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@@ -10,7 +10,7 @@ public class RayCtr : MonoBehaviour
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public bool starRay = false; //<2F>Ƿ<EFBFBD><C7B7><EFBFBD>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD>
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public LayerMask detectionLayer ; //<2F><><EFBFBD><EFBFBD><EFBFBD>IJ㼶
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public int myhandType; //<2F>Լ<EFBFBD><D4BC>ֵ<EFBFBD><D6B5><EFBFBD><EFBFBD><EFBFBD>1<EFBFBD><31><EFBFBD><EFBFBD> 2<><32><EFBFBD><EFBFBD>
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public bool isstarRay = false;
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//<2F><>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>
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@@ -29,7 +29,8 @@ public class RayCtr : MonoBehaviour
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void Start()
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{
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GlobalEventMgr.Listen<int>(GameEvent.EventRayStart, GameDataManage_EventRayStart);
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GlobalEventMgr.Listen<int>(GameEvent.EventRayEnd, GameDataManage_EventRayEnd);
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GlobalEventMgr.Listen<int>(GameEvent.EventRayEnd, GameDataManage_EventRayEnd2);
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//// <20><><EFBFBD><EFBFBD>LineRenderer<65><72><EFBFBD><EFBFBD>
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//lineRenderer = gameObject.AddComponent<LineRenderer>();
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@@ -68,32 +69,36 @@ public class RayCtr : MonoBehaviour
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void Update()
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{
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//UpdateVisualRay(); //<2F><>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD>
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if (!isstarRay) { return; }
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// <20>ڳ<EFBFBD><DAB3><EFBFBD><EFBFBD><EFBFBD>ͼ<EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ߣ<EFBFBD><DFA3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD><DAB5>ԣ<EFBFBD>
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if (starRay)
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if (!SceneMgr.Instance.isTrigger)
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{
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Debug.DrawRay(transform.position, transform.forward * rayLength, Color.red);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><CEBB><EFBFBD><EFBFBD>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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Ray ray = new Ray(transform.position, transform.forward);
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RaycastHit hit; // <20>洢<EFBFBD><E6B4A2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2>Ϣ
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//Debug.Log("<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>......<2E><>1<EFBFBD><31>");
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if (Physics.Raycast(ray, out hit, rayLength, detectionLayer))
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if (starRay)
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{
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GameObject hitObject = hit.collider.gameObject; // <20><>ȡ<EFBFBD><C8A1>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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Debug.DrawRay(transform.position, transform.forward * rayLength, Color.red);
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//Debug.Log("<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: " + hitObject.name+"||"+ hitObject.name.Substring(0, 4)); // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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if ("Quad" == hitObject.name.Substring(0, 4))
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǰ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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Ray ray = new Ray(transform.position, transform.forward);
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RaycastHit hit; // <20>洢<EFBFBD><E6B4A2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2>Ϣ
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//Debug.Log("<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>......<2E><>1<EFBFBD><31>");
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if (Physics.Raycast(ray, out hit, rayLength, detectionLayer))
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{
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fontIndex = int.Parse(hitObject.name.Substring(4));
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Debug.Log("<22><><EFBFBD>˵ڼ<CBB5><DABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>......"+ fontIndex);
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starRay = false;
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isRun = false;
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runTime = 0;
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GlobalEventMgr.Dispatch(GameEvent.EventRayQuadOk, true, myhandType, fontIndex);
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GameObject hitObject = hit.collider.gameObject; // <20><>ȡ<EFBFBD><C8A1>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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//Debug.Log("<22><><EFBFBD><EFBFBD><E2B5BD><EFBFBD><EFBFBD>: " + hitObject.name+"||"+ hitObject.name.Substring(0, 4)); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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if ("Quad" == hitObject.name.Substring(0, 4))
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{
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fontIndex = int.Parse(hitObject.name.Substring(4));
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Debug.Log("<22><><EFBFBD>˵ڼ<CBB5><DABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>......" + fontIndex);
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starRay = false;
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isRun = false;
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runTime = 0;
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GlobalEventMgr.Dispatch(GameEvent.EventRayQuadOk, true, myhandType, fontIndex);
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}
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}
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}
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}
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if (isRun)
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{
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@@ -117,4 +122,12 @@ public class RayCtr : MonoBehaviour
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runTime = 0;
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}
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}
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void GameDataManage_EventRayEnd(int type)
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{
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isstarRay = true;
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}
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void GameDataManage_EventRayEnd2(int type)
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{
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isstarRay = false;
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}
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}
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