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  • 锁链运动

    using UnityEngine;
    using System.Collections;
    using System.Collections.Generic;

    public class suolianPrize : MonoBehaviour {
        public GameObject[] gos;
        public GameObject suolianPre;
        public GameObject[] suoObj=new GameObject[8];
        float minAntLongOld=0f;
        float minAntLongNew=0f;
        int antNum=0;    
        AntTool suolianAntScript;
        int key_StartGrow;
        GameObject tempSuolian;
        float tempDis;
        public Transform target;//目标为奶酪
        public Transform[] bone02=new Transform[3];
        public GameObject[] go = new GameObject[3];
        public Transform suolian2,suolian3;
        public GameObject[] col = new GameObject[3];
        int key_move=0;
            GameObject tmpCamera;
        Vector3 oldPo;
        public int FirstAngles;
        public GameObject preChengtuo;
        GameObject tmpTool;
        Vector3 bishaPosition;
        
        UISprite tSprite1,tSprite2,tSprite3;
        public Transform suopian1,suopian2,suopian3;
        // Use this for initialization
        void Start () {
            //DL();
            if (transform.parent.parent!=null)
            {
                transform.parent.parent.animation["ui"].speed=2f;
                transform.parent.parent.animation.Play("ui");        
            }
            key_StartGrow=0;
            FirstAngles=Random.Range(35,50);  
            Invoke("destroyPrize",10f);
            bishaPosition=new Vector3(-0.8551919f, 0.7152288f, -10.10089f);
            
            tSprite1=GameObject.Find("Sprite1").GetComponent<UISprite>();
            tSprite2=GameObject.Find("Sprite2").GetComponent<UISprite>();
            tSprite3=GameObject.Find("Sprite3").GetComponent<UISprite>();
        }
        void destroyPrize()
        {
            Destroy(transform.parent.parent.gameObject);
        }
        // Update is called once per frame
        void Update () {

            //自动延长
    //        if (key_StartGrow==1)
    //        {
    //            if (tempSuolian!=null)
    //            {
    //                if (tempSuolian.transform.localScale.y<=tempDis)
    //                {
    //                    //tempSuolian.transform.localScale = new Vector3(suolianPre.transform.localScale.xdistance  , suolianPre.transform.localScale.y);
    //                    tempSuolian.transform.localScale+=new Vector3 (00.06f0);
    //                }
    //            }            
    //        }
    //        if (key_StartGrow==2)
    //        {
    //            if (tempSuolian!=null)
    //            {
    //                if (tempSuolian.transform.localScale.y<=tempDis)
    //                {
    //                    //tempSuolian.transform.localScale = new Vector3(suolianPre.transform.localScale.xdistance  , suolianPre.transform.localScale.y);
    //                    tempSuolian.transform.localScale+=new Vector3 (00.06f0);
    //                }
    //            }            
    //        }
    //        if (key_StartGrow==3)
    //        {
    //            if (tempSuolian!=null)
    //            {
    //                if (tempSuolian.transform.localScale.y<=tempDis)
    //                {
    //                    //tempSuolian.transform.localScale = new Vector3(suolianPre.transform.localScale.xdistance  , suolianPre.transform.localScale.y);
    //                    tempSuolian.transform.localScale+=new Vector3 (00.06f0);
    //                }
    //                else
    //                {
    //                    Destroy(gameObject);
    //                }
    //            }            
    //        }    
        }
        
        void exe() 
        {
            /////////////////////////////必杀///////////////////////////////////////
            if (dataAll.laseTool[0]!=3&&!dataAll.ifBiSha)
            {
                dataAll.laseTool[0]=3;    //0万能胶 1保鲜膜 2平底锅 3锁链 4电击 5蛋糕盒 6杀虫剂 7拳头 8地雷 9电风扇
                dataAll.laseTool[1]=-1;
                dataAll.laseTool[2]=-1;
                tSprite1.spriteName="suolian_D";
                tSprite2.spriteName="shanping";
                tSprite3.spriteName="shanping";
            }
            else if (dataAll.laseTool[0]==3&&!dataAll.ifBiSha)
            {
                if (dataAll.laseTool[1]!=3)
                {
                    dataAll.laseTool[1]=3;  
                    dataAll.laseTool[2]=-1;
                    tSprite2.spriteName="suolian_D";
                    tSprite3.spriteName="shanping";
                }
                else if (dataAll.laseTool[1]==3)
                {
                    CancelInvoke("destroyPrize");
                    dataAll.laseTool[0]=-1;   
                    dataAll.laseTool[1]=-1;
                    dataAll.laseTool[2]=3;
                    dataAll.ifBiSha=true;
                    //GameObject.Find("Main Camera").GetComponent<createAnt>().stopBiSha();
                    GameObject.Find("Main Camera").GetComponent<createAnt>().closeOropenShanping();

