重新进入场景卡牌显示的bug,以及摄像机的改变,暂停返回主界面的修改
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@ -1,5 +1,7 @@
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using UnityEditor;
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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class SceneEditor
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{
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@ -22,4 +24,5 @@ class SceneEditor
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if (activeScene != "")
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EditorSceneManager.OpenScene(activeScene);
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}
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}
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}
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#endif
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@ -37,8 +37,8 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 462.18054, y: -1051.9258}
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m_SizeDelta: {x: 0, y: 0}
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m_AnchoredPosition: {x: 462.18054, y: -1101.9258}
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m_SizeDelta: {x: 725.2872, y: 0}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &5361498673185763723
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MonoBehaviour:
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@ -116,9 +116,9 @@ RectTransform:
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m_Father: {fileID: 5361498674124843495}
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m_RootOrder: 4
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 427.415, y: -922.7216}
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m_SizeDelta: {x: 854.83, y: 188.6848}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &5361498673207345219
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@ -1531,9 +1531,9 @@ RectTransform:
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m_Father: {fileID: 5361498674124843495}
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m_RootOrder: 3
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 427.415, y: -718.12683}
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m_SizeDelta: {x: 854.83, y: 188.6848}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &5361498673906891575
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@ -2143,9 +2143,9 @@ RectTransform:
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m_Father: {fileID: 5361498674124843495}
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m_RootOrder: 2
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 427.415, y: -513.532}
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m_SizeDelta: {x: 854.83, y: 188.6848}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &5361498674189050916
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@ -2610,9 +2610,9 @@ RectTransform:
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m_Father: {fileID: 5361498674124843495}
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m_RootOrder: 1
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 427.415, y: -308.9372}
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m_SizeDelta: {x: 854.83, y: 188.6848}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &5361498674285022893
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@ -3207,9 +3207,9 @@ RectTransform:
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m_Father: {fileID: 5361498674124843495}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 427.415, y: -104.3424}
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m_SizeDelta: {x: 854.83, y: 188.6848}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &5361498674635734889
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@ -1,173 +0,0 @@
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using System.IO;
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using System.Text;
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using UnityEditor;
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using UnityEngine.SceneManagement;
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using UnityEngine;
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using UnityEngine.AI;
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//navmesh导出数据
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public class NavMeshExport : MonoBehaviour
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{
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private GameObject _testMap;
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[MenuItem("Tools/Export NavMesh Data")]
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private static void Export()
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{
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NavMeshTriangulation triangulatedNavMesh = NavMesh.CalculateTriangulation();
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Mesh mesh = new Mesh();
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mesh.name = "_NavMesh";
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mesh.vertices = triangulatedNavMesh.vertices;
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mesh.triangles = triangulatedNavMesh.indices;
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string baseName = "navmesh_" + SceneManager.GetActiveScene().name;
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string fileName = Application.dataPath + "/navmesh/" + baseName + ".obj";
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ExportNavmesh(mesh, fileName);
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AssetDatabase.Refresh();
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string assetName = fileName.Replace(Application.dataPath, "Assets");
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GameObject navMesh = Instantiate(AssetDatabase.LoadAssetAtPath<GameObject>(assetName));
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navMesh.name = baseName;
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ExportNavData(navMesh);
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Debug.Log("导出完成:" + baseName);
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AssetDatabase.Refresh();
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}
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[MenuItem("Tools/NavMesh Data Test")]
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private static void Test()
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{
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GameObject obj = GameObject.Find("_NavMesh");
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Vector3[] localVectors = obj.GetComponent<MeshFilter>().sharedMesh.vertices;
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int[] triangles = obj.GetComponent<MeshFilter>().sharedMesh.triangles;
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//把mesh的本地坐标转成世界坐标
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Vector3[] worldVectors = new Vector3[localVectors.Length];
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for (int i = 0; i < localVectors.Length; ++i)
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{
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Vector3 pos = obj.transform.TransformPoint(localVectors[i]);
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worldVectors[i] = pos;
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}
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//检测点
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Vector3 checkPoint = GameObject.Find("TestPoint").transform.position;
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bool _isInside = false;
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for (int i = 0; i < triangles.Length; i += 3)
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{
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//Debug.Log(string.Format("{0},{1},{2}", triangles[i], triangles[i + 1], triangles[i + 2]));
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if (IsInside(worldVectors[triangles[i]], worldVectors[triangles[i + 1]], worldVectors[triangles[i + 2]], checkPoint))
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{
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_isInside = true;
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break;
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}
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}
