去掉obi,使用自写绳索
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@@ -1,70 +0,0 @@
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using System;
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using UnityEngine;
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namespace Obi
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{
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[AddComponentMenu("Physics/Obi/Obi Particle Attachment", 820)]
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[RequireComponent(typeof(ObiActor))]
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[ExecuteInEditMode]
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public class ObiParticleAttachment : MonoBehaviour
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{
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public enum AttachmentType
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{
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Static,
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Dynamic
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}
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[SerializeField] [HideInInspector] private ObiActor m_Actor;
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[SerializeField] [HideInInspector] private Transform m_Target;
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[SerializeField] [HideInInspector] private ObiParticleGroup m_ParticleGroup;
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[SerializeField] [HideInInspector] private AttachmentType m_AttachmentType = AttachmentType.Static;
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[SerializeField] [HideInInspector] private bool m_ConstrainOrientation = false;
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[SerializeField] [HideInInspector] private bool m_Projection = false;
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[SerializeField] [HideInInspector] private float m_Compliance = 0;
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// private variables are serialized during script reloading, to keep their value. Must mark them explicitly as non-serialized.
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[NonSerialized] private ObiPinConstraintsBatch pinBatch;
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[NonSerialized] private ObiColliderBase attachedCollider;
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[NonSerialized] private int attachedColliderHandleIndex;
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[NonSerialized] private int[] m_SolverIndices;
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[NonSerialized] private Vector3[] m_PositionOffsets = null;
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[NonSerialized] private Quaternion[] m_OrientationOffsets = null;
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/// <summary>
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/// The actor this attachment is added to.
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/// </summary>
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public ObiActor actor
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{
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get { return m_Actor; }
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}
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/// <summary>
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/// The target transform that the <see cref="particleGroup"/> should be attached to.
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/// </summary>
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public Transform target
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{
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get { return m_Target; }
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set
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{
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if (value != m_Target)
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{
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m_Target = value;
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Bind();
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}
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}
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}
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/// <summary>
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/// The particle group that should be attached to the <see cref="target"/>.
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/// </summary>
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public ObiParticleGroup particleGroup
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{
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get
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{
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return m_ParticleGroup;
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}
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set
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{
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