break;
- case "Charging1":
- case "QTECharging1":
- this.msac.Play(args.state, PlayerAction.SkeletonType.Attack, true, false, this.animSpeed);
- break;
- case "AirShootReady":
- case "Flash2":
- case "RollJump":
- case "HitGround":
- case "HitGround2":
- case "ShootReady":
- case "Execute":
- case "ExecuteToIdle":
- case "Execute2":
- case "Execute2ToFall":
- case "Flash1":
- case "AirCallSkill":
- case "CallSkill":
- case "CallSkillAir":
- case "Shoot":
- case "AirShoot":
- case "FlashDown1":
- case "FlashDown2":
- case "FlashUp1":
- case "FlashUp2":
- case "RollReady":
- case "BladeStormReady":
- case "RollEnd":
- case "RollGround":
- case "NewExecute1_1":
- case "RiderQTEHurt_1":
- case "BeelzebubQTECatch":
- case "NewExecute2_0":
- case "NewExecuteAir1_2":
- case "NewExecuteAir2_1":
- case "AirAtkRoll":
- case "AirAtkRollReady":
- case "AtkRollEnd":
- case "AtkRollReady":
- case "FlashDown45_1":
- case "FlashDown45_2":
- case "FlashUp45_1":
- case "FlashUp45_2":
- case "RollEndFrame":
- case "RollFrameEnd":
- case "AtkFlashRollEnd":
- case "QTEHitGround":
- case "QTEHitGround2":
- case "QTERollEnd":
- this.msac.Play(args.state, PlayerAction.SkeletonType.SpAttack, false, true, this.animSpeed);
- break;
- case "Roll":
- case "BladeStorm":
- case "DahalRoll":
- case "QTERoll":
- this.msac.Play(args.state, PlayerAction.SkeletonType.SpAttack, true, false, this.animSpeed);
- break;
- case "EndAtk":
- case "Fall1":
- case "GetUp":
- case "Jump":
- case "Jump2":
- case "RunSlow":
- case "FlashGround":
- case "IdleToDefense":
- case "FallToDefenseAir":
- case "QTEEndAtk":
- this.msac.Play(args.state, PlayerAction.SkeletonType.Normal, false, true, this.animSpeed);
- break;
- case "Fall2":
- case "Idle":
- case "Ready":
- case "Run":
- case "Defense":
- case "DefenseAir":
- case "QTEReady":
- this.msac.Play(args.state, PlayerAction.SkeletonType.Normal, true, false, this.animSpeed);
- break;
- case "UnderAtk1":
- case "UnderAtkHitGround":
- case "UnderAtkHitToFly":
- case "UnderAtkGetUp":
- case "UnderAtkFlyToFall":
- case "UnderAtkBombKillerII":
- this.msac.Play(args.state, PlayerAction.SkeletonType.Hurt, false, true, this.animSpeed);
- break;
- case "UnderAtkJumper":
- case "UnderAtkEat":
- case "UnderAtkHitSaw":
- case "Disappear":
- this.msac.Play(args.state, PlayerAction.SkeletonType.Hurt, true, false, this.animSpeed);
- break;
- case "UpRising":
- this.msac.Play(args.state, PlayerAction.SkeletonType.UpRising, false, true, this.animSpeed);
- break;
- case "Atk6":
- case "AirCombo":
- case "AirComboFlash":
- this.msac.Play(args.state, PlayerAction.SkeletonType.HeavyAttack, false, true, this.animSpeed);
- break;
- case "DoubleFlash":
