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|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
length: 0
|
||||
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|
||||
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|
||||
humanName: LeftUpperLeg
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: RightUpperLeg
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: LeftLowerLeg
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: RightLowerLeg
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: LeftFoot
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: RightFoot
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: Spine
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: Chest
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: Neck
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: Head
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: LeftShoulder
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: RightShoulder
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: LeftLowerArm
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: RightLowerArm
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: LeftHand
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: RightHand
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: LeftToes
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: RightToes
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: Left Index Proximal
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: Left Ring Proximal
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: Left Little Proximal
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: Left Little Distal
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
skeleton:
|
||||
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|
||||
parentName:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
parentName: "\u64CD\u4F5C(Clone)"
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
parentName: Armature
|
||||
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|
||||
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|
||||
scale: {x: 1, y: 1, z: 0.99999994}
|
||||
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|
||||
parentName: mixamorig:Hips
|
||||
position: {x: 4.2109454e-12, y: 0.101824425, z: 0.000000001192092}
|
||||
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|
||||
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|
||||
- name: mixamorig:Spine1
|
||||
parentName: mixamorig:Spine
|
||||
position: {x: 6.984919e-11, y: 0.10002659, z: 0.000000003245077}
|
||||
rotation: {x: -0.000000007450581, y: -7.898924e-10, z: 3.653083e-10, w: 1}
|
||||
scale: {x: 1, y: 0.9999999, z: 1}
|
||||
- name: mixamorig:Spine2
|
||||
parentName: mixamorig:Spine1
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||||
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||||
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|
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@ -1912,9 +1912,13 @@ GameObject:
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SpreadFireNumber: 3
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@ -3388,6 +3118,67 @@ Transform:
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m_Father: {fileID: 2093116385}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1001 &1846041469
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--- !u!1 &1849834543
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GameObject:
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m_ObjectHideFlags: 0
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@ -3692,7 +3483,6 @@ Transform:
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m_Father: {fileID: 0}
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m_RootOrder: 3
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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|
@ -18,7 +18,9 @@ public enum CharacterSkill
|
||||
NoSkill,//0
|
||||
Watering, //1
|
||||
jump,//2
|
||||
Rescue//3
|
||||
Rescue,//3
|
||||
OperateSuccess,//4
|
||||
OperateFail//5
|
||||
}
|
||||
|
||||
|
||||
@ -163,6 +165,12 @@ public class CharacterAin : MonoBehaviour
|
||||
case CharacterSkill.Rescue:
|
||||
ain.SetInteger("Skill",3);
|
||||
break;
|
||||
case CharacterSkill.OperateSuccess:
|
||||
ain.SetInteger("Skill", 4);
|
||||
break;
|
||||
case CharacterSkill.OperateFail:
|
||||
ain.SetInteger("Skill", 5);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -32,7 +32,7 @@ public class CharacterControl : MonoBehaviour
|
||||
//判断是否在移动
|
||||
private bool IsMoving = false;
|
||||
|
||||
|
||||
|
||||
