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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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|
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public class FireStraightBullet : BulletNode |
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{ |
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public GameObject destroyBoom; |
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public GameObject targetPlan;//夷能
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bool isDone; |
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public override IEnumerator MoveToDestination(Transform inputDestination, Transform inputStartPoint) |
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{ |
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startPoint = inputStartPoint.position; |
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destination = inputDestination.position; |
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// destination.y = startPoint.y -0.5f;
|
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// destination.y = startPoint.y-0.35f;
|
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|
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//譜協了崔
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transform.position = startPoint; |
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//廬�
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Vector3 direction = destination - startPoint; |
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float angle = Vector3.SignedAngle(transform.forward, direction, transform.up); |
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transform.eulerAngles = new Vector3(0, angle, 0); |
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|
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//譜崔夷能了崔
|
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// transform.GetComponent<ParticleSystem>().collision.AddPlane(inputDestination);//譜協当弉
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targetPlan .transform .position =inputDestination.position; |
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yield return new WaitUntil(() => isDone == true); |
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yield break; |
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} |
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|
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private void OnParticleCollision(GameObject other ) |
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{ |
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Instantiate(destroyBoom, destination, destroyBoom.transform.rotation); |
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isDone = true; |
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Destroy(this.gameObject); |
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} |
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|
} |
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