1.新增了SplineAnchor的旋转跟随2.修复了IInteraction交互物体的乱序错误
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@@ -50,23 +50,52 @@ namespace Demo.Game
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/// <summary>
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/// 绑定到样条线渲染器上(必须已经加载),
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/// 并设置位置为指定时间的时刻渲染器所生成的头部位置
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/// 并设置跟随指定时间的时刻渲染器所生成的头部
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/// </summary>
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/// <param name="path">对象路径, 不存在时则立刻加载</param>
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/// <param name="time">时刻</param>
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/// <param name="isFollowPosition">是否跟随位置, 默认开启</param>
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/// <param name="isFollowRotation">是否跟随旋转, 默认开启</param>
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[ScriptableCall(@"
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<summary>
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绑定到样条线渲染器上(必须已经加载),
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并设置位置为指定时间的时刻渲染器所生成的头部位置
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并设置跟随指定时间的时刻渲染器所生成的头部
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</summary>
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<param name=""path"">对象路径, 不存在时则立刻加载</param>
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<param name=""time"">时刻</param>
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<param name=""isFollowPosition"">是否跟随位置, 默认开启</param>
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<param name=""isFollowRotation"">是否跟随旋转, 默认开启</param>
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")]
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public void LoadSplineRenderer(string path, string time)
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public void LoadSplineRenderer(string path, string time, string isFollowPosition = "true", string isFollowRotation = "true")
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{
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MySplineRenderer = this.LoadSplineRendererTool(path);
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MySplineOffset = Parse(time);
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Updater =()=> transform.position = MySplineRenderer.EvaluateClipToPosition(MySplineOffset);
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bool bIsFollowPosition = ConvertValue<bool>(isFollowPosition);
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bool bIsFollowRotation = ConvertValue<bool>(isFollowRotation);
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if (bIsFollowPosition && bIsFollowRotation)
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{
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Updater = () =>
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{
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var result = MySplineRenderer.EvaluateClipTo(MySplineOffset);
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transform.position = result.position;
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transform.rotation = result.rotation;
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};
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}
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else if (bIsFollowPosition)
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{
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Updater = () =>
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{
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transform.position = MySplineRenderer.EvaluateClipToPosition(MySplineOffset);
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};
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}
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else
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{
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Updater = () =>
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{
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var result = MySplineRenderer.EvaluateClipTo(MySplineOffset);
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transform.rotation = result.rotation;
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};
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}
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}
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}
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}
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