- case "DoubleFlashAir":
- this.msac.Play(args.state, PlayerAction.SkeletonType.HeavyAttack, false, true, 1.5f);
- break;
- case "AirCharging":
- this.msac.Play(args.state, PlayerAction.SkeletonType.HeavyAttack, true, false, this.animSpeed);
- break;
- }
- }
- public void TurnRound(int dir)
- {
- Vector3 localScale = base.transform.localScale;
- if (this.OnPlayerTurnRound != null)
- {
- this.OnPlayerTurnRound(this, null);
- }
- if (dir == -1)
- {
- this.pAttr.faceDir = dir;
- localScale.x = 1f * Mathf.Abs(localScale.x);
- base.transform.localScale = localScale;
- }
- else if (dir == 1)
- {
- this.pAttr.faceDir = dir;
- localScale.x = -1f * Mathf.Abs(localScale.x);
- base.transform.localScale = localScale;
- }
- }
- public void ChangeState(PlayerAction.StateEnum sta, float speed = 1f)
- {
- this.animSpeed = speed;
- this.stateMachine.SetState(PlayerAction.State[(int)sta]);
- }
- public void ChangeState(string sta, float speed = 1f)
- {
- this.animSpeed = speed;
- this.stateMachine.SetState(sta);
- }
- public void FlashReset()
- {
- }
- public void AbsorbEnergyBall()
- {
- R.Audio.PlayEffect(43, new Vector3?(base.transform.position));
- if (this.pAttr.isInCharging && R.Player.Enhancement.Charging >= 1)
- {
- this.absorbNum++;
- this.weapon.AddChargeLevel();
- }
- }
- public static void Reborn()
- {
- EventManager.PostEvent<PlayerAction, AssessmentEventArgs>("Assessment", R.Player.Action, new AssessmentEventArgs(AssessmentEventArgs.EventType.ContinueGame));
- PlayerAttribute attribute = R.Player.Attribute;
- attribute.AllAttributeRecovery();
- R.Player.Action.pab.hurt.DeadFlag = false;
- R.Player.Action.ChangeState(PlayerAction.StateEnum.Idle, 1f);
- }
- public static void Reset()
- {
- PlayerAttribute attribute = R.Player.Attribute;
- attribute.ResetData();
- R.Player.Action.pab.hurt.DeadFlag = false;
- R.Player.Action.ChangeState(PlayerAction.StateEnum.Idle, 1f);
- }
- public void HPRecover(int recoverNum)
- {
- this.pAttr.currentHP += recoverNum;
- }
- private bool OnEnhancementLevelUp(string eventDefine, object sender, EnhanceArgs msg)
- {
- string name = msg.Name;
- if (name != null)
- {
- if (name == "maxHP")
- {
- this.pAttr.maxHP = DB.Enhancements["maxHP"].GetEnhanceEffect(msg.UpToLevel);
- this.pAttr.currentHP = this.pAttr.maxHP;
- }
- }
- return true;
- }
- public void QTEHPRecover(bool fullRecover = false)
- {
- Core.Input.Vibration.Vibrate(8);
- float num = 0f;
- int recover = R.Player.Enhancement.Recover;
- if (recover != 1)
- {
- if (recover != 2)
- {
- if (recover == 3)
- {
- num = 0.3f;
- }
- }
- else
- {
- num = 0.25f;
- }
- }
- else
- {
- num = 0.2f;
- }
- if (fullRecover)
- {
- this.pAttr.currentHP = this.pAttr.maxHP;
- }
- else
