修改prefab
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d7f3da2066
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@ -11,6 +11,7 @@ GameObject:
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- component: {fileID: 5623774859421007312}
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- component: {fileID: 8765257102886220405}
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- component: {fileID: 6791575215690237631}
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- component: {fileID: -23267701065524881}
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m_Layer: 0
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m_Name: SM_AE86
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m_TagString: Untagged
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@ -82,3 +83,20 @@ MeshRenderer:
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingOrder: 0
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--- !u!114 &-23267701065524881
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 4990122376453678954}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: f69ad4143a75ab04eb2460a58ce4c386, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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modelequipment:
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str:
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x: 0
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y: 0
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z: 0
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@ -818,6 +818,7 @@ GameObject:
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serializedVersion: 6
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m_Component:
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- component: {fileID: 4620950573919636985}
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- component: {fileID: -5357598988889012512}
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m_Layer: 0
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m_Name: "\u5927\u4F17"
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m_TagString: Untagged
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@ -852,6 +853,23 @@ Transform:
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m_Father: {fileID: 0}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!114 &-5357598988889012512
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 5434501958535632707}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: f69ad4143a75ab04eb2460a58ce4c386, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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modelequipment:
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str:
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x: 0
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y: 0
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z: 0
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--- !u!1 &5515763617755741891
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GameObject:
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m_ObjectHideFlags: 0
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@ -7,7 +7,7 @@ public class Modeldata : MonoBehaviour
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{
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private string path = "model/";//获取预设体的值
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private string modename = null;
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public Modelequipment modelequipment;//对应的模型路径
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public Modelequipment modelequipment;//对应的模型路径
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void Start()
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{
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modename = transform.name.Replace("(Clone)", "");//消除克隆的物体克隆的名字
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@ -1399,14 +1399,15 @@ public class Scenariopage : MonoBehaviour
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{
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for (int i = 0; i < DragManager.Instance.deviceimages.Count; i++)
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{
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//Debug.LogError(DragManager.Instance.deviceimages[i].name);
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if (DragManager.Instance.deviceimages[i] != null)//如果模型没有被删除
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{
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DragManager.Instance.deviceimages[i].GetComponent<Modeldata>().SetPos();//初始化获取模型对应位置的值
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DragManager.Instance.Addobj1(DragManager.Instance.deviceimages[i]);//就把对应的模型加到链表类里面
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}
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}
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}
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Passbyvalue();//把场景中天气插件的值传给接口
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}
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Passbyvalue();//把场景中天气插件的值传给接口
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//Modelitem();//把模型路径和对应的位置值传给接口
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if (Id.Length > 1)
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{
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File diff suppressed because it is too large
Load Diff
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@ -48,7 +48,7 @@ public class DragController : MonoBehaviour, IBeginDragHandler, IEndDragHandler,
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{
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DragManager.Instance.AddObj(model);//把对应模型传入链表
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//DragManager.Instance.Addobj1(model);//
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//model.GetComponent<Modeldata>().SetPos();//重新获取该模型的位置的值
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//model.GetComponent<Modeldata>().SetPos();//重新获取该模型的位置的值
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DragManager.Instance.Addtext(modelname_text.text);//把对应名字存入链表
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}
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model = null;
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