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if (_isInside)
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Debug.Log("该点合法");
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else
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Debug.Log("该点非法");
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}
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private static string ParseMesh(Mesh mesh)
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{
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StringBuilder sb = new StringBuilder();
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sb.Append("g ").Append(mesh.name).Append("\n");
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foreach (Vector3 v in mesh.vertices)
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{
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sb.Append(string.Format("v {0} {1} {2}\n", v.x, v.y, v.z));
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}
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sb.Append("\n");
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foreach (Vector3 v in mesh.normals)
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{
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sb.Append(string.Format("vn {0} {1} {2}\n", v.x, v.y, v.z));
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}
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sb.Append("\n");
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foreach (Vector3 v in mesh.uv)
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{
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sb.Append(string.Format("vt {0} {1}\n", v.x, v.y));
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}
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for (int m = 0; m < mesh.subMeshCount; m++)
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{
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sb.Append("\n");
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int[] triangles = mesh.GetTriangles(m);
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for (int i = 0; i < triangles.Length; i += 3)
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{
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sb.Append(string.Format("f {0}/{0}/{0} {1}/{1}/{1} {2}/{2}/{2}\n", triangles[i] + 1, triangles[i + 1] + 1, triangles[i + 2] + 1));
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}
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}
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return sb.ToString();
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}
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private static void ExportNavmesh(Mesh mesh, string filename)
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{
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using (StreamWriter sw = new StreamWriter(filename))
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{
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sw.Write(ParseMesh(mesh));
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}
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}
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private static void ExportNavData(GameObject obj)
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{
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Vector3[] localVectors = obj.transform.Find("_NavMesh").GetComponent<MeshFilter>().sharedMesh.vertices;
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int[] triangles = obj.transform.Find("_NavMesh").GetComponent<MeshFilter>().sharedMesh.triangles;
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//把mesh的本地坐标转成世界坐标
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Vector3[] worldVectors = new Vector3[localVectors.Length];
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for (int i = 0; i < localVectors.Length; i++)
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{
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Vector3 pos = obj.transform.TransformPoint(localVectors[i]);
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worldVectors[i] = pos;
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}
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StringBuilder sb = new StringBuilder();
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sb.Append("local nav = {\n");
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for (int i = 0; i < triangles.Length; i += 3)
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{
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sb.AppendFormat("\t{{{0},{1},{2}}},\n", _VectorToLua(worldVectors[triangles[i]]), _VectorToLua(worldVectors[triangles[i + 1]]), _VectorToLua(worldVectors[triangles[i + 2]]));
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}
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sb.Append("}\n");
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sb.Append("return nav");
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using (StreamWriter sw = new StreamWriter(Application.dataPath + "/navmesh/" + obj.name + ".lua"))
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{
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sw.Write(sb.ToString());
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}
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DestroyImmediate(obj);
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}
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private static string _VectorToLua(Vector3 vec)
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{
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return string.Format("{{{0},{1},{2}}}", vec.x, vec.y, vec.z);
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}
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//判断点是否在三角形内
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public static bool IsInside(Vector3 A, Vector3 B, Vector3 C, Vector3 P)
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{
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Vector3 v0 = C - A;
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Vector3 v1 = B - A;
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Vector3 v2 = P - A;
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float dot00 = Vector3.Dot(v0, v0);
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float dot01 = Vector3.Dot(v0, v1);
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float dot02 = Vector3.Dot(v0, v2);
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float dot11 = Vector3.Dot(v1, v1);
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float dot12 = Vector3.Dot(v1, v2);
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float inverDeno = 1 / (dot00 * dot11 - dot01 * dot01);
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float u = (dot11 * dot02 - dot01 * dot12) * inverDeno;
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if (u < 0 || u > 1) // if u out of range, return directly
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{
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return false;
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}
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float v = (dot00 * dot12 - dot01 * dot02) * inverDeno;
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if (v < 0 || v > 1) // if v out of range, return directly
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{
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return false;
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}
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return u + v <= 1;
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}
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}
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@ -1,12 +0,0 @@
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fileFormatVersion: 2
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guid: ad2d5486e667e0747aa8e3e3086c5fcf
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timeCreated: 1464239247
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licenseType: Free
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,25 +0,0 @@
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using UnityEngine;
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using System.Collections;
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using UnityEngine.AI;
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public class demo : MonoBehaviour {
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private NavMeshAgent agent;