- {
- this.pAttr.currentHP += (int)((float)this.pAttr.maxHP * num);
- }
- this.pAttr.currentEnergy = this.pAttr.maxEnergy;
- }
- private const int LEFT = -1;
- private const int RIGHT = 1;
- private const int STOP = 0;
- private const int CURRENT = 3;
- public bool canChangeAnim;
- public StateMachine stateMachine;
- [SerializeField]
- private Transform leftHand;
- [SerializeField]
- private Transform sword;
- [SerializeField]
- private MeshRenderer spATK;
- public static PlayerAction main;
- public int tempDir;
- public Transform shadow;
- private MultiSpineAnimationController msac;
- private PlayerAnimEventListener listener;
- private PlayerAttribute pAttr;
- public PlayerAbilities pab;
- private Claymore weapon;
- [SerializeField]
- public ParticleSystem blockPartical;
- [SerializeField]
- private Transform shadowPrefab;
- public Transform hurtBox;
- private float animSpeed = 1f;
- public int absorbNum;
- private static readonly string[] State = new string[]
- {
- "EndAtk",
- "Fall1",
- "Fall2",
- "GetUp",
- "Idle",
- "Jump",
- "Jump2",
- "Ready",
- "Run",
- "RunSlow",
- "AirAtk1",
- "AirAtk2",
- "AirAtk3",
- "Atk1",
- "Atk2",
- "Atk3",
- "Atk4",
- "Atk5",
- "AirShoot",
- "AirShootReady",
- "Flash1",
- "Flash2",
- "HitGround",
- "HitGround2",
- "Shoot",
- "ShootReady",
- "UnderAtk1",
- "UnderAtkFlyToFall",
- "UnderAtkHitGround",
- "UnderAtkHitToFly",
- "Atk6",
- "Atk7",
- "Atk8",
- "UpRising",
- "UnderAtkGetUp",
- "Execute",
- "AirAtk4",
- "Charge1Ready",
- "Charging1",
- "Charge1End",
- "UnderAtkJumper",
- "UnderAtkEat",
- "RollJump",
- "UnderAtkHitSaw",
- "AirCallSkill",
- "CallSkill",
- "CallSkillAir",
- "Atk11",
- "Atk12",
- "Atk13",
- "Atk14",
- "Atk23",
- "Atk15",
- "FlashDown1",
- "FlashDown2",
- "FlashUp1",
- "FlashUp2",
- "IdleToDefense",
- "Defense",
- "FallToDefenseAir",
- "DefenseAir",
- "AirAtk6",
- "AirAtkHv1",
- "AirAtkHv2",
- "AirAtkHv3",
- "AirAtkHv4",
- "AirAtkHv5",
- "AtkHv1",
- "AtkHv2",
- "AtkHv3",
- "AtkUpRising",
- "Atk16",
- "AtkHv1Push",
- "AirAtkHv1Push",
- "Execute2",
- "RollReady",
- "Roll",
- "RollEnd",
- "RollGround",
- "ExecuteToIdle",
- "Execute2ToFall",
- "FlashGround",
- "NewExecute1_1",
- "NewExecute1_2",
- "NewExecute2_1",
- "NewExecute2_2",
- "NewExecuteAir1_1",
- "NewExecuteAir1_2",
- "NewExecuteAir2_1",
- "NewExecuteAir2_2",
- "AtkRollReady",
- "AtkRollEnd",
- "AirAtkRollReady",
- "AirAtkRoll",
- "FlashAttack",
- "AirComboFlash",
- "AirCombo",
- "AirFlashAttack",
- "NewExecute2_0",
- "AirAtk7",
- "Disappear",
- "FlashDown45_1",
- "FlashDown45_2",
- "FlashUp45_1",
- "FlashUp45_2",
- "DahalAtkUpRising",
- "DahalRoll",
- "BeelzebubQTECatch",
- "BeelzebubQTEDie",
- "QTEPush",
- "RiderQTEHurt_1",
