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@@ -15,7 +15,9 @@ public class MouseFollowAndZoom : MonoBehaviour
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public float zoomDuration = 1.0f; // 缩放持续时间(减慢)
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public Vector2 sceneBoundsMin; // 场景边界的左下角
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public Vector2 sceneBoundsMax; // 场景边界的右上角
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public Camera viewCamera;
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//private Camera MainCamera;
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private Vector3 initialPosition;
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private Vector3 zoomedInPosition; // 保存缩放时的相机位置
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@@ -23,11 +25,11 @@ public class MouseFollowAndZoom : MonoBehaviour
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private EyeSystem eyemanager;
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private EyeTarget currentTarget; // 当前目标
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private float viewOffset=40.3f;
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private float viewOffset = 40.3f;
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private bool isActive=false;
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private bool isActive = false;
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private bool isLocked=false;
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private bool isLocked = false;
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// 只读访问
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public bool GetMyPrivateVariable()
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@@ -40,6 +42,7 @@ public class MouseFollowAndZoom : MonoBehaviour
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{
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isActive = value;
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}
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public void SetIsLock(bool value)
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{
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isLocked = value;
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@@ -48,10 +51,9 @@ public class MouseFollowAndZoom : MonoBehaviour
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void Start()
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{
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//MainCamera = Camera.main;
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initialPosition = transform.position;
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targetIndicator.SetActive(false); // 初始时隐藏目标框
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eyemanager=FindObjectOfType<EyeSystem>();
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eyemanager = FindObjectOfType<EyeSystem>();
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if (eyemanager == null)
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{
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Debug.LogError("EyeManager instance not found in the scene.");
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@@ -62,9 +64,9 @@ public class MouseFollowAndZoom : MonoBehaviour
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{
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if (!isActive)
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{
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targetIndicator.SetActive(false);
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targetIndicator.SetActive(false);
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return;
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}
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}
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HandleTargetIndicator(); // 显示指示器
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if (isLocked) return;
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@@ -72,70 +74,72 @@ public class MouseFollowAndZoom : MonoBehaviour
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UpdateCurrentTarget(); // 更新当前目标
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}
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private Vector3 currentOffset; // 当前的偏移量
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private Vector3 currentOffset; // 当前的偏移量
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void HandleMouseMovement()
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{
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// 获取鼠标位置
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Vector3 mousePosition = Input.mousePosition;
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Vector3 worldMousePosition = viewCamera.ScreenToWorldPoint(mousePosition);
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worldMousePosition.z = 0; // 确保 z 为 0
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// 计算目标偏移量并反向
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Vector3 targetOffset = (viewCamera.transform.position - worldMousePosition) * parallaxEffectMultiplier;
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targetOffset.x = Mathf.Clamp(targetOffset.x, -maxOffset.x, maxOffset.x);
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targetOffset.y = Mathf.Clamp(targetOffset.y, -maxOffset.y, maxOffset.y);
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// 平滑处理偏移量
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float smoothFactor = 0.01f; // 平滑系数,值越小平滑效果越强,响应越慢
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currentOffset = Vector3.Lerp(currentOffset, targetOffset, smoothFactor);
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// 计算目标位置
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Vector3 targetPosition = initialPosition + currentOffset;
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// 限制目标位置在场景边界范围内
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targetPosition.x = Mathf.Clamp(targetPosition.x, sceneBoundsMin.x, sceneBoundsMax.x);
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targetPosition.y = Mathf.Clamp(targetPosition.y, sceneBoundsMin.y, sceneBoundsMax.y);
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// 使用插值(Lerp)平滑更新位置
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float followSpeed = 0.1f; // 跟随速度,值越小延迟越大
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Vector3 smoothedPosition = Vector3.Lerp(transform.position, targetPosition, followSpeed);
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// 应用平滑后的位置
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transform.position = smoothedPosition;
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}
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void UpdateCurrentTarget()
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{
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// 获取鼠标位置
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Vector3 mousePosition = Input.mousePosition;
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mousePosition.x += viewOffset; // 添加偏移量
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Vector3 worldPosition = viewCamera.ScreenToWorldPoint(mousePosition);
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RaycastHit2D hit = Physics2D.Raycast(worldPosition, Vector2.zero);
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// 检查是否有目标
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if (hit.collider != null && hit.collider.CompareTag("EyeTarget"))
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void HandleMouseMovement()
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{
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currentTarget = hit.collider.GetComponent<EyeTarget>(); // 更新当前目标
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// 获取鼠标位置
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Vector3 mousePosition = Input.mousePosition;
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Vector3 worldMousePosition = viewCamera.ScreenToWorldPoint(mousePosition);
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worldMousePosition.z = 0; // 确保 z 为 0
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// 处理鼠标点击事件
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if (Input.GetMouseButtonDown(0))
