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--- !u!1001 &2135612827
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PrefabInstance:
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@ -1,111 +1,111 @@
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using UnityEngine;
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public class CraneController : MonoBehaviour
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{
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public static CraneController Instance;
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[Header("物体")]
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public Transform bridge; // 横杆
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public Transform hook; // 滑轮
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public SkinnedMeshRenderer hookRenderer;//吊钩
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[Header("移动速度")]
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[Range(1, 10)]
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public float bridgeSpeed = 5f; // 横杆移动速度
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[Range(1, 10)]
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public float hookSpeed = 5f; // 滑轮移动速度
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public float blendShapeSpeed = 30f;
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[Header("移动范围限制 (Z轴)")]
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[Range(-1, -20)]
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public float bridgeMinZ = -5f;
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[Range(1, 20)]
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public float bridgeMaxZ = 5f;
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[Range(-1, 5)]
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public float hookMinZ = -3f;
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[Range(1, 5)]
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public float hookMaxZ = 3f;
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[Header("BlendShape设置")]
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public int hookBlendShapeIndex = 0; // BlendShape索引(通常是0)
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public float minBlendShapeValue = 0f; // 吊钩收起
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public float maxBlendShapeValue = 100f; // 吊钩放下
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private float currentBlendValue = 0f;
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private float baseColliderZ;
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private float Max = 0f;
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private float Min = 0f;
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public BoxCollider hookCollider; //钩子的碰撞
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private void Awake()
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{
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Instance = this;
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}
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public void Start()
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{
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Max = -(2.49513f - 0.5113189f) / 100;
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Min = (6.295807f - 0.3099952f) / 100;
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}
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// Update is called once per frame
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void Update()
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{
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HandleBridgeMovement();
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HandleHookMovement();
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HandleHookLift();
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hookSize();
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}
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void HandleBridgeMovement()
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{
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// I/K 控制横杆前后
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float input = 0;
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if (Input.GetKey(KeyCode.I))
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input = 1;
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else if (Input.GetKey(KeyCode.K))
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input = -1;
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Vector3 newPos = bridge.position + Vector3.forward * input * bridgeSpeed * Time.deltaTime;
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newPos.z = Mathf.Clamp(newPos.z, bridgeMinZ, bridgeMaxZ);
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bridge.position = newPos;
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}
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void HandleHookMovement()
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{
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// J/L 控制滑轮前后
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float input = 0;
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if (Input.GetKey(KeyCode.J))
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input = 1;
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else if (Input.GetKey(KeyCode.L))
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input = -1;
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Vector3 newPos = hook.position + Vector3.left * input * hookSpeed * Time.deltaTime;
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newPos.x = Mathf.Clamp(newPos.x, hookMinZ, hookMaxZ);
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hook.position = newPos;
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}
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void HandleHookLift()
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{
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if (hookRenderer == null)
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return;
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float input = 0;
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if (Input.GetKey(KeyCode.U))
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input = 1; // 上升
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else if (Input.GetKey(KeyCode.O))
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input = -1; // 下降
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currentBlendValue += input * blendShapeSpeed * Time.deltaTime;
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currentBlendValue = Mathf.Clamp(currentBlendValue, minBlendShapeValue, maxBlendShapeValue);
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hookRenderer.SetBlendShapeWeight(hookBlendShapeIndex, currentBlendValue);
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}
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public void hookSize()
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{
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if (hookCollider != null)
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{
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hookCollider.center = new Vector3(-0.1262663f, -0.01883008f, -0.5113189f + currentBlendValue * Max);
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hookCollider.size = new Vector3(0.1096101f, 0.2627291f, 0.3099952f + currentBlendValue *Min);
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}
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}
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}
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using UnityEngine;
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public class CraneController : MonoBehaviour
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{
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public static CraneController Instance;
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[Header("物体")]
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public Transform bridge; // 横杆
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public Transform hook; // 滑轮
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public SkinnedMeshRenderer hookRenderer;//吊钩
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[Header("移动速度")]
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[Range(1, 10)]
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public float bridgeSpeed = 5f; // 横杆移动速度
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[Range(1, 10)]
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public float hookSpeed = 5f; // 滑轮移动速度
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public float blendShapeSpeed = 30f;
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[Header("移动范围限制 (Z轴)")]
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[Range(-1, -20)]
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public float bridgeMinZ = -5f;
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[Range(1, 20)]
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public float bridgeMaxZ = 5f;
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[Range(-1, 5)]
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public float hookMinZ = -3f;
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[Range(1, 5)]
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public float hookMaxZ = 3f;
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[Header("BlendShape设置")]
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public int hookBlendShapeIndex = 0; // BlendShape索引(通常是0)
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public float minBlendShapeValue = 0f; // 吊钩收起
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public float maxBlendShapeValue = 100f; // 吊钩放下
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private float currentBlendValue = 0f;
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private float baseColliderZ;
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private float Max = 0f;
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private float Min = 0f;
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public BoxCollider hookCollider; //钩子的碰撞
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private void Awake()
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{
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Instance = this;
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}
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public void Start()
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{
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Max = -(2.49513f - 0.5113189f) / 100;
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Min = (6.295807f - 0.3099952f) / 100;
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}
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// Update is called once per frame
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void Update()
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{
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HandleBridgeMovement();
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HandleHookMovement();
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HandleHookLift();
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hookSize();
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}
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void HandleBridgeMovement()
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{
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// I/K 控制横杆前后
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float input = 0;
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if (Input.GetKey(KeyCode.I))
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input = 1;
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else if (Input.GetKey(KeyCode.K))
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input = -1;
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Vector3 newPos = bridge.position + Vector3.forward * input * bridgeSpeed * Time.deltaTime;
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newPos.z = Mathf.Clamp(newPos.z, bridgeMinZ, bridgeMaxZ);
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bridge.position = newPos;
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}
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void HandleHookMovement()
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{
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// J/L 控制滑轮前后
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float input = 0;
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if (Input.GetKey(KeyCode.J))
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input = 1;
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else if (Input.GetKey(KeyCode.L))
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input = -1;
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Vector3 newPos = hook.position + Vector3.left * input * hookSpeed * Time.deltaTime;
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newPos.x = Mathf.Clamp(newPos.x, hookMinZ, hookMaxZ);
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hook.position = newPos;
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}
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void HandleHookLift()
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{
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if (hookRenderer == null)
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return;
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float input = 0;
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if (Input.GetKey(KeyCode.U))
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input = 1; // 上升
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else if (Input.GetKey(KeyCode.O))
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input = -1; // 下降
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currentBlendValue += input * blendShapeSpeed * Time.deltaTime;
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currentBlendValue = Mathf.Clamp(currentBlendValue, minBlendShapeValue, maxBlendShapeValue);
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hookRenderer.SetBlendShapeWeight(hookBlendShapeIndex, currentBlendValue);
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}
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public void hookSize()
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{
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if (hookCollider != null)
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{
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hookCollider.center = new Vector3(-0.1262663f, -0.01883008f, -0.5113189f + currentBlendValue * Max);
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hookCollider.size = new Vector3(0.1096101f, 0.2627291f, 0.3099952f + currentBlendValue * Min);
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}
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}
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}
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