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6 Commits
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af41c74eb8
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af41c74eb8 | |
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d28ff6ea5d | |
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16ad17cee4 | |
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9ee6e72e94 | |
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ed3f3e25fc | |
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961d9153ad |
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@ -0,0 +1,6 @@
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{
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"version": "1.0",
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"components": [
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"Microsoft.VisualStudio.Workload.ManagedGame"
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]
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}
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@ -48,7 +48,7 @@ Material:
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Floats:
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- _GIntensity: 0
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- _GIntensity: 0.1
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- _Intensity: 0
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- _SIntensity: 1
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- _perturbation: 0.405
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@ -33,7 +33,7 @@ Material:
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- _overBright: 1
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m_Colors:
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- _AmbientTint: {r: 1, g: 1, b: 1, a: 1}
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- _Color: {r: 0.5, g: 0.49803922, b: 0.49215686, a: 0.2}
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- _Color: {r: 0, g: 0, b: 0, a: 1}
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- _GlowColor: {r: 0.5, g: 0.5, b: 0.5, a: 0.5}
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- _PrimaryTint: {r: 1, g: 1, b: 1, a: 1}
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- _TintColor: {r: 1, g: 1, b: 1, a: 1}
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@ -9912,7 +9912,6 @@ GameObject:
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serializedVersion: 6
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m_Component:
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- component: {fileID: 7615181139496386328}
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- component: {fileID: 7615181139496386335}
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- component: {fileID: 7615181139496386334}
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- component: {fileID: 7615181139496386333}
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- component: {fileID: 7615181139496386332}
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@ -9941,25 +9940,6 @@ 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: 90, z: 0}
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--- !u!114 &7615181139496386335
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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: 7615181139496386322}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 9a0dc8be08d2d3c45ba74e09776bb758, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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wrj: {fileID: 0}
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wrjs: []
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dis: 0
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limitDis: 230
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firePos: {fileID: 0}
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firePrefab: {fileID: 3257275699554257525, guid: 16157ae33ac9fe449bf8b2f93547f2b4,
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type: 3}
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--- !u!65 &7615181139496386334
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BoxCollider:
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m_ObjectHideFlags: 0
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@ -1,4 +1,4 @@
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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@ -8,14 +8,14 @@ public class DifferentialUI : MonoBehaviour
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public RectTransform secne2;
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void Start()
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{
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if (GameMain.model==true)
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{
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secne1.gameObject.SetActive(true);
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}
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else
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{
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secne2.gameObject.SetActive(true);
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}
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//if (GameMain.model==true)
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//{
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// secne1.gameObject.SetActive(true);
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//}
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//else
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//{
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// secne2.gameObject.SetActive(true);
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//}
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}
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// Update is called once per frame
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@ -200,6 +200,7 @@ MonoBehaviour:
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Field_Char1:
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Field_Char2:
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Field_Char3:
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subjectInfo: []
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traininginformations: []
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--- !u!1 &2132962757
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GameObject:
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@ -231,7 +232,7 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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isLinkAgain: 0
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serverIP: 127.0.0.1
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serverIP: 172.16.1.35
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port: 12345
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--- !u!4 &2132962759
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Transform:
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@ -55,8 +55,8 @@ public class LaserFireControlPlatformManger : MonoBehaviour
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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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public LineRenderer OuterLaserlineRenderer; // 用于绘制射线的LineRenderer组件
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private Vector3 laserStartPoint = Vector3.zero;
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private Vector3 laserEndPoint = Vector3.zero;
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//private Vector3 laserStartPoint = Vector3.zero;
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//private Vector3 laserEndPoint = Vector3.zero;
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public float FireSpeed = 20.0f;//激光速度
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#endregion
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// Start is called before the first frame update
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@ -65,21 +65,29 @@ public class LaserFireControlPlatformManger : MonoBehaviour
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laserFireControlPlatformMangers.Add(this);
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weaponitemones = Newtonsoft.Json.JsonConvert.DeserializeObject<Weaponitemone>(msg);
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FillInTheData(weaponitemones);//测试写入
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//生成激光
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GameObject _InnerLaserlineRenderer = Instantiate(InnerLaserlineRendererPrefab);
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_InnerLaserlineRenderer.transform.position = Vector3.zero;
