视角控制
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@@ -13,18 +13,10 @@ public partial class FPlayer : MonoBehaviour
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/// </summary>
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public Transform CameraRoot;
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public Transform rHandRodJoiner => MainArm.RodContainer;
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public FRod assignRod;
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// [HideInInspector] public FRod currentRod;
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private CCDIK interactionCCDIK;
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private float interactionTargetWeight;
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[HideInInspector] public float handPullUp;
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public Fsm<FPlayer> Fsm { get; private set; }
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private PlayerArm[] Arms;
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@@ -41,6 +33,8 @@ public partial class FPlayer : MonoBehaviour
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public Transform Light;
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public Transform BackSpine;
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private void Awake()
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{
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PlayerAnimatorCtrl = gameObject.GetComponent<PlayerAnimator>();
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@@ -78,14 +72,9 @@ public partial class FPlayer : MonoBehaviour
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if (data.PlayerID == GameModel.RoleID)
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{
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// var mainSync = gameObject.AddComponent<FPlayerMainSync>();
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BaseCamera.Main.transform.SetParent(CameraRoot);
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BaseCamera.Main.transform.localPosition = Vector3.zero;
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}
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else
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{
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// var otherSync = gameObject.AddComponent<FPlayerOtherSync>();
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}
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}
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#region 初始化相关
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@@ -159,7 +148,6 @@ public partial class FPlayer : MonoBehaviour
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{
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if (Light)
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{
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Light.localRotation = BaseCamera.Main.transform.localRotation;
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if (Light.gameObject.activeSelf != Data.openLight)
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{
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Light.gameObject.SetActive(Data.openLight);
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