碰撞检测,射线检测,动态位移
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@@ -22,7 +22,7 @@ namespace Assets.Scripts.Scenes.VideoRide
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protected double currentSlope;
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protected double nextSlope;
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protected double nextSlopeDistance;
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protected double distance;
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public double distance;
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protected double currentSlopeDistance;
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protected double lastEndDistance;
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protected double totalClimb;
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@@ -33,7 +33,8 @@ namespace Assets.Scripts.Scenes.VideoRide
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float timer = 1f;
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protected bool start = true;
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protected VideoGameManager manager { get; set; }
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Camera camera;
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float currenPlayerHeight;
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protected virtual void Start()
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{
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animator = GetComponent<Animator>();
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@@ -41,9 +42,19 @@ namespace Assets.Scripts.Scenes.VideoRide
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mapData = manager.GetMapData();
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ComputeNextSlope();//初始化坡度等
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animator.Play("idle");
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camera = Camera.main;
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//注解1
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//得到模型原始高度
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float size_y = GetComponent<Collider>().bounds.size.y;
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//得到模型缩放比例
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float scal_y = transform.localScale.y;
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//它们的乘积就是高度
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currenPlayerHeight = (size_y * scal_y);
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}
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void Update()
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protected virtual void Update()
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{
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timer -= Time.deltaTime;
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ComputeAnimator();//控制动画
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@@ -58,6 +69,7 @@ namespace Assets.Scripts.Scenes.VideoRide
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ComputePlayer();//计算人物属性
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ComputeRecord();
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ComputeVideo();
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ComputeRandom();
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}
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timer += 1f;
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}
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@@ -67,8 +79,33 @@ namespace Assets.Scripts.Scenes.VideoRide
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speed = 0;
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Debug.Log(e.Message);
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}
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//获取player的position信息
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Vector3 pos = transform.position;
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pos.y += 3f;
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//射线碰撞物信息接收
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RaycastHit hit;
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//第二种写法
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//我们可以先创建出一条射线
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Ray ray = new Ray(pos, new Vector3(0, -5, 22));
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//然后用这条射线去做射线检测
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//射线,输出碰撞体信息,射线长度,射线在那一层检测,射线不忽略开启触发器(istrigger)的碰撞体
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bool isHit = Physics.Raycast(ray, out hit, 15f, 1 << 0, QueryTriggerInteraction.Collide);
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//在unity窗口画出射线
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Debug.DrawLine(pos, new Vector3(pos.x, pos.y, pos.z + 5), Color.red);
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if (isHit)//如果射线检测到物体
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{
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//打印出被检测物体的名字
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print(hit.transform.name);
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transform.DOLocalMoveX(-2, 1);
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transform.DOLocalMoveZ(27, 1).onComplete+=()=>{
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transform.DOLocalMoveX(2, 1);
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};
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}
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}
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}
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//人物碰撞
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void OnCollisionEnter(Collision collision)
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{
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@@ -82,6 +119,17 @@ namespace Assets.Scripts.Scenes.VideoRide
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}
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}
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}
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void ComputeRandom()
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{
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var offset = 30;
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if (ticks % 9 == 0)
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transform.DOMoveZ(transform.position.z - offset, 1f);
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if (ticks % 5 == 0)
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transform.DOMoveZ(transform.position.z + offset, 2f);
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//人物的rotation y
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transform.DOLocalRotate(new Vector3(0f, bearing, 0f), 1f);
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}
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//动画状态机
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void ComputeAnimator()
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{
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@@ -90,13 +138,26 @@ namespace Assets.Scripts.Scenes.VideoRide
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animator.SetFloat("preSpeed", (float)preSpeed);
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animator.SetFloat("speed", (float)speed);
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animator.SetFloat("grade", (float)currentSlope);
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var currentFrame = manager.GetCurrentFrame() ?? 0;
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var currentFrame = manager.GetCurrentFrame();
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if (manager.mockDirection.ContainsKey(currentFrame))
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{
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bearing = manager.mockDirection[currentFrame];
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}
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animator.SetFloat("bearing", bearing);
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}
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}
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//人相对视频不距离不变。 其他人相对视频做前后位移
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//人与人之前前后距离按照射线检测 扇形射线
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//人与人左右距离按照碰撞检测
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//每个人都实时计算前后距离
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//其他玩家相对当前主人公做正向或者反向位移,左右
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protected virtual void ChangeToFirst()
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{
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transform.DOLocalMoveZ(-1, 1);
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}
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protected virtual void ChangeToThird()
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{
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transform.DOLocalMoveZ(55, 1);
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}
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//计算人物当前属性
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protected abstract void ComputePlayer();
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@@ -13,6 +13,8 @@ using System.Linq;
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using System.Threading.Tasks;
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using TurfCS;
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using UnityEngine;
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using DG.Tweening;
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namespace Assets.Scripts.Scenes.VideoRide
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{
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public class VideoGameManager : DeviceServiceMonoBase
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@@ -34,6 +36,7 @@ namespace Assets.Scripts.Scenes.VideoRide
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private double endDistance { get; set; }
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public Dictionary<int, bool> slots = new Dictionary<int, bool>();
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Transform cube;
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private async void Awake()
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{
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base.Awake();
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@@ -49,9 +52,11 @@ namespace Assets.Scripts.Scenes.VideoRide
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MapUDPService.Init();//初始化TCP
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MockDirection();
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InitSlots();
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}
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void Start()
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{
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cube = transform.Find("Cube");
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//获取媒体播放器
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mediaPlayer = FindObjectOfType<MediaPlayer>();
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var mapApi = ConfigHelper.mapApi;
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@@ -88,6 +93,15 @@ namespace Assets.Scripts.Scenes.VideoRide
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cyclingController?.Run(null);
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var onlineRiders = cyclingController.riders;
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timer += 1f;
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}
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var p = FindObjectOfType<VideoPlayer>();
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if (p.distance > 0)
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{
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preFrame = currentFrame;
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currentFrame = GetCurrentFrame();
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var dd = (currentFrame - preFrame) / 200f * cube.position.z;
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cube.DOMoveZ((float)(cube.position.z - dd), 0f);
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}
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}
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private void InitSlots()
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@@ -195,10 +209,12 @@ namespace Assets.Scripts.Scenes.VideoRide
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{
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mediaPlayer?.Stop();
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}
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int preFrame = 0;
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int currentFrame = 0;
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public int? GetCurrentFrame()
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public int GetCurrentFrame()
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{
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return mediaPlayer?.Control.GetCurrentTimeFrames();
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return mediaPlayer.Control.GetCurrentTimeFrames();
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}
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public void SetCurrentFrame(int seq)
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@@ -286,6 +302,10 @@ namespace Assets.Scripts.Scenes.VideoRide
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{
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return mapData;
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}
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public float GetPlayRatio()
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{
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return mediaPlayer.Control.GetPlaybackRate();
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}
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public List<VideoMapModel> getVideoPointList()
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{
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return videoPointList;
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@@ -12,6 +12,11 @@ namespace Assets.Scripts.Scenes.VideoRide
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base.Start();
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animator.Play("idle");
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}
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protected override void Update()
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{
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base.Update();
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}
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public void SetPower(double power)
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{
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this.power = power;
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@@ -47,6 +52,7 @@ namespace Assets.Scripts.Scenes.VideoRide
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speed = 0;
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distance = 0;
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}
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}
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//控制视频播放速度
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protected override void ComputeVideo()
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