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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine;
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/// <summary>
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/// <summary>
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/// 连接点接口引用组件,用于关联连接点和目标接口
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/// <EFBFBD><EFBFBD><EFBFBD>ӵ<EFBFBD>ӿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӵ<EFBFBD><EFBFBD>Ŀ<EFBFBD><EFBFBD>ӿ<EFBFBD>
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/// </summary>
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/// </summary>
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public class ConnectionPointInterfaceReference : MonoBehaviour
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public class ConnectionPointInterfaceReference : MonoBehaviour
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{
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{
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public GameObject targetInterface; // 目标接口对象
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public GameObject targetInterface; // Ŀ<><C4BF>ӿڶ<D3BF><DAB6><EFBFBD>
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private MeshRenderer meshRenderer;
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// public List<Material> materials = new List<Material>();
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public void Start()
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{
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//materials = Resources.LoadAll<Material>("Material").ToList();
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if (GetComponent<MeshRenderer>() != null)
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{
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meshRenderer = GetComponent<MeshRenderer>();
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GameObject Cylinder = transform.parent.Find("WireCylinder").gameObject;
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meshRenderer.materials[1].color = Cylinder.GetComponent<MeshRenderer>().material.color;
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//meshRenderer.materials[1]
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}
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}
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}
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}
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@ -191,6 +191,7 @@ public class WireDataPersistence : MonoBehaviour
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#else
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#else
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CheckStandardFileExists();
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CheckStandardFileExists();
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#endif
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#endif
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return null;
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}
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}
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/// <summary>
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/// <summary>
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