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_InnerLaserlineRenderer.transform.SetParent(transform);
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//_InnerLaserlineRenderer.transform.SetParent(transform);
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InnerLaserlineRenderer = _InnerLaserlineRenderer.GetComponent<LineRenderer>();
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if (InnerLaserlineRenderer)
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{
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InnerLaserlineRenderer.positionCount = 2; // 设置线段的端点数量为2
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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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InnerLaserlineRenderer.SetPosition(1, LaserPoint.transform.position); // 设置线段终点为目标点
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}
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GameObject _OuterLaserlineRenderer = Instantiate(OuterLaserlineRendererPrefab);
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_OuterLaserlineRenderer.transform.position = Vector3.zero;
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_OuterLaserlineRenderer.transform.SetParent(transform);
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//_OuterLaserlineRenderer.transform.SetParent(transform);
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OuterLaserlineRenderer = _OuterLaserlineRenderer.GetComponent<LineRenderer>();
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//发射激光
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//lineRenderer = gameObject.AddComponent<LineRenderer>(); // 在当前GameObject上添加LineRenderer组件
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InnerLaserlineRenderer.positionCount = 2; // 设置线段的端点数量为2
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OuterLaserlineRenderer.positionCount = 2; // 设置线段的端点数量为2
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if (OuterLaserlineRenderer)
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{
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OuterLaserlineRenderer.positionCount = 2; // 设置线段的端点数量为2
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OuterLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
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OuterLaserlineRenderer.SetPosition(1, LaserPoint.transform.position); // 设置线段终点为目标点
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}
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}
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// Update is called once per frame
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@ -127,11 +135,7 @@ public class LaserFireControlPlatformManger : MonoBehaviour
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if (isLasing) return;
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isLasing = true;
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LaserModer.transform.DOLookAt(targetPoint.position, 0.3f).OnComplete(()=> {
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laserStartPoint = LaserPoint.transform.position;
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Debug.Log("目标点位..:"+targetPoint.position);
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//laserEndPoint = Vector3.Lerp(laserStartPoint, targetPoint.position, FireSpeed * Time.deltaTime);
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laserEndPoint = targetPoint.position;
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CastRayAndRender();
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});
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}
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@ -150,13 +154,13 @@ public class LaserFireControlPlatformManger : MonoBehaviour
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{
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if (InnerLaserlineRenderer)
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{
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InnerLaserlineRenderer.SetPosition(0, laserStartPoint); // 设置线段起点为物体位置
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InnerLaserlineRenderer.SetPosition(1, laserEndPoint); // 设置线段终点为目标点
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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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InnerLaserlineRenderer.SetPosition(1, targetPoint.position); // 设置线段终点为目标点
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}
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if (OuterLaserlineRenderer)
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{
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OuterLaserlineRenderer.SetPosition(0, laserStartPoint); // 设置线段起点为物体位置
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OuterLaserlineRenderer.SetPosition(1, laserEndPoint); // 设置线段终点为目标点
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OuterLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
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OuterLaserlineRenderer.SetPosition(1, targetPoint.position); // 设置线段终点为目标点
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}
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StrikeDrone(targetPoint.transform);
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}
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@ -185,13 +189,13 @@ public class LaserFireControlPlatformManger : MonoBehaviour
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yield return new WaitForSeconds(0.1f);
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if (InnerLaserlineRenderer)
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{
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InnerLaserlineRenderer.SetPosition(0, laserStartPoint); // 设置线段起点为物体位置
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InnerLaserlineRenderer.SetPosition(1, laserStartPoint); // 设置线段终点为目标点
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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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InnerLaserlineRenderer.SetPosition(1, LaserPoint.transform.position); // 设置线段终点为目标点
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}
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if (OuterLaserlineRenderer)
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{
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OuterLaserlineRenderer.SetPosition(0, laserStartPoint); // 设置线段起点为物体位置
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OuterLaserlineRenderer.SetPosition(1, laserStartPoint); // 设置线段终点为目标点
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OuterLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
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OuterLaserlineRenderer.SetPosition(1, LaserPoint.transform.position); // 设置线段终点为目标点
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}
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isLasing = false;
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}
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@ -1,5 +1,6 @@
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{
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"dependencies": {
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"com.unity.2d.sprite": "1.0.0",
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"com.unity.collab-proxy": "1.2.16",
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"com.unity.ide.rider": "1.1.4",
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"com.unity.ide.vscode": "1.2.1",
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@ -1,5 +1,11 @@
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{
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"dependencies": {
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"com.unity.2d.sprite": {
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"version": "1.0.0",
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"depth": 0,
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"source": "builtin",
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"dependencies": {}
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},
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"com.unity.collab-proxy": {
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"version": "1.2.16",
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"depth": 0,
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1335
UniTask.Linq.csproj
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UniTask.Linq.csproj
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1338
UniTask.csproj
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UniTask.csproj
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