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@ -344,7 +344,7 @@ MonoBehaviour:
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randomColors:
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@ -643,16 +643,16 @@ MonoBehaviour:
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gun: {fileID: 5342608149001152939}
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@ -2806,6 +2806,10 @@ PrefabInstance:
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@ -2849,7 +2853,7 @@ MonoBehaviour:
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@ -2879,6 +2883,20 @@ BoxCollider:
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46
Assets/Scripts/AirPlane.cs
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46
Assets/Scripts/AirPlane.cs
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@ -0,0 +1,46 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class AirPlane : MonoBehaviour
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{
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[Tooltip("×óÓҷתËÙ¶È")]
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public float flipSpeed = 1f;
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[Tooltip("×óÓҷת½Ç¶È")]
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public float flipAngle = 25f;
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private float beforePositionX = 0;
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private float lerpEulerAnglesZ = 0;
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private float targetEulerAnglesZ = 0;
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private Vector3 targetEulerAngles = Vector3.zero;
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// Start is called before the first frame update
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void Start()
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{
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beforePositionX = transform.position.x;
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targetEulerAngles = transform.eulerAngles;
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lerpEulerAnglesZ = transform.eulerAngles.z;
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targetEulerAnglesZ = lerpEulerAnglesZ;
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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 (transform.position.x < beforePositionX)
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{
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targetEulerAnglesZ = flipAngle;
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}
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else
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{
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targetEulerAnglesZ = -flipAngle;
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}
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beforePositionX = Mathf.Lerp(beforePositionX, transform.position.x, Time.deltaTime * flipSpeed);
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if (Mathf.Abs(beforePositionX - transform.position.x) < 0.8f)
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{
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targetEulerAnglesZ = 0;
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}
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lerpEulerAnglesZ = Mathf.Lerp(lerpEulerAnglesZ, targetEulerAnglesZ, Time.deltaTime * flipSpeed);
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targetEulerAngles.Set(transform.position.x, transform.position.y, lerpEulerAnglesZ);
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transform.eulerAngles = targetEulerAngles;
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}
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}
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11
Assets/Scripts/AirPlane.cs.meta
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11
Assets/Scripts/AirPlane.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -325,6 +325,7 @@ namespace Assets.Scripts
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IsAutoLock = false;
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//IsLockedTarget = false;
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hittedEnemy = null;
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LockTarget = null;
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_shotTargetPosition = Vector3.zero;
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@ -705,7 +705,7 @@ public class Shot : MonoBehaviour
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float distance = Vector3.Distance(lockEnemy.transform.position, gun.position);
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if (distance > shotDistance)
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{
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isCanShot = false;
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//isCanShot = false;
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lockEnemy = null;
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turretLerpEuler.Set(turret.eulerAngles.x, turret.eulerAngles.y, turret.eulerAngles.z);
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//ResetTurretEuler();
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@ -123,7 +123,7 @@ Material:
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m_Colors:
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- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _EmissionColor: {r: 128, g: 128, b: 128, a: 1}
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- _EmissionColor: {r: 32, g: 32, b: 32, a: 1}
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- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
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m_BuildTextureStacks: []
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--- !u!114 &930770268605637680
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