视角切换&小地图模糊问题解决
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@@ -21,7 +21,7 @@ namespace Assets.Scenes.Ride.Scripts
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Material _material;
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[SerializeField]
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[Range(1, 10)]
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private float UpdateFrequency = 1;
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private float UpdateFrequency = 0.1f;
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private int _counter;
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@@ -31,6 +31,8 @@ namespace Assets.Scenes.Ride.Scripts
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CyclingController cyclingCotroller;
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private bool initComplete = false;
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private List<Vector3> vector3s = new List<Vector3>();
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protected virtual void Awake()
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{
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if (_map == null)
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@@ -42,9 +44,14 @@ namespace Assets.Scenes.Ride.Scripts
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}
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private void Update()
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{
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if(!vector3s.Contains(playerController.currentPos))
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vector3s.Add(playerController.currentPos);
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}
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private void _map_OnUpdated()
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private void _map_OnUpdated()
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{
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Debug.Log("_map_OnUpdated");
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}
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@@ -120,12 +127,14 @@ namespace Assets.Scenes.Ride.Scripts
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decimal diffAbs = Math.Abs(diff);
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if (diffAbs <= 200)
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{
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dat.Add(item);
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if (!dat.Contains(item))
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dat.Add(item);
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}
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if (diff <= 0 && diff > -200)
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{
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item.y += 0.15f;
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path.Add(item);
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if (!dat.Contains(item))
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path.Add(item);
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}
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}
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var feat = new VectorFeatureUnity();
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@@ -191,7 +200,8 @@ namespace Assets.Scenes.Ride.Scripts
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_directionsGO = new GameObject("MapRoute");
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_directionsGO.transform.parent = transform;
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var lineRender = _directionsGO.AddComponent<LineRenderer>();
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lineRender.material = new Material(Shader.Find("Sprites/Default"));
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//lineRender.material = new Material(Shader.Find("Sprites/Default"));
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lineRender.material = Resources.Load<Material>("UI/Material/color8");
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var dat = feat.Points[0];
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ColorUtility.TryParseHtmlString("#FF2742", out Color c);
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lineRender.endColor = new Color(1,1,1,0.65f);
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@@ -203,7 +213,7 @@ namespace Assets.Scenes.Ride.Scripts
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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 = 10;
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lineRender.numCapVertices = 10;
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lineRender.numCornerVertices = 10;
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@@ -218,8 +228,10 @@ namespace Assets.Scenes.Ride.Scripts
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_pathRoute = new GameObject("MapPathRoute");
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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.material = new Material(Shader.Find("Sprites/Default"));
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var color7 = Resources.Load<Material>("UI/Material/color7");
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var Graph2 = Resources.Load<Material>("UI/Material/3dGraph2");
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lineRender.materials = new Material[] { color7, Graph2 };
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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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@@ -228,8 +240,8 @@ 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 = 10;
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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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