- "RiderQTEHurt_2",
- "RiderQTEHurt_3",
- "BladeStormReady",
- "BladeStorm",
- "AirCharging",
- "AirChargeEnd",
- "DoubleFlash",
- "DoubleFlashAir",
- "RollEndFrame",
- "RollFrameEnd",
- "AtkFlashRollEnd",
- "UnderAtkBombKillerII",
- "QTEHitGround",
- "QTEHitGround2",
- "QTERoll",
- "QTERollEnd",
- "AirQTEPush",
- "AtkHv4",
- "QTECharge1Ready",
- "QTECharging1",
- "QTECharge1End",
- "QTEEndAtk",
- "QTEReady"
- };
- public static readonly string[] AttackSta = new string[]
- {
- "Atk1",
- "Atk2",
- "Atk3",
- "Atk4",
- "Atk5",
- "Atk6",
- "Atk7",
- "Atk8",
- "Atk11",
- "Atk12",
- "Atk13",
- "Atk14",
- "Atk23",
- "Atk15",
- "AtkHv1",
- "AtkHv2",
- "AtkHv3",
- "Atk16",
- "AtkHv1Push",
- "AtkRollReady",
- "AtkRollEnd",
- "DoubleFlash"
- };
- public static readonly string[] FlySta = new string[]
- {
- "Fall1",
- "Fall2",
- "Flash2",
- "FlashDown2",
- "FlashUp2"
- };
- public static readonly string[] UpRisingSta = new string[]
- {
- "UpRising",
- "AtkUpRising"
- };
- public static readonly string[] JumpSta = new string[]
- {
- "Jump",
- "Jump2",
- "RollJump"
- };
- public static readonly string[] AirAttackSta = new string[]
- {
- "AirAtk1",
- "AirAtk2",
- "AirAtk3",
- "AirAtk4",
- "AirAtk6",
- "AirAtkHv1",
- "AirAtkHv2",
- "AirAtkHv3",
- "AirAtkHv4",
- "AirAtkHv5",
- "AirAtkHv1Push",
- "AirAtkRollReady",
- "AirAtkRoll",
- "DoubleFlashAir"
- };
- public static readonly string[] AirLightAttackSta = new string[]
- {
- "AirAtk1",
- "AirAtk2",
- "AirAtk6"
- };
- public static readonly string[] NormalSta = new string[]
- {
- "EndAtk",
- "GetUp",
- "Idle",
- "Ready",
- "Run",
- "RunSlow"
- };
- public static readonly string[] HitGroundSta = new string[]
- {
- "HitGround",
- "HitGround2",
- "RollReady",
- "Roll",
- "RollEnd",
- "RollEndFrame",
- "RollFrameEnd"
- };
- public static readonly string[] FlashAttackSta = new string[]
- {
- "Flash1",
- "FlashDown1",
- "FlashUp1",
- "FlashGround",
- "FlashDown45_1",
- "FlashDown45_2",
- "FlashUp45_1",
- "FlashUp45_2"
- };
- public static readonly string[] ChargeSta = new string[]
- {
- "Charge1Ready",
- "Charging1",
- "Charge1End",
- "AirCharging",
- "AirChargeEnd"
- };
- public static readonly string[] HurtSta = new string[]
- {
- "UnderAtk1",
- "UnderAtkFlyToFall",
- "UnderAtkHitGround",
- "UnderAtkHitToFly",
- "UnderAtkGetUp",
- "UnderAtkJumper",
- "UnderAtkEat",
- "UnderAtkHitSaw",
- "UnderAtkBombKillerII"
- };
- public static readonly string[] SpHurtSta = new string[]
- {
- "UnderAtkJumper",
- "UnderAtkEat",
- "UnderAtkHitSaw",
- "UnderAtkBombKillerII"
- };
- public static readonly string[] DieSta = new string[]
- {
- "UnderAtkFlyToFall",
- "UnderAtkHitGround",
- "UnderAtkHitToFly"
- };
