修改捏线逻辑
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@@ -77,6 +77,8 @@ MonoBehaviour:
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waterSampleStep: 2
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waterInterpolate: 1
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waterUpdateEvery: 1
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waterLiftStrength: 0.25
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keepStartAdjacentNodeFollow: 1
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waterPostConstraintIterations: 2
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renderSubdivisionsIdle: 6
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renderSubdivisionsMoving: 2
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@@ -209,7 +211,7 @@ GameObject:
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- component: {fileID: 135844594273256032}
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- component: {fileID: 1923684598771359451}
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- component: {fileID: 2475726686148443307}
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m_Layer: 7
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m_Layer: 15
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m_Name: Lure
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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@@ -494,7 +496,7 @@ GameObject:
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- component: {fileID: 153691655494134957}
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- component: {fileID: 2717383850592950062}
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- component: {fileID: 6678694395924494533}
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m_Layer: 16
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m_Layer: 15
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m_Name: Float
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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@@ -672,6 +674,9 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier: Assembly-CSharp::BobberPresentationController
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fallbackWaterLevel: 0
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waterRenderer: {fileID: 0}
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waterCollisionLayer: 1
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waterQueryObjectWidth: 0.5
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waterProviderBehaviour: {fileID: 114112904742580403}
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enterWaterDepth: 0.002
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exitWaterDepth: -0.01
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@@ -699,10 +704,14 @@ MonoBehaviour:
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planarTiltThreshold: 0.3
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planarDominanceMultiplier: 1.2
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postureHysteresis: 0.04
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postureConfirmTime: 0.08
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postureSwitchCooldown: 0.1
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tiltedAngle: 38
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lyingAngle: 88
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uprightMaxTiltAngle: 8
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planarTiltFactor: 120
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planarDirectionDeadZone: 0.01
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planarDirectionLerpSpeed: 10
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rotationLerpSpeed: 8
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debugResetKey: 1
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debugTapKey: 1
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@@ -710,6 +719,8 @@ MonoBehaviour:
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debugLiftKey: 1
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debugBlackDriftKey: 1
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drawDebug: 1
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UseTestPosture: 0
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TestPosture: 0
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--- !u!1 &1933124697579601
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GameObject:
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m_ObjectHideFlags: 0
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@@ -787,6 +798,8 @@ MonoBehaviour:
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waterSampleStep: 2
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waterInterpolate: 1
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waterUpdateEvery: 1
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waterLiftStrength: 0.25
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keepStartAdjacentNodeFollow: 1
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waterPostConstraintIterations: 2
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renderSubdivisionsIdle: 6
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renderSubdivisionsMoving: 2
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