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void Start()
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{
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agent = GetComponent<NavMeshAgent>();
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}
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void Update()
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{
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RaycastHit hit;
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if (Input.GetMouseButtonDown(0))
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{
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Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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if (Physics.Raycast(ray, out hit))
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agent.SetDestination(hit.point);
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}
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}
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}
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@ -1,12 +0,0 @@
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fileFormatVersion: 2
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guid: 37b79eb08aca06b43a94c53660ba8f2b
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timeCreated: 1470534199
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licenseType: Free
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1847,7 +1847,7 @@ Camera:
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far clip plane: 1000
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field of view: 60
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orthographic: 1
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orthographic size: 10
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orthographic size: 12
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m_Depth: -1
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m_CullingMask:
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serializedVersion: 2
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@ -1,7 +1,7 @@
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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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using UnityEngine.SceneManagement;
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public class Beat_ZanTing:BaseUI
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{
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[Header("关闭按钮,关闭的面板")] public GameObject panel;
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@ -21,7 +21,7 @@ public class Beat_ZanTing:BaseUI
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RegisterButton(BTNs[1], async() => {
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gameGlobal.GameRecovery();
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await ButtonClickAnimationAsync(BTNs[1].gameObject);
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gameGlobal.GameExit();
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SceneManager.LoadScene(1);
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});
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RegisterButton(BTNs[2], async () => {
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@ -120,7 +120,7 @@ public class cardBox : MonoBehaviour
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{
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// 获取 CarryCardId 列表
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List<string> carryCardIdList = Base.GlobalObj.GetComponent<gameGlobal>().CarryCardId;
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foreach (string id in carryCardIdList)
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{
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if (IDTomangyaoPrefab.TryGetValue(id, out GameObject prefab))
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@ -142,6 +142,7 @@ public class cardBox : MonoBehaviour
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Debug.LogWarning($"未找到ID为 '{id}' 的萌妖卡预制体!");
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}
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}
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Base.GlobalObj.GetComponent<gameGlobal>().CarryCardId.Clear();
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}
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}
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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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using UnityEngine.AI;
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public class Ai : MonoBehaviour
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{
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public NavMeshAgent agent;
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public Transform target;
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// Update is called once per frame
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void Update()
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{
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agent.SetDestination(target.position);
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}
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}
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@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 190b43ee25bd28548a8b6e753445ca12
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,14 +0,0 @@
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using UnityEditor;
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using UnityEngine.AI;
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using UnityEngine;
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public class NavMeshBuilder
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{
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[MenuItem("Tools/Build NavMesh")]
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public static void BuildNavMesh()
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{
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// 调用此方法生成导航网格
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UnityEditor.AI.NavMeshBuilder.BuildNavMesh();
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Debug.Log("NavMesh has been built!");
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}
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}
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@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 127b3c60bf4fcb34face4689489c789b
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,20 +0,0 @@
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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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public class NavTest : MonoBehaviour
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{
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public Transform targetpos;
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private UnityEngine.AI.NavMeshAgent nav;
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void Start()
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{
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nav = GetComponent<UnityEngine.AI.NavMeshAgent>();
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nav.SetDestination(targetpos.position);
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 2810eac30a0aa7a4daab8015441da020
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -36,7 +36,9 @@ public class Battle_Selection : BaseUI
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// Start is called before the first frame update
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async void Start()
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{
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await showPanel(_panel);
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await showPanel(_panel);
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// 初始化:将所有卡牌添加到萌妖卡列表,并设置其父节点为萌妖卡生成点
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foreach (Button btn in CardBTN)
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{
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||||
|
@ -175,7 +175,7 @@ public class Logo_in : mount
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log(apifox.message);
|
||||
Promptmgr.Instance.PromptBubble(apifox.message);
|
||||
}
|
||||
|
||||
//这里调用登录方法
|
||||
|
Loading…
Reference in New Issue
Block a user