|
||||
// 定义相机 FOV 相关变量
|
||||
public float normalFOV = 60f; // 正常行走时的FOV
|
||||
@ -49,16 +49,27 @@ public class CharacterControl : MonoBehaviour
|
||||
//跑步时平滑切换fov
|
||||
private float targetFOV;
|
||||
|
||||
private Button recubtn;
|
||||
private Button disbtn;
|
||||
private Button connectgun;
|
||||
private Button connectfa;
|
||||
private Button openfa;
|
||||
private Button recubtn;//救援按钮
|
||||
private Button disbtn;//配电箱按钮
|
||||
private Button connectgun;//连接水枪按钮
|
||||
private Button connectfa;//连接水阀按钮
|
||||
private Button openfa;//打开水阀按钮
|
||||
private Image Timermusk;
|
||||
private Text TimerText;
|
||||
|
||||
private int XfsStep=0;
|
||||
|
||||
public GameObject cha;
|
||||
public GameObject xfs;
|
||||
|
||||
//private Animator animator;
|
||||
//private AnimatorStateInfo stateInfo;
|
||||
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
Init();
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
@ -70,6 +81,10 @@ public class CharacterControl : MonoBehaviour
|
||||
connectgun = GameObject.Find("Canvas/xfs/ConnectGun").GetComponent<Button>();
|
||||
connectfa = GameObject.Find("Canvas/xfs/ConnectFa").GetComponent<Button>();
|
||||
openfa = GameObject.Find("Canvas/xfs/OpenFa").GetComponent<Button>();
|
||||
Timermusk = GameObject.Find("Canvas/xfs/Timerbg/Timermusk").GetComponent<Image>();
|
||||
TimerText = GameObject.Find("Canvas/xfs/Timerbg/Timermusk/Timernumer").GetComponent<Text>();
|
||||
//animator = this.GetComponent<Animator>();
|
||||
// stateInfo = animator.GetCurrentAnimatorStateInfo(0);
|
||||
|
||||
recubtn.gameObject.SetActive(false);
|
||||
disbtn.gameObject.SetActive(false);
|
||||
@ -78,14 +93,19 @@ public class CharacterControl : MonoBehaviour
|
||||
|
||||
recubtn.onClick.AddListener(Recuse);
|
||||
disbtn.onClick.AddListener(disClick);
|
||||
Init();
|
||||
connectgun.onClick.AddListener(CgunClick);
|
||||
connectfa.onClick.AddListener(CfaClick);
|
||||
openfa.onClick.AddListener(OfaClick);
|
||||
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
// Jump();
|
||||
// Jump();
|
||||
//JumpMove();
|
||||
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
@ -104,16 +124,20 @@ public class CharacterControl : MonoBehaviour
|
||||
body = gameObject.AddComponent<Rigidbody>();
|
||||
}
|
||||
Characterain = transform.GetComponent<CharacterAin>();
|
||||
if (Characterain==null)
|
||||
{
|
||||
Debug.LogError("Characterain==null");
|
||||
}
|
||||
}
|
||||
|
||||
//移动,走、奔跑,键盘or手柄控制
|
||||
void Move()
|
||||
{
|
||||
|
||||
|
||||
//不在地面不能移动或者在跳跃不能移动
|
||||
//如果不加Characterain.characterState==CharacterState.jump,可能会导致跳跃后落到地面的瞬间,瞬间转为移动状态,动画会异常,无法恢复站立
|
||||
//解决方案二,在charaterAin中将检测恢复函数写到update里。(现写在fixedupdate)
|
||||
if (!Characterain.IsOnGround()|| Characterain.characterState==CharacterState.jump)
|
||||
if (!Characterain.IsOnGround() || Characterain.characterState == CharacterState.jump)
|
||||
{
|
||||
return;
|
||||
}
|
||||
@ -236,24 +260,162 @@ public class CharacterControl : MonoBehaviour
|
||||
// }
|
||||
//}
|
||||
|
||||
void Recuse()
|
||||
void Recuse()//救援操作
|
||||
{
|
||||
Characterain.SetSkillAin(CharacterSkill.Rescue);
|
||||
StartCoroutine("Rescuereturn");
|
||||
}
|
||||
|
||||
void disClick()
|
||||
void disClick()//配电箱操作
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
IEnumerator Rescuereturn()
|
||||
|
||||
void CgunClick()//连接水枪操作
|
||||
{
|
||||
if (XfsStep == 0)
|
||||
{
|
||||
//执行操作动画
|
||||
Debug.Log("连接水枪");
|
||||
CoGunHide(0);
|
||||
XfsStep++;
|
||||
StartCoroutine(AnimTime(5));
|
||||
Characterain.SetSkillAin(CharacterSkill.OperateSuccess);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
//执行操作失败动画
|
||||
Debug.Log("操作失败,重新开始");
|
||||
XfsStep = 0;
|
||||
CoGunHide(0);
|
||||
Characterain.SetSkillAin(CharacterSkill.OperateFail);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void CfaClick()//连接水阀操作
|
||||
{
|
||||
if (XfsStep == 1)
|
||||
{
|
||||
//执行操作动画
|
||||
Debug.Log("连接水阀");
|
||||
CoGunHide(1);
|
||||
XfsStep++;
|
||||
connectfa.gameObject.SetActive(false);
|
||||
|
||||
Characterain.SetSkillAin(CharacterSkill.OperateSuccess);
|
||||
}
|
||||
else
|
||||
{
|
||||
//执行操作失败动画
|
||||
XfsStep = 0;
|
||||
CoGunHide(0);
|
||||
Characterain.SetSkillAin(CharacterSkill.OperateFail);
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void OfaClick()//打开水阀操作
|
||||
{
|
||||
if (XfsStep == 2)
|
||||
{
|
||||
//执行操作动画
|
||||
Debug.Log("打开水阀");
|
||||
CoGunHide(1);
|
||||
XfsStep++;
|
||||
Characterain.SetSkillAin(CharacterSkill.OperateSuccess);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
//执行操作失败动画
|
||||
XfsStep = 0;
|
||||