- public static readonly string[] ExecuteSta = new string[]
- {
- "Execute",
- "Execute2",
- "NewExecute1_1",
- "NewExecute1_2",
- "NewExecute2_1",
- "NewExecute2_2",
- "NewExecuteAir1_1",
- "NewExecuteAir1_2",
- "NewExecuteAir2_1",
- "NewExecuteAir2_2",
- "NewExecute2_0",
- "DahalAtkUpRising",
- "DahalRoll",
- "BeelzebubQTECatch",
- "BeelzebubQTEDie",
- "QTEPush",
- "RiderQTEHurt_1",
- "RiderQTEHurt_2",
- "RiderQTEHurt_3",
- "QTEHitGround",
- "QTEHitGround2",
- "QTERoll",
- "QTERollEnd",
- "AirQTEPush",
- "AtkHv4",
- "QTECharge1Ready",
- "QTECharging1",
- "QTECharge1End",
- "QTEEndAtk",
- "QTEReady"
- };
- public static readonly string CanRunSlow = "Run";
- public enum SkeletonType
- {
- Normal,
- Attack,
- SpAttack,
- Hurt,
- UpRising,
- HeavyAttack
- }
- public enum StateEnum
- {
- EndAtk,
- Fall1,
- Fall2,
- GetUp,
- Idle,
- Jump,
- Jump2,
- Ready,
- Run,
- RunSlow,
- AirAtk1,
- AirAtk2,
- AirAtk3,
- Atk1,
- Atk2,
- Atk3,
- Atk4,
- Atk5,
- AirShoot,
- AirShootReady,
- Flash1,
- Flash2,
- HitGround,
- HitGround2,
- Shoot,
- ShootReady,
- UnderAtk1,
- UnderAtkFlyToFall,
- UnderAtkHitGround,
- UnderAtkHitToFly,
- Atk6,
- Atk7,
- Atk8,
- UpRising,
- UnderAtkGetUp,
- Execute,
- AirAtk4,
- Charge1Ready,
- Charging1,
- Charge1End,
- UnderAtkJumper,
- UnderAtkEat,
- RollJump,
- UnderAtkHitSaw,
- AirCallSkill,
- CallSkill,
- CallSkillAir,
- Atk11,
- Atk12,
- Atk13,
- Atk14,
- Atk23,
- Atk15,
- FlashDown1,
- FlashDown2,
- FlashUp1,
- FlashUp2,
- IdleToDefense,
- Defense,
- FallToDefenseAir,
- DefenseAir,
- AirAtk6,
- AirAtkHv1,
- AirAtkHv2,
- AirAtkHv3,
- AirAtkHv4,
- AirAtkHv5,
- AtkHv1,
- AtkHv2,
- AtkHv3,
- AtkUpRising,
- Atk16,
- AtkHv1Push,
- AirAtkHv1Push,
- Execute2,
- RollReady,
- Roll,
- RollEnd,
- RollGround,
- ExecuteToIdle,
- Execute2ToFall,
- FlashGround,
- NewExecute1_1,
- NewExecute1_2,
- NewExecute2_1,
- NewExecute2_2,
- NewExecuteAir1_1,
- NewExecuteAir1_2,
- NewExecuteAir2_1,
- NewExecuteAir2_2,
- AtkRollReady,
- AtkRollEnd,
- AirAtkRollReady,
- AirAtkRoll,
- FlashAttack,
- AirComboFlash,
- AirCombo,
- AirFlashAttack,
- NewExecute2_0,
- AirAtk7,
- Disappear,
- FlashDown45_1,
- FlashDown45_2,
- FlashUp45_1,
- FlashUp45_2,
- DahalAtkUpRising,
- DahalRoll,
- BeelzebubQTECatch,
- BeelzebubQTEDie,
- QTEPush,
- RiderQTEHurt_1,
- RiderQTEHurt_2,
- RiderQTEHurt_3,
- BladeStormReady,
- BladeStorm,
- AirCharging,
- AirChargeEnd,
- DoubleFlash,
- DoubleFlashAir,
- RollEndFrame,
- RollFrameEnd,
- AtkFlashRollEnd,
- UnderAtkBombKillerII,
- QTEHitGround,
- QTEHitGround2,
- QTERoll,
- QTERollEnd,
- AirQTEPush,
- AtkHv4,
- QTECharge1Ready,
- QTECharging1,
- QTECharge1End,
- QTEEndAtk,
- QTEReady
- }
- }
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