Merge branch 'main' of http://shu.sheziwanglo.cn:3000/wulongxiao/_xiaofang
This commit is contained in:
commit
14e656915a
@ -33918,7 +33918,7 @@ GameObject:
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- component: {fileID: 5825030608256766515}
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- component: {fileID: 5825030608256766515}
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m_Layer: 0
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m_Layer: 0
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m_Name: VFX_Fire_01_Big
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m_Name: VFX_Fire_01_Big
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m_TagString: Untagged
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m_TagString: fire
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m_Icon: {fileID: 0}
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_StaticEditorFlags: 0
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@ -9656,7 +9656,7 @@ GameObject:
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- component: {fileID: 1871290703645314915}
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- component: {fileID: 1871290703645314915}
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m_Layer: 0
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m_Layer: 0
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m_Name: VFX_Fire_01_Small
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m_Name: VFX_Fire_01_Small
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m_TagString: Untagged
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m_TagString: fire
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m_Icon: {fileID: 0}
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_StaticEditorFlags: 0
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@ -2789,7 +2789,6 @@ GameObject:
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- component: {fileID: 382802815}
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- component: {fileID: 382802815}
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- component: {fileID: 382802816}
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- component: {fileID: 382802816}
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- component: {fileID: 382802817}
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- component: {fileID: 382802817}
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- component: {fileID: 382802820}
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- component: {fileID: 382802819}
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- component: {fileID: 382802819}
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- component: {fileID: 382802818}
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- component: {fileID: 382802818}
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- component: {fileID: 382802821}
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- component: {fileID: 382802821}
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@ -2886,7 +2885,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 340618fb82d9f7246a985879a59c7b4d, type: 3}
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m_Script: {fileID: 11500000, guid: 340618fb82d9f7246a985879a59c7b4d, type: 3}
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m_Name:
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m_Name:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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moveSpeed: 1
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moveSpeed: 4
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mainCamera: {fileID: 1068997306}
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mainCamera: {fileID: 1068997306}
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JumpAbility: 1
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JumpAbility: 1
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JumpMoveSpeed: 1
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JumpMoveSpeed: 1
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@ -2968,26 +2967,6 @@ MonoBehaviour:
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relativePosition: {x: 0, y: 0, z: 0}
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relativePosition: {x: 0, y: 0, z: 0}
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relativeRotation: {x: 0, y: 0, z: 0}
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relativeRotation: {x: 0, y: 0, z: 0}
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pickUpRange: 2
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pickUpRange: 2
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--- !u!114 &382802820
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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: 382802809}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 776645053b40a604db295f0167ee1a67, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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vaultDistance: 2
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vaultHeight: 2
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vaultLayerMask:
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serializedVersion: 2
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m_Bits: 0
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vaultForwardDistance: 0.5
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vaultUpwardHeight: 1
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characterRigidbody: {fileID: 0}
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--- !u!114 &382802821
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--- !u!114 &382802821
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MonoBehaviour:
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -16301,7 +16280,7 @@ PrefabInstance:
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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- target: {fileID: -4216859302048453862, guid: 062c3db07b863f644a93bc3f63e6644b, type: 3}
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- target: {fileID: -4216859302048453862, guid: 062c3db07b863f644a93bc3f63e6644b, type: 3}
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propertyPath: m_LocalPosition.y
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propertyPath: m_LocalPosition.y
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value: 0.07
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value: 0.54
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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- target: {fileID: -4216859302048453862, guid: 062c3db07b863f644a93bc3f63e6644b, type: 3}
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- target: {fileID: -4216859302048453862, guid: 062c3db07b863f644a93bc3f63e6644b, type: 3}
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propertyPath: m_LocalPosition.z
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propertyPath: m_LocalPosition.z
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@ -6,9 +6,9 @@ using UnityEngine;
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//这个是翻越,懒得改名字了
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//这个是翻越,懒得改名字了
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public class Skill_Jump : MonoBehaviour
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public class Skill_Jump : MonoBehaviour
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{
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{
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private CharacterAin CharacterAin; // 用于控制翻越动画
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public CharacterAin CharacterAin; // 用于控制翻越动画
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public float vaultDistance = 2f; // 角色可以翻越的最大距离
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public float vaultDistance = 4f; // 角色可以翻越的最大距离
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public float vaultHeight = 2f; // 角色可以翻越的最大高度
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public float vaultHeight = 4f; // 角色可以翻越的最大高度
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public LayerMask vaultLayerMask; // 用于检测可翻越物体的 Layer
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public LayerMask vaultLayerMask; // 用于检测可翻越物体的 Layer
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public float vaultForwardDistance = 0.5f; // 可调整的翻越前进距离
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public float vaultForwardDistance = 0.5f; // 可调整的翻越前进距离
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public float vaultUpwardHeight = 1.0f; // 可调整的翻越高度
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public float vaultUpwardHeight = 1.0f; // 可调整的翻越高度
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@ -19,12 +19,13 @@ public class Skill_Jump : MonoBehaviour
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private void Start()
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private void Start()