CoGunHide(0);
|
||||
Characterain.SetSkillAin(CharacterSkill.OperateFail);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
IEnumerator AnimTime(float timer)
|
||||
{
|
||||
|
||||
//Timermusk.fillAmount = (5 - 0.2f * Time.deltaTime) / 5;
|
||||
//TimerText.text = "" + ((5 - 0.2f * Time.deltaTime) / 5).ToString("F2");
|
||||
yield return new WaitForSeconds(1f);
|
||||
}
|
||||
|
||||
|
||||
|
||||
IEnumerator Rescuereturn()//携程实现npc被救援成功后进行撤离
|
||||
{
|
||||
recubtn.gameObject.SetActive(false);
|
||||
yield return new WaitForSeconds(2);
|
||||
Characterain.SetSkillAin(CharacterSkill.NoSkill);
|
||||
cha.GetComponent<RecuseNpc>().Setnpcstate();
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
void OperateClick()//帧事件函数,等动作执行完毕允许点击按钮
|
||||
{
|
||||
Characterain.SetSkillAin(CharacterSkill.NoSkill);
|
||||
CoApper();
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
void CoGunHide(int Hide)//执行动作期间对按钮进行隐藏
|
||||
{
|
||||
switch (Hide)
|
||||
{
|
||||
case 0:
|
||||
connectgun.gameObject.SetActive(false);
|
||||
connectfa.gameObject.SetActive(false);
|
||||
openfa.gameObject.SetActive(false);
|
||||
break;
|
||||
case 1:
|
||||
openfa.gameObject.SetActive(false);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void CoApper()//显示当前步骤应该出现的按钮
|
||||
{
|
||||
switch (XfsStep)
|
||||
{
|
||||
case 0:
|
||||
connectgun.gameObject.SetActive(true);
|
||||
connectfa.gameObject.SetActive(true);
|
||||
openfa.gameObject.SetActive(true);
|
||||
break;
|
||||
case 1:
|
||||
connectfa.gameObject.SetActive(true);
|
||||
openfa.gameObject.SetActive(true);
|
||||
break;
|
||||
case 2:
|
||||
openfa.gameObject.SetActive(true);
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
public void Restore()//启用fire那边造成的脚本隐藏
|
||||
{
|
||||
this.enabled = true;
|
||||
|
||||
}
|
||||
/* public NpcState Setnpcstate()
|
||||
{
|
||||
Debug.Log("Setnpcstate调用");
|
||||
|
@ -18,7 +18,6 @@ public class UseSkill : MonoBehaviour
|
||||
private Skill_Pick skill_Pick;
|
||||
private Skill_Jump skill_Jump;
|
||||
private Skill_watering skill_Watering;
|
||||
|
||||
|
||||
|
||||
// Start is called before the first frame update
|
||||
@ -27,6 +26,7 @@ public class UseSkill : MonoBehaviour
|
||||
skill_Pick = transform.GetComponent<Skill_Pick>();
|
||||
skill_Jump = transform.GetComponent<Skill_Jump>();
|
||||
skill_Watering = transform.GetComponent<Skill_watering>();
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
@ -71,6 +71,7 @@ public class UseSkill : MonoBehaviour
|
||||
{
|
||||
skill_Watering.StopWatering(currentItem);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
@ -2,19 +2,26 @@ using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public enum Firestate
|
||||
{
|
||||
ExtinguishFire,//Ãð»ð
|
||||
NotExtinguishFire//δÃð»ð
|
||||
}
|
||||
|
||||
public class Fire : MonoBehaviour
|
||||
{
|
||||
private GameObject FireEffect;
|
||||
|
||||
private bool isPlayerInRange = false; // 检查玩家是否在范围内
|
||||
private bool isExtinguishing = false; // 是否正在灭火
|
||||
public float extinguishTime = 3.0f; // 灭火所需的时间
|
||||
private float holdTime = 0f; // 按住按钮的计时
|
||||
|
||||
// private Firestate firestate = Firestate.NotExtinguishFire;
|
||||
|
||||
private CharacterControl characterControl;//玩家控制器
|
||||
void Start()
|
||||
{
|
||||
FireEffect = transform.Find("FireEffect").gameObject;
|
||||
|
||||
|
||||
}
|
||||
|
||||
void Update()
|
||||
@ -37,6 +44,7 @@ public class Fire : MonoBehaviour
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("ËÉ¿ª°´¼ü");
|
||||
// 如果玩家松开按键或者离开范围,重置计时
|
||||
holdTime = 0f;
|
||||
isExtinguishing = false;
|
||||
@ -48,14 +56,15 @@ public class Fire : MonoBehaviour
|
||||
// 开始火焰
|
||||
public void StartFire()
|
||||
{
|
||||
FireEffect.SetActive(true);
|
||||
this.gameObject.SetActive(true);
|
||||
isExtinguishing = false; // 重置灭火状态
|
||||
}
|
||||
|
||||
// 停止火焰
|
||||
public void StopFire()
|
||||
{
|
||||
FireEffect.SetActive(false);
|
||||
this.characterControl.Restore();
|
||||
this.gameObject.SetActive(false);
|
||||
Debug.Log("火焰已被熄灭");
|
||||
}
|
||||
|
||||
|
@ -6,7 +6,7 @@ public class DiStributionbox : MonoBehaviour
|
||||
{
|
||||
private Button disbtn;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
void Awake()
|
||||
{
|
||||
disbtn = GameObject.Find("Canvas/Distribution box").GetComponent<Button>();
|
||||
}
|
||||
|
@ -7,7 +7,7 @@ public class FireHydrant : MonoBehaviour
|
||||
private GameObject xfs;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
void Awake()
|
||||
{
|
||||
xfs = GameObject.Find("Canvas/xfs");
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user