解决冲突

This commit is contained in:
YangHua 2023-11-20 15:27:06 +08:00
commit b06b307c11
8 changed files with 50 additions and 52 deletions

6
.vsconfig Normal file
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@ -0,0 +1,6 @@
{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
}

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@ -33,7 +33,7 @@ Material:
- _overBright: 1
m_Colors:
- _AmbientTint: {r: 1, g: 1, b: 1, a: 1}
- _Color: {r: 0.5, g: 0.49803922, b: 0.49215686, a: 0.2}
- _Color: {r: 0, g: 0, b: 0, a: 1}
- _GlowColor: {r: 0.5, g: 0.5, b: 0.5, a: 0.5}
- _PrimaryTint: {r: 1, g: 1, b: 1, a: 1}
- _TintColor: {r: 1, g: 1, b: 1, a: 1}

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@ -9912,7 +9912,6 @@ GameObject:
serializedVersion: 6
m_Component:
- component: {fileID: 7615181139496386328}
- component: {fileID: 7615181139496386335}
- component: {fileID: 7615181139496386334}
- component: {fileID: 7615181139496386333}
- component: {fileID: 7615181139496386332}
@ -9941,25 +9940,6 @@ Transform:
m_Father: {fileID: 0}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 90, z: 0}
--- !u!114 &7615181139496386335
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 7615181139496386322}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 9a0dc8be08d2d3c45ba74e09776bb758, type: 3}
m_Name:
m_EditorClassIdentifier:
wrj: {fileID: 0}
wrjs: []
dis: 0
limitDis: 230
firePos: {fileID: 0}
firePrefab: {fileID: 3257275699554257525, guid: 16157ae33ac9fe449bf8b2f93547f2b4,
type: 3}
--- !u!65 &7615181139496386334
BoxCollider:
m_ObjectHideFlags: 0

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@ -1,4 +1,4 @@
using System.Collections;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@ -8,14 +8,14 @@ public class DifferentialUI : MonoBehaviour
public RectTransform secne2;
void Start()
{
if (GameMain.model==true)
{
secne1.gameObject.SetActive(true);
}
else
{
secne2.gameObject.SetActive(true);
}
//if (GameMain.model==true)
//{
// secne1.gameObject.SetActive(true);
//}
//else
//{
// secne2.gameObject.SetActive(true);
//}
}
// Update is called once per frame

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@ -200,6 +200,7 @@ MonoBehaviour:
Field_Char1:
Field_Char2:
Field_Char3:
subjectInfo: []
traininginformations: []
--- !u!1 &2132962757
GameObject:
@ -231,7 +232,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
isLinkAgain: 0
serverIP: 127.0.0.1
serverIP: 172.16.1.35
port: 12345
--- !u!4 &2132962759
Transform:

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@ -55,8 +55,8 @@ public class LaserFireControlPlatformManger : MonoBehaviour
public GameObject OuterLaserlineRendererPrefab; // 用于绘制射线的LineRenderer组件
public LineRenderer InnerLaserlineRenderer; // 用于绘制射线的LineRenderer组件
public LineRenderer OuterLaserlineRenderer; // 用于绘制射线的LineRenderer组件
private Vector3 laserStartPoint = Vector3.zero;
private Vector3 laserEndPoint = Vector3.zero;
//private Vector3 laserStartPoint = Vector3.zero;
//private Vector3 laserEndPoint = Vector3.zero;
public float FireSpeed = 20.0f;//激光速度
#endregion
// Start is called before the first frame update
@ -65,21 +65,29 @@ public class LaserFireControlPlatformManger : MonoBehaviour
laserFireControlPlatformMangers.Add(this);
weaponitemones = Newtonsoft.Json.JsonConvert.DeserializeObject<Weaponitemone>(msg);
FillInTheData(weaponitemones);//测试写入
//生成激光
GameObject _InnerLaserlineRenderer = Instantiate(InnerLaserlineRendererPrefab);
_InnerLaserlineRenderer.transform.position = Vector3.zero;
_InnerLaserlineRenderer.transform.SetParent(transform);
//_InnerLaserlineRenderer.transform.SetParent(transform);
InnerLaserlineRenderer = _InnerLaserlineRenderer.GetComponent<LineRenderer>();
if (InnerLaserlineRenderer)
{
InnerLaserlineRenderer.positionCount = 2; // 设置线段的端点数量为2
InnerLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
InnerLaserlineRenderer.SetPosition(1, LaserPoint.transform.position); // 设置线段终点为目标点
}
GameObject _OuterLaserlineRenderer = Instantiate(OuterLaserlineRendererPrefab);
_OuterLaserlineRenderer.transform.position = Vector3.zero;
_OuterLaserlineRenderer.transform.SetParent(transform);
//_OuterLaserlineRenderer.transform.SetParent(transform);
OuterLaserlineRenderer = _OuterLaserlineRenderer.GetComponent<LineRenderer>();
//发射激光
//lineRenderer = gameObject.AddComponent<LineRenderer>(); // 在当前GameObject上添加LineRenderer组件
InnerLaserlineRenderer.positionCount = 2; // 设置线段的端点数量为2
OuterLaserlineRenderer.positionCount = 2; // 设置线段的端点数量为2
if (OuterLaserlineRenderer)
{
OuterLaserlineRenderer.positionCount = 2; // 设置线段的端点数量为2
OuterLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
OuterLaserlineRenderer.SetPosition(1, LaserPoint.transform.position); // 设置线段终点为目标点
}
}
// Update is called once per frame
@ -127,11 +135,7 @@ public class LaserFireControlPlatformManger : MonoBehaviour
if (isLasing) return;
isLasing = true;
LaserModer.transform.DOLookAt(targetPoint.position, 0.3f).OnComplete(()=> {
laserStartPoint = LaserPoint.transform.position;
Debug.Log("目标点位..:"+targetPoint.position);
//laserEndPoint = Vector3.Lerp(laserStartPoint, targetPoint.position, FireSpeed * Time.deltaTime);
laserEndPoint = targetPoint.position;
CastRayAndRender();
});
}
@ -150,13 +154,13 @@ public class LaserFireControlPlatformManger : MonoBehaviour
{
if (InnerLaserlineRenderer)
{
InnerLaserlineRenderer.SetPosition(0, laserStartPoint); // 设置线段起点为物体位置
InnerLaserlineRenderer.SetPosition(1, laserEndPoint); // 设置线段终点为目标点
InnerLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
InnerLaserlineRenderer.SetPosition(1, targetPoint.position); // 设置线段终点为目标点
}
if (OuterLaserlineRenderer)
{
OuterLaserlineRenderer.SetPosition(0, laserStartPoint); // 设置线段起点为物体位置
OuterLaserlineRenderer.SetPosition(1, laserEndPoint); // 设置线段终点为目标点
OuterLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
OuterLaserlineRenderer.SetPosition(1, targetPoint.position); // 设置线段终点为目标点
}
StrikeDrone(targetPoint.transform);
}
@ -185,13 +189,13 @@ public class LaserFireControlPlatformManger : MonoBehaviour
yield return new WaitForSeconds(0.1f);
if (InnerLaserlineRenderer)
{
InnerLaserlineRenderer.SetPosition(0, laserStartPoint); // 设置线段起点为物体位置
InnerLaserlineRenderer.SetPosition(1, laserStartPoint); // 设置线段终点为目标点
InnerLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
InnerLaserlineRenderer.SetPosition(1, LaserPoint.transform.position); // 设置线段终点为目标点
}
if (OuterLaserlineRenderer)
{
OuterLaserlineRenderer.SetPosition(0, laserStartPoint); // 设置线段起点为物体位置
OuterLaserlineRenderer.SetPosition(1, laserStartPoint); // 设置线段终点为目标点
OuterLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
OuterLaserlineRenderer.SetPosition(1, LaserPoint.transform.position); // 设置线段终点为目标点
}
isLasing = false;
}

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@ -1,5 +1,6 @@
{
"dependencies": {
"com.unity.2d.sprite": "1.0.0",
"com.unity.collab-proxy": "1.2.16",
"com.unity.ide.rider": "1.1.4",
"com.unity.ide.vscode": "1.2.1",

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@ -1,5 +1,11 @@
{
"dependencies": {
"com.unity.2d.sprite": {
"version": "1.0.0",
"depth": 0,
"source": "builtin",
"dependencies": {}
},
"com.unity.collab-proxy": {
"version": "1.2.16",
"depth": 0,