本地合并备份
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@@ -106,7 +106,7 @@ namespace Assets.Scenes.Ride.Scripts
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{
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var point = mapData.List[i].Point;
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Vector3 item = _map.GeoToWorldPosition(new Vector2d(point[0], point[1]));
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item.y += 0.3f;
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item.y += 1f;
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//if (!posInScreen(item) && i > playerController.CurrentIndex)
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//{
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// break;
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@@ -116,7 +116,7 @@ namespace Assets.Scenes.Ride.Scripts
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// dat.Add(item);
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//}
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//前后取50个点
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decimal diff = i - playerController.CurrentIndex;
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decimal diff = i - playerController.CurrentIndex+1;
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decimal diffAbs = Math.Abs(diff);
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if (diffAbs <= 200)
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{
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@@ -124,7 +124,7 @@ namespace Assets.Scenes.Ride.Scripts
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}
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if (diff < 0 && diff > -200)
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{
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item.y += 0.30001f;
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item.y += 0.15f;
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path.Add(item);
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}
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}
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@@ -202,12 +202,12 @@ namespace Assets.Scenes.Ride.Scripts
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lineRender.endWidth = 1f;
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lineRender.positionCount = dat.Count;
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lineRender.SetPositions(feat.Points[0].ToArray());
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lineRender.loop = false;
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lineRender.numCapVertices = 90;
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lineRender.numCornerVertices = 90;
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lineRender.loop = false;
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//lineRender.numCapVertices = 10;
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lineRender.numCornerVertices = 10;
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}
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}
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void CreatPathRoute(List<Vector3> feat)
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{
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@@ -219,7 +219,7 @@ namespace Assets.Scenes.Ride.Scripts
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_pathRoute.transform.parent = transform;
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var lineRender = _pathRoute.AddComponent<LineRenderer>();
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lineRender.material = new Material(Shader.Find("Sprites/Default"));
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//lineRender.material = Resources.Load<Material>("UI/Material/lineStyle9");
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lineRender.endColor = new Color(0.9764706f, 0.1882353f, 0.5254902f, 0.65f);
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lineRender.startColor = new Color(0.9764706f, 0.1882353f, 0.5254902f, 0.65f);
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@@ -228,10 +228,16 @@ namespace Assets.Scenes.Ride.Scripts
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lineRender.endWidth = 1f;
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lineRender.positionCount = feat.Count;
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lineRender.SetPositions(feat.ToArray());
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lineRender.loop = false;
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lineRender.numCapVertices = 90;
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lineRender.numCornerVertices = 90;
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//lineRender.loop = false;
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lineRender.numCapVertices = 10;
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lineRender.numCornerVertices = 10;
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//
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lineRender.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
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lineRender.allowOcclusionWhenDynamic = false;
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lineRender.textureMode = LineTextureMode.Tile;
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lineRender.motionVectorGenerationMode = MotionVectorGenerationMode.ForceNoMotion;
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lineRender.receiveShadows = false;
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lineRender.rayTracingMode = UnityEngine.Experimental.Rendering.RayTracingMode.Off;
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}
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}
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}
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