修改VR适配问题
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@ -127,7 +127,7 @@ Material:
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- _ZWrite: 1
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- _ZWrite: 1
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m_Colors:
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m_Colors:
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- _BaseColor: {r: 0.42352942, g: 0.7019608, b: 0.6784314, a: 0.25}
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- _BaseColor: {r: 0.42352942, g: 0.7019608, b: 0.6784314, a: 0.25}
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- _Color: {r: 0.4235294, g: 0.7019608, b: 0.6784314, a: 0.25}
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- _Color: {r: 0.42352942, g: 0.7019608, b: 0.6784314, a: 0.25}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
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- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
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m_BuildTextureStacks: []
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m_BuildTextureStacks: []
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@ -118,7 +118,7 @@ Material:
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- _ZWrite: 1
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- _ZWrite: 1
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m_Colors:
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m_Colors:
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- _BaseColor: {r: 0.8113208, g: 0.21813813, b: 0.22139741, a: 1}
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- _BaseColor: {r: 0.8113208, g: 0.21813813, b: 0.22139741, a: 1}
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- _Color: {r: 0.8113207, g: 0.21813807, b: 0.22139737, a: 1}
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- _Color: {r: 0.8113208, g: 0.21813813, b: 0.22139741, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
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- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
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m_BuildTextureStacks: []
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m_BuildTextureStacks: []
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@ -116,7 +116,7 @@ Material:
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- _ZWrite: 1
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- _ZWrite: 1
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m_Colors:
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m_Colors:
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- _BaseColor: {r: 0.028469002, g: 0.15428142, b: 0.343, a: 1}
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- _BaseColor: {r: 0.028469002, g: 0.15428142, b: 0.343, a: 1}
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- _Color: {r: 0.028469002, g: 0.15428138, b: 0.34299996, a: 1}
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- _Color: {r: 0.028469002, g: 0.15428142, b: 0.343, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, 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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m_BuildTextureStacks: []
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File diff suppressed because it is too large
Load Diff
@ -238,7 +238,7 @@ namespace ZXK.LouDiXvMuNiu
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}
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}
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}
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}
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}
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}
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#else
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#else
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Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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8
Assets/_Scripts/Custom.meta
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8
Assets/_Scripts/Custom.meta
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 9b9b8f11e76d72841a3faf4d640956bd
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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64
Assets/_Scripts/Custom/ActiveStateSynchronizer.cs
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64
Assets/_Scripts/Custom/ActiveStateSynchronizer.cs
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using UnityEngine;
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using UnityEngine.UI;
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public class ActiveStateSynchronizer : MonoBehaviour
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{
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#if VR
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[Header("同步配置")]
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[Tooltip("拖入需要同步的目标父物体")]
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public Transform targetParent;
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bool isInit = false;
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void Update()
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{
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if (targetParent == null)
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{
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targetParent = GameObject.Find("SceneManager/niu/PTXZ")?.transform;
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}
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if (targetParent != null)
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{
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SynchronizeActiveStates(transform, targetParent);
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}
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}
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private void SynchronizeActiveStates(Transform source, Transform target)
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{
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// 获取最小子物体数量以避免越界
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int minChildCount = Mathf.Min(source.childCount, target.childCount);
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for (int i = 0; i < minChildCount; i++)
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{
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Transform sourceChild = source.GetChild(i);
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Transform targetChild = target.GetChild(i);
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// 同步当前层级的激活状态
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if (sourceChild.gameObject.activeSelf != targetChild.gameObject.activeSelf)
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{
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sourceChild.gameObject.SetActive(targetChild.gameObject.activeSelf);
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}
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if (isInit == false)
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{
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Toggle toggle;
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Button btn;
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if (sourceChild.TryGetComponent<Toggle>(out toggle) == true)
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{
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toggle.onValueChanged = targetChild.GetComponent<Toggle>().onValueChanged;
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}
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else if (sourceChild.TryGetComponent<Button>(out btn) == true)
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{
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btn.onClick = targetChild.GetComponent<Button>().onClick;
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}
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}
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// 递归处理子层级
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SynchronizeActiveStates(sourceChild, targetChild);
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}
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// 可选:处理子物体数量不一致的情况
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if (source.childCount != target.childCount)
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{
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Debug.LogWarning($"子物体数量不一致!源物体: {source.name}({source.childCount}) 目标物体: {target.name}({target.childCount})", this);
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}
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isInit = true;
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}
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#endif
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}
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11
Assets/_Scripts/Custom/ActiveStateSynchronizer.cs.meta
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11
Assets/_Scripts/Custom/ActiveStateSynchronizer.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: add14a4156b366340bb4a76d1dad5cb1
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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