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@ -503,7 +503,7 @@ public class UnmannedAerialVehicleManage : MonoBehaviour
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Vector3 targetPosition = new Vector3(_positions.x, 150, _positions.z);// 目标位置为当前顶点坐标
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Vector3 targetPosition = new Vector3(_positions.x, 150, _positions.z);// 目标位置为当前顶点坐标
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float _distance = Vector3.Distance(transform.position, targetPosition);
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float _distance = Vector3.Distance(transform.position, targetPosition);
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float _time = _distance / FireSpeed;
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float _time = _distance / FireSpeed;
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transform.LookAt(endPosition);
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transform.LookAt(targetPosition);
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transform.DOMove(targetPosition, _time).SetEase(Ease.Linear);
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transform.DOMove(targetPosition, _time).SetEase(Ease.Linear);
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yield return new WaitForSeconds(_time); // 等待一帧时间
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yield return new WaitForSeconds(_time); // 等待一帧时间
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isMove = true;
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isMove = true;
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@ -513,10 +513,10 @@ public class UnmannedAerialVehicleManage : MonoBehaviour
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Vector3 targetPosition = new Vector3(_positions.x, 150, _positions.z);// 目标位置为当前顶点坐标
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Vector3 targetPosition = new Vector3(_positions.x, 150, _positions.z);// 目标位置为当前顶点坐标
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float _distance = Vector3.Distance(transform.position, targetPosition);
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float _distance = Vector3.Distance(transform.position, targetPosition);
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float _time = _distance / FireSpeed;
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float _time = _distance / FireSpeed;
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transform.LookAt(endPosition);
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transform.LookAt(targetPosition);
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transform.DOMove(targetPosition, _time).SetEase(Ease.Linear);
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transform.DOMove(targetPosition, _time).SetEase(Ease.Linear);
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yield return new WaitForSeconds(_time); // 等待一帧时间
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yield return new WaitForSeconds(_time); // 等待一帧时间
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equipmentCommon.isMove = true;
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equipmentCommon.isMove = _isMove;
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}
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}
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/// <summary>
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/// <summary>
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