设备功能微调
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@ -86,6 +86,10 @@ public class DeviceManager : MonoSingleton<DeviceManager>
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data = data.Replace("send2room", "");
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Debug.LogError("设备..:" + data);
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string[] info = data.Split(',');
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foreach (string s in info)
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{
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Debug.LogError(s);
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}
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if (info.Length < 2) return;
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EquipmentCommon equipmentCommon = devices.Find(x => x.deviceID == info[1]);
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@ -102,6 +102,7 @@ public class LaserFireControlPlatformManger : MonoBehaviour
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public GameObject LaserModer;
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public GameObject LaserPoint;
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public Transform targetPoint; // 锁定目标点的Transform组件
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private Transform Receivingposin;//激光武器打击无人机位置
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public GameObject InnerLaserlineRendererPrefab; // 用于绘制射线的LineRenderer组件
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public GameObject OuterLaserlineRendererPrefab; // 用于绘制射线的LineRenderer组件
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public LineRenderer InnerLaserlineRenderer; // 用于绘制射线的LineRenderer组件
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@ -135,10 +136,7 @@ public class LaserFireControlPlatformManger : MonoBehaviour
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/// 点击空白处碰撞器
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/// </summary>
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public GameObject Detection;
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/// <summary>
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/// 接收检测到的无人机位置
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/// </summary>
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public Transform Receivingposin;
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void Start()
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{
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equipmentCommon = GetComponent<EquipmentCommon>();
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@ -177,7 +175,7 @@ public class LaserFireControlPlatformManger : MonoBehaviour
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void Update()
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{
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if (Input.GetMouseButtonDown(0))
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if (UIBootstrap.Instance.GetRoleByIDPracticeId(GlobalFlag.practiceSeatId) != "0"&&Input.GetMouseButtonDown(0))
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{
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if (!EventSystem.current.IsPointerOverGameObject())
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{
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@ -244,12 +242,7 @@ public class LaserFireControlPlatformManger : MonoBehaviour
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}
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void LateUpdate()
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{
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////激光发射的方法
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//Laserattack();
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if (isLasings == true)
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{
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CastRayAndRender();
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}
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}
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@ -268,15 +261,14 @@ public class LaserFireControlPlatformManger : MonoBehaviour
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{
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case "储能间隔时间:":
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StorageIntervalTime = weaponitemone[i].para_value;
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Debug.LogError("打击间隔时间:" + StorageIntervalTime);
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//timepiece = float.Parse(StorageIntervalTime);
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timepiece = float.Parse(StorageIntervalTime);
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break;
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case "毁伤目标累积作用时间:":
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CumulativeActionTimeOfDamageTarget = weaponitemone[i].para_value;
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break;
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case "干扰距离:":
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InterferenceDistance = weaponitemone[i].para_value;
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Debug.LogError(InterferenceDistance);
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Receivingdistance = float.Parse(InterferenceDistance) * 1000;
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break;
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case "干扰角度:":
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@ -293,7 +285,7 @@ public class LaserFireControlPlatformManger : MonoBehaviour
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/// </summary>
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public void Laserattack()
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{
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if (Receivingdistance > 0)
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if (Receivingdistance > 0 && targetPoint!=null)
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{
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Collider[] colliders = Physics.OverlapSphere(transform.position, Receivingdistance);//检查是否在打击的范围内
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Debug.LogError("范围打击距离:" + Receivingdistance);
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@ -314,9 +306,17 @@ public class LaserFireControlPlatformManger : MonoBehaviour
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if (float.Parse(InterferenceAngle) >= Angle1)
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{
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Debug.LogError("角度没有问题进来了" + InterferenceAngle);
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Debug.Log("计时器的时间:" + timepiece);
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Receivingposin = unmannedAerialVehicle.transform;
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isLasings = true;
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if (Receivingposin==null)
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{
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Receivingposin = unmannedAerialVehicle.transform;
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Debug.LogError("接收无人机的位置" + Receivingposin.position);
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var nowData = GetSyncData();
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_ = SyncCreateRoom.SendMessageAsync(string.Format("send2room {0}", nowData));
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isLasings = true;
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CastRayAndRender();
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break;
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}
