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@ -7738,52 +7738,6 @@ MeshCollider:
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--- !u!1001 &326324319
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@ -8797,7 +8751,7 @@ MonoBehaviour:
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joystick: {fileID: 1221713539}
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cameraTransform: {fileID: 1068997307}
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moveSpeed: 5
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characterControl: {fileID: 382802815}
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DragTheScreen: {fileID: 1490008725}
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mainCamera: {fileID: 1068997306}
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rb: {fileID: 382802811}
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normalFOV: 60
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@ -25711,6 +25665,52 @@ Transform:
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--- !u!1 &1521737075
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GameObject:
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@ -9,6 +9,7 @@ public class PlayerMovement_Jpystick : MonoBehaviour, IDragHandler
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public Transform cameraTransform; // 引用主摄像机的 Transform
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public float moveSpeed = 5f;
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public DragTheScreen DragTheScreen;
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//public CharacterControl characterControl;
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private CharacterAin Characterain;
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@ -71,7 +71,7 @@ public class Skill_Jump : MonoBehaviour
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characterRigidbody.isKinematic = true;
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// 禁用角色的物理移动,防止翻越时移动受影响
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GetComponent<PlayerMovement_Jpystick>().enabled = false;
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GetComponent<PlayerMovement_Jpystick>().DragTheScreen.enabled = false;
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// 让角色移动到翻越后的位置
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StartCoroutine(VaultMovement(hitPoint));
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@ -104,7 +104,7 @@ public class Skill_Jump : MonoBehaviour
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// 立即恢复物理控制和碰撞体
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characterRigidbody.isKinematic = false;
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characterCollider.enabled = true;
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GetComponent<PlayerMovement_Jpystick>().enabled = true;
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GetComponent<PlayerMovement_Jpystick>().DragTheScreen.enabled = true;
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// 确保刚体恢复正常的重力影响
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characterRigidbody.velocity = Vector3.zero; // 清除任何残留的速度
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@ -143,6 +143,7 @@ public class Fire : MonoBehaviour
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// 如果松开按键或者离开范围,重置计时
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holdTime = 0f;
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isExtinguishing = false;
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TimeText.gameObject.SetActive(false);
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// 恢复玩家控制器
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if (!Input.GetMouseButton(0)) EnablePlayerControl();
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}
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@ -162,14 +163,14 @@ public class Fire : MonoBehaviour
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// 停止火焰
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public void StopFire()
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{
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this.characterControl.enabled=true;
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this.characterControl.DragTheScreen.enabled=true;
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this.gameObject.SetActive(false);
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Debug.Log("火焰已被熄灭");
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UseSkill = null;
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isPlayerInRange = false; // 玩家离开范围
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characterControl = null;
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us.FireOUt();
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TimeText.gameObject.SetActive(false);
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TimeText.gameObject.SetActive(false);
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}
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// 当玩家进入火焰范围时触发
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@ -212,7 +213,8 @@ public class Fire : MonoBehaviour
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{
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isPlayerInRange = false; // 玩家离开范围
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characterControl = null;
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UseSkill= null;
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characterControl.DragTheScreen.enabled = true;
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UseSkill = null;
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us.FireOUt();
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TimeText.gameObject.SetActive(false);
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}
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@ -223,7 +225,7 @@ public class Fire : MonoBehaviour
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{
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if (characterControl != null)
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{
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characterControl.enabled = false;
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characterControl.DragTheScreen.enabled = false;
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}
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}
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@ -232,7 +234,7 @@ public class Fire : MonoBehaviour
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{
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if (characterControl != null)
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{
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characterControl.enabled = true;
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characterControl.DragTheScreen.enabled = true;
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}
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}
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}
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@ -26,17 +26,17 @@ public class XFS : MonoBehaviour
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ConnectGun.onClick.AddListener((() =>
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{
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PLayerLook();
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CharacterControl.enabled = false; Invoke("connectGun",6f);}));
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CharacterControl.DragTheScreen.enabled = false; Invoke("connectGun",6f);}));
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ConnectFa.onClick.AddListener(() =>
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{
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PLayerLook();
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ShuiguanGameObject.SetActive(true);
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CharacterControl.enabled = false; Invoke("connectFa", 6f);
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CharacterControl.DragTheScreen.enabled = false; Invoke("connectFa", 6f);
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});
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OpenFa.onClick.AddListener(() =>
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{
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PLayerLook();
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CharacterControl.enabled = false; Invoke("openFa", 6f);
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CharacterControl.DragTheScreen.enabled = false; Invoke("openFa", 6f);
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});
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}
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@ -48,16 +48,16 @@ public class XFS : MonoBehaviour
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public void connectGun()
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{
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//UseSkill.Initgun(Gun);
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CharacterControl.enabled = true;
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CharacterControl.DragTheScreen.enabled = true;
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}
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public void connectFa()
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{
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Solver solver = ShuiguanGameObject.GetComponent<Solver>();
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solver.INit(Gun.transform);
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CharacterControl.enabled = true;
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CharacterControl.DragTheScreen.enabled = true;
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}
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public void openFa()
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@ -70,7 +70,7 @@ public class XFS : MonoBehaviour
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water.SetActive(false);
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IShavewater = true;
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UseSkill.Initgun();
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CharacterControl.DragTheScreen.enabled = true;
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}
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// Update is called once per frame
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void Update()
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