AR轨迹逻辑
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@@ -8,6 +8,7 @@
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using UnityEngine;
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using System.Collections;
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using FluffyUnderware.DevTools;
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using DG.Tweening;
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namespace FluffyUnderware.Curvy.Examples
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{
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@@ -18,12 +19,15 @@ namespace FluffyUnderware.Curvy.Examples
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public Transform MoveTo;
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public Transform RollTo;
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[Positive]
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public float ChaseTime=0.1f;
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public float ChaseTime=0.5f;
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Vector3 mVelocity;
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Vector3 mRollVelocity;
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private void Start()
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{
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}
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#if UNITY_EDITOR
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void Update()
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{
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@@ -37,7 +41,7 @@ namespace FluffyUnderware.Curvy.Examples
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// else transform.LookAt(LookAt, RollTo.up);
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//}
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if (RollTo)
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transform.rotation = Quaternion.Euler(new Vector3(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, RollTo.rotation.eulerAngles.z));
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transform.rotation = Quaternion.LookRotation(new Vector3(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, RollTo.rotation.eulerAngles.z));
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}
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}
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#endif
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@@ -52,8 +56,8 @@ namespace FluffyUnderware.Curvy.Examples
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// if (!RollTo) transform.LookAt(LookAt);
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// else transform.LookAt(LookAt, Vector3.SmoothDamp(transform.up, RollTo.up, ref mRollVelocity, ChaseTime));
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//}
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// if (RollTo)
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// transform.rotation = Quaternion.Euler (new Vector3 (transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, RollTo.rotation.eulerAngles.z));
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if (RollTo)
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transform.rotation = Quaternion.LookRotation(new Vector3(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, RollTo.rotation.eulerAngles.z));
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}
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}
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}
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