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{
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{
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CharacterAin = transform.GetComponent<CharacterAin>();
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CharacterAin = transform.Find("newPlayer").GetComponent<CharacterAin>();
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characterCollider = GetComponent<Collider>();
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characterCollider = GetComponent<Collider>();
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characterRigidbody = GetComponent<Rigidbody>();
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characterRigidbody = GetComponent<Rigidbody>();
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}
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}
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void Update()
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void Update()
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{
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{
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//
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if (Input.GetKeyDown(KeyCode.Space) && !isVaulting)
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if (Input.GetKeyDown(KeyCode.Space) && !isVaulting)
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{
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{
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Debug.Log("按下翻越");
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Debug.Log("按下翻越");
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@ -38,9 +39,17 @@ public class Skill_Jump : MonoBehaviour
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Debug.Log("正在检测");
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Debug.Log("正在检测");
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RaycastHit hit;
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RaycastHit hit;
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Debug.DrawRay(transform.position, transform.forward * vaultDistance, Color.red, 2f);
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Vector3 rayStartPosition = transform.position + Vector3.up * 0.9f;
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Debug.DrawRay(rayStartPosition, transform.forward * vaultDistance, Color.red, 2f);
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Physics.Raycast(transform.position, transform.forward, out hit, vaultDistance, vaultLayerMask);
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Debug.Log(hit.transform.name);
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// 从角色前方向前发射一个射线,检测是否有障碍物
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// 从角色前方向前发射一个射线,检测是否有障碍物
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if (Physics.Raycast(transform.position, transform.forward, out hit, vaultDistance, vaultLayerMask))
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if (Physics.Raycast(transform.position, transform.forward, out hit, vaultDistance, vaultLayerMask))
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{
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{
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Debug.Log("============================"+hit);
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// 如果检测到的障碍物高度适合翻越
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// 如果检测到的障碍物高度适合翻越
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if (hit.collider.bounds.size.y <= vaultHeight)
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if (hit.collider.bounds.size.y <= vaultHeight)
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{
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{
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@ -1,3 +1,4 @@
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using DG.Tweening;
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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 System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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@ -62,7 +63,9 @@ public class Skill_Pick : MonoBehaviour
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// 将物品设置为玩家手部的子对象,并调整其位置和旋转
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// 将物品设置为玩家手部的子对象,并调整其位置和旋转
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item.transform.SetParent(rightHand, true); // false表示保持物品的世界旋转和位置
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item.transform.SetParent(rightHand, true); // false表示保持物品的世界旋转和位置
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item.transform.localPosition = relativePosition; // 假设玩家手中有一个默认的持物位置
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item.transform.localPosition = relativePosition; // 假设玩家手中有一个默认的持物位置
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item.transform.localRotation = Quaternion.Euler(relativeRotation); // ÖØÖÃÐýת
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item.transform.localRotation = Quaternion.Euler(relativeRotation); // ÖØÖÃÐýת
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Debug.Log("^^^^^^^^^^^^^^^^^^^^^^^^^");
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Debug.Log("^^^^^^^^^^^^^^^^^^^^^^^^^");
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// 更新当前持有的物品
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// 更新当前持有的物品
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@ -46,6 +46,10 @@ public class UseSkill : MonoBehaviour
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Debug.LogError("F");
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Debug.LogError("F");
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//Debug.LogError(skill_Pick.Pick());
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//Debug.LogError(skill_Pick.Pick());
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currentItem = _skill_Pick.Pick();
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currentItem = _skill_Pick.Pick();
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if(currentItem.transform.name == "NoFire")
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{
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currentItem.transform.Rotate(180f, -80f, -30f);
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}
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}
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}
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if (Input.GetKeyDown(KeyCode.Q))
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if (Input.GetKeyDown(KeyCode.Q))
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{
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{
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@ -53,11 +57,7 @@ public class UseSkill : MonoBehaviour
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}
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}
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}
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}
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//·Ô½£¨Ìø£©
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void Jump()
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{
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}
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//È÷Ë®
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//È÷Ë®
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void Skill_Watering()
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void Skill_Watering()
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@ -29,7 +29,8 @@ public class Fire : MonoBehaviour
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void Update()
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void Update()
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{
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{
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MieFire();
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MieFire();
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}
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}
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@ -21,17 +21,4 @@ public class CharacterAttribute : MonoBehaviour
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public string Stats1;
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public string Stats1;
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public string Stats2;
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public string Stats2;
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// Start is called before the first frame update
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void Start()
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{
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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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}
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