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// 计算目标偏移量并反向
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Vector3 targetOffset = (viewCamera.transform.position - worldMousePosition) * parallaxEffectMultiplier;
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targetOffset.x = Mathf.Clamp(targetOffset.x, -maxOffset.x, maxOffset.x);
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targetOffset.y = Mathf.Clamp(targetOffset.y, -maxOffset.y, maxOffset.y);
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// 平滑处理偏移量
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float smoothFactor = 0.01f; // 平滑系数,值越小平滑效果越强,响应越慢
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currentOffset = Vector3.Lerp(currentOffset, targetOffset, smoothFactor);
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// 计算目标位置
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Vector3 targetPosition = initialPosition + currentOffset;
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// 限制目标位置在场景边界范围内
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targetPosition.x = Mathf.Clamp(targetPosition.x, sceneBoundsMin.x, sceneBoundsMax.x);
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targetPosition.y = Mathf.Clamp(targetPosition.y, sceneBoundsMin.y, sceneBoundsMax.y);
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// 使用插值(Lerp)平滑更新位置
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float followSpeed = 0.1f; // 跟随速度,值越小延迟越大
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Vector3 smoothedPosition = Vector3.Lerp(transform.position, targetPosition, followSpeed);
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// 应用平滑后的位置
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transform.position = smoothedPosition;
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}
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void UpdateCurrentTarget()
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{
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// 获取鼠标位置
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Vector3 mousePosition = Input.mousePosition;
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mousePosition.x += viewOffset; // 添加偏移量
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Vector3 worldPosition = viewCamera.ScreenToWorldPoint(mousePosition);
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RaycastHit2D hit = Physics2D.Raycast(worldPosition, Vector2.zero);
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// 检查是否有目标
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if (hit.collider != null && hit.collider.CompareTag("EyeTarget"))
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{
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Debug.Log("点击目标触发了");
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if (currentTarget != null)
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currentTarget = hit.collider.GetComponent<EyeTarget>(); // 更新当前目标
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// 处理鼠标点击事件
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if (Input.GetMouseButtonDown(0))
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{
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eyemanager.SetTarget(currentTarget); // 设置目标
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}
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else
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{
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Debug.LogWarning("The collider does not have an EyeTarget component.");
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Debug.Log("点击目标触发了");
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if (currentTarget != null)
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{
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eyemanager.SetTarget(currentTarget); // 设置目标
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}
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else
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{
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Debug.LogWarning("The collider does not have an EyeTarget component.");
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}
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}
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}
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else
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{
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currentTarget = null; // 如果没有目标,设置为 null
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}
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}
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else
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{
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currentTarget = null; // 如果没有目标,设置为 null
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}
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}
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void HandleTargetIndicator()
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{
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if (currentTarget == null)
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@@ -153,7 +157,8 @@ void UpdateCurrentTarget()
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// 转换为屏幕坐标
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Vector3 screenCenter = viewCamera.WorldToScreenPoint(boxCenter);
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Vector2 screenSize = viewCamera.WorldToScreenPoint(boxCenter + boxSize) - viewCamera.WorldToScreenPoint(boxCenter);
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Vector2 screenSize = viewCamera.WorldToScreenPoint(boxCenter + boxSize) -
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viewCamera.WorldToScreenPoint(boxCenter);
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// 设置目标框位置和大小
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RectTransform indicatorRectTransform = targetIndicator.GetComponent<RectTransform>();
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@@ -167,10 +172,10 @@ void UpdateCurrentTarget()
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targetIndicator.SetActive(true);
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}
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}
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public void SetIndicatorTarget(EyeTarget target)
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{
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currentTarget=target;
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currentTarget = target;
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}
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@@ -187,7 +192,7 @@ void UpdateCurrentTarget()
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// {
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// Debug.Log(hit.collider.gameObject.name);
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// }
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// if (hit.collider != null && hit.collider.CompareTag("EyeTarget")) // 检查是否是目标 Sprite
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// {
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@@ -253,11 +258,11 @@ void UpdateCurrentTarget()
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// 绘制场景边界
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Vector3 bottomLeft = new Vector3(sceneBoundsMin.x, sceneBoundsMin.y, 0);
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Vector3 topRight = new Vector3(sceneBoundsMax.x, sceneBoundsMax.y, 0);
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// 绘制边界框
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Gizmos.DrawLine(bottomLeft, new Vector3(bottomLeft.x, topRight.y, 0));
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Gizmos.DrawLine(bottomLeft, new Vector3(topRight.x, bottomLeft.y, 0));
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Gizmos.DrawLine(topRight, new Vector3(bottomLeft.x, topRight.y, 0));
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Gizmos.DrawLine(topRight, new Vector3(topRight.x, bottomLeft.y, 0));
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}
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}
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}
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