修改arm
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@@ -15,8 +15,23 @@ namespace NBF
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public Transform NeckTransform;
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public LookAtIK LookIk;
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public PlayerArm LeftArm;
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public PlayerArm RightArm;
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public Transform RodRoot;
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public Transform RodRoot
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{
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get
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{
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if (RightArm == null)
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{
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return transform;
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}
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return RightArm.RodContainer;
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}
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}
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// public Transform RodRoot;
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private void Awake()
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@@ -28,5 +43,10 @@ namespace NBF
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IK = GetComponent<PlayerIK>();
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PlayerAnimator = GetComponent<PlayerAnimator>();
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}
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public void SetPlayer(FPlayer player)
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{
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LookIk.solver.target = player.FppLook;
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}
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}
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}
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@@ -48,12 +48,11 @@ namespace NBF
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{
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_cameraAsset.fppVCam.LookAt = player.FppLook;
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_cameraAsset.fppVCam.Follow = player.ModelAsset.NeckTransform;
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player.ModelAsset.LookIk.solver.target = player.FppLook;
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}
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_cameraAsset.fppVCam.Priority = 10;
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_cameraAsset.tppVCam.Priority = 0;
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StartCoroutine(SnapToTarget());
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// StartCoroutine(SnapToTarget());
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}
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public void SetFppLook(Transform fppCamLook)
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@@ -65,22 +64,6 @@ namespace NBF
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{
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_cameraAsset.fppVCam.Follow = fppCamFollow;
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}
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IEnumerator SnapToTarget()
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{
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// 等 Cinemachine 先激活并跑一帧
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yield return null;
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Transform follow = _cameraAsset.fppVCam.Follow;
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_cameraAsset.fppVCam.OnTargetObjectWarped(
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follow,
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follow.position - _cameraAsset.fppVCam.transform.position
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);
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// _cameraAsset.fppVCam.OnTargetObjectWarped(
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// FPlayer.Instance.ModelAsset.NeckTransform,
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// FPlayer.Instance.ModelAsset.NeckTransform.position - _cameraAsset.fppVCam.transform.position
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// );
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}
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}
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}
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@@ -185,6 +185,7 @@ namespace NBF
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var actionName = context.action.name;
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if (actionName == "Op1")
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{
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IsOp1 = true;
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OnOp1Action?.Invoke(true);
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}
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else if (actionName == "Op2")
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@@ -201,6 +202,7 @@ namespace NBF
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var actionName = context.action.name;
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if (actionName == "Op1")
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{
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IsOp1 = false;
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OnOp1Action?.Invoke(false);
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}
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else if (actionName == "Op2")
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