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}
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}
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}
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@ -334,7 +334,7 @@ public class LaserFireControlPlatformManger : MonoBehaviour
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{
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LaserModer.transform.DOLookAt(targetPoint.position, 0.1f).OnComplete(() =>
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{
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Debug.Log("目标点位..:" + targetPoint.position);
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isLasing = false;
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//CastRayAndRender();
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});
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@ -354,8 +354,7 @@ public class LaserFireControlPlatformManger : MonoBehaviour
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if (targetPoint != null)
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{
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Camera.transform.DOLookAt(targetPoint.position, 0.1f).SetEase(Ease.Linear);
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isLasing = false;
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//isLasing = false;
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}
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}
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@ -364,8 +363,7 @@ public class LaserFireControlPlatformManger : MonoBehaviour
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/// </summary>
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public void CastRayAndRender()
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{
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var nowData = GetSyncData();
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_ = SyncCreateRoom.SendMessageAsync(string.Format("send2room {0}", nowData));
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if (InnerLaserlineRenderer)
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{
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InnerLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
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@ -514,8 +512,11 @@ public class LaserFireControlPlatformManger : MonoBehaviour
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/// <returns></returns>
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protected string GetSyncData()
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{
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Debug.Log("目标点位..:" + Receivingposin.position);
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return string.Format("{0},{1},{2},{3},{4}", "Lasing", equipmentCommon.deviceID, Receivingposin.position.x, Receivingposin.position.y, Receivingposin.position.z);
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Debug.Log("目标点位..:" + Receivingposin.position);
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return string.Format("{0},{1},{2},{3},{4}", "Lasing", equipmentCommon.deviceID, Receivingposin.position.x, Receivingposin.position.y, Receivingposin.position.z);
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}
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/// <summary>
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@ -524,6 +525,7 @@ public class LaserFireControlPlatformManger : MonoBehaviour
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/// <param name="data"></param>
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public void NonSelfGeneratedEmissionLaser(string[] data)
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{
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//激光位置下发传递
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Vector3 vector3 = new Vector3(float.Parse(data[2]), float.Parse(data[3]), float.Parse(data[4]));
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LaserModer.transform.DOLookAt(vector3, 0.1f).OnComplete(() =>
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{
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@ -10,6 +10,7 @@ using System;
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using UnityEngine.UI;
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using UnityEngine.EventSystems;
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using UnityEditor.Experimental.GraphView;
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using Random = UnityEngine.Random;
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/// <summary>
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/// 地面无线电干扰控制
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@ -330,8 +331,8 @@ public class TerrestrialRadioInterferenceManger : MonoBehaviour
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Debug.LogError("驱离");
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unmannedAerialVehicleManage.transform.DOKill();
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unmannedAerialVehicleManage.transform.LookAt(new Vector3(-500, 160, 1650));
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unmannedAerialVehicleManage.transform.DOMove(new Vector3(-500, 160, 1650), 60);
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unmannedAerialVehicleManage.transform.LookAt(new Vector3(-500, 160, 1600));
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unmannedAerialVehicleManage.transform.DOMove(new Vector3(-500, 160, 1600), 60);
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}
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else if (InterferenceMode == "迫降" && unmannedAerialVehicleManage != null)
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@ -370,7 +371,7 @@ public class TerrestrialRadioInterferenceManger : MonoBehaviour
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if (unmannedAerialVehicleManage != null)
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{
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Vector3 one = unmannedAerialVehicleManage.transform.position - transform.position;
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float angue = Vector3.Angle(transform.forward, one);
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float angue = Vector3.Angle(one, transform.forward);
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if (float.Parse(InterferenceAngle) >= angue)
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{
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//unmannedAerialVehicleManage.transform.DOKill();
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@ -384,6 +385,7 @@ public class TerrestrialRadioInterferenceManger : MonoBehaviour
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Debug.LogError("目标没有出现在范围里面");
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}
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}
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}
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@ -247,7 +247,7 @@ public class UnmannedAerialVehicleManage : MonoBehaviour
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List<Collider> colliders1 = new List<Collider>();
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for (int i = 0; i < colliders.Count; i++)
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{
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if (colliders[i].transform.tag == "AttackTarget" || colliders[i].transform.tag== "AttackTarget1")
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if (colliders[i].transform.tag == "AttackTarget")
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colliders1.Add(colliders[i]);
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}
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if (colliders1.Count > 0)
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