人类士兵技能
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using UnityEngine;
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using System.Collections;
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namespace TJGeneratorLibEffects
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{
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public class ETFXRotation : MonoBehaviour
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{
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[Header("Rotate axises by degrees per second")]
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public Vector3 rotateVector = Vector3.zero;
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public enum spaceEnum { Local, World };
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public spaceEnum rotateSpace;
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// Use this for initialization
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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if (rotateSpace == spaceEnum.Local)
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transform.Rotate(rotateVector * Time.deltaTime);
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if (rotateSpace == spaceEnum.World)
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transform.Rotate(rotateVector * Time.deltaTime, Space.World);
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}
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}
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bumpmap:
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convertToNormalMap: 0
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externalNormalMap: 0
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heightScale: 0.25
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normalMapFilter: 0
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isReadable: 0
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grayScaleToAlpha: 0
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generateCubemap: 0
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cubemapConvolution: 0
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cubemapConvolutionSteps: 7
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cubemapConvolutionExponent: 1.5
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seamlessCubemap: 0
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textureFormat: -1
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maxTextureSize: 2048
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textureSettings:
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filterMode: -1
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aniso: -1
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mipBias: -1
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wrapMode: -1
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nPOTScale: 1
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lightmap: 0
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rGBM: 0
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compressionQuality: 50
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allowsAlphaSplitting: 0
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spriteMode: 0
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spriteExtrude: 1
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spriteMeshType: 1
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spritePixelsToUnits: 100
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alphaIsTransparency: 1
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textureType: -1
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buildTargetSettings: []
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spriteSheet:
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sprites: []
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outline: []
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spritePackingTag:
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userData:
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assetBundleName:
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assetBundleVariant:
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Binary file not shown.
|
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fileFormatVersion: 2
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TextureImporter:
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fileIDToRecycleName: {}
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externalObjects: {}
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serializedVersion: 4
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mipmaps:
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mipMapMode: 0
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enableMipMap: 1
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sRGBTexture: 1
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linearTexture: 0
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fadeOut: 0
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borderMipMap: 0
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mipMapsPreserveCoverage: 0
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alphaTestReferenceValue: 0.5
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mipMapFadeDistanceStart: 1
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mipMapFadeDistanceEnd: 3
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bumpmap:
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convertToNormalMap: 0
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externalNormalMap: 0
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heightScale: 0.25
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normalMapFilter: 0
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isReadable: 0
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grayScaleToAlpha: 0
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generateCubemap: 6
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cubemapConvolution: 0
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seamlessCubemap: 0
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textureFormat: 1
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maxTextureSize: 2048
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textureSettings:
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serializedVersion: 2
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filterMode: -1
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aniso: -1
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mipBias: -1
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wrapU: -1
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wrapV: -1
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wrapW: -1
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nPOTScale: 1
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lightmap: 0
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compressionQuality: 50
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spriteMode: 0
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spriteExtrude: 1
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spriteMeshType: 1
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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spritePixelsToUnits: 100
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spriteGenerateFallbackPhysicsShape: 1
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alphaUsage: 1
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alphaIsTransparency: 1
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spriteTessellationDetail: -1
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textureType: 0
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textureShape: 1
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maxTextureSizeSet: 0
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compressionQualitySet: 0
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textureFormatSet: 0
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platformSettings:
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- buildTarget: DefaultTexturePlatform
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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androidETC2FallbackOverride: 0
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- buildTarget: Standalone
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
|
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overridden: 0
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androidETC2FallbackOverride: 0
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- buildTarget: Android
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
|
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crunchedCompression: 0
|
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allowsAlphaSplitting: 0
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overridden: 0
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androidETC2FallbackOverride: 0
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- buildTarget: Windows Store Apps
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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androidETC2FallbackOverride: 0
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- buildTarget: WebGL
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maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
|
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compressionQuality: 50
|
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crunchedCompression: 0
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allowsAlphaSplitting: 0
|
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overridden: 0
|
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androidETC2FallbackOverride: 0
|
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spriteSheet:
|
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serializedVersion: 2
|
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sprites: []
|
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outline: []
|
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physicsShape: []
|
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spritePackingTag:
|
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userData:
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assetBundleName:
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assetBundleVariant:
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||||
Reference in new issue
Block a user