     
                    //print("Bisha Start");
                    //Invoke("stopLabel",0.5f);
                    StartCoroutine("stopLabel");        
                    
                    //transform.renderer.enabled=false;
                    transform.parent.renderer.enabled=false;
                    transform.collider.enabled=false;
                    tSprite3.spriteName="suolian_D";
                    return;
                }            
            }
            /////////////////////////////必杀///////////////////////////////////////
            StartCoroutine("DrawLine");
            
        }
        
        IEnumerator DrawLine()
        {
            
            //transform.renderer.enabled=false;
            transform.parent.renderer.enabled=false;
            transform.collider.enabled=false;
            target=GameObject.Find("nailao").transform;
            go[0] = (GameObject)Instantiate(suolianPre, transform.position, Quaternion.identity);
            go[0].name="suolian1";
            //go[0].transform.LookAt(target.position); 
            go[0].transform.position=new Vector3 (go[0].transform.position.x,0.8232558f,go[0].transform.position.z);
            go[0].transform.LookAt(new Vector3(target.position.x,0.8232558f,target.position.z));
            //go[0].transform.rotation=Quaternion.LookRotation(new Vector3(target.position.x,0.8032558f,target.position.z));
            bone02[0]=go[0].transform.Find("suolian").Find("Bone02");
            col[0]=go[0].transform.Find("suolian").Find("CubeSuo").gameObject;
            FirstAngles=Random.Range(20,50);  
            go[0].transform.Translate(Vector3.forward * 0.2f,Space.Self);  //move 0.
            go[0].transform.RotateAround(go[0].transform.Find("suolian").Find("objTube08").position, Vector3.up,FirstAngles);  //绕某节点转动一定度数
            //go[0].transform.Find("suolian").Find("Bone02").Find("suopian").eulerAngles=new Vector3(323.4524f,178.3503f,2.64888f);    
            suopian1=go[0].transform.Find("suolian").Find("Bone02").Find("suopian");        
            suopian1.parent=go[0].transform;
            suopian1.localScale=new Vector3 (4.444048f,5.7615f,5.771763f);
            suopian1.LookAt(Camera.mainCamera.transform.position);
            yield return new WaitForSeconds(0.3f);
            
            FirstAngles=Random.Range(30,60);  
            go[1] = (GameObject)Instantiate(suolianPre, bone02[0].position, go[0].transform.rotation);
            go[1].name="suolian2";
            //go[1].transform.LookAt(target.position); 
            bone02[1]=go[1].transform.Find("suolian").Find("Bone02");
            col[1]=go[1].transform.Find("suolian").Find("CubeSuo").gameObject;
            go[1].transform.Translate(Vector3.forward * 0.33f,Space.Self);  //move 0.1f
            go[1].transform.RotateAround(bone02[0].position, Vector3.up,-FirstAngles);
            //go[1].transform.Find("suolian").Find("Bone02").Find("suopian").eulerAngles=new Vector3(323.4524f,178.3503f,2.64888f);    
            suopian2=go[1].transform.Find("suolian").Find("Bone02").Find("suopian");        
            suopian2.parent=go[1].transform;
            suopian2.localScale=new Vector3 (4.444048f,5.7615f,5.771763f);
            suopian2.LookAt(Camera.mainCamera.transform.position);
            yield return new WaitForSeconds(0.3f);
            
            FirstAngles=Random.Range(30,60);  
            go[2] = (GameObject)Instantiate(suolianPre, bone02[1].position, go[0].transform.rotation);
            go[2].name="suolian3";
            //go[2].transform.LookAt(target.position); 
            bone02[2]=go[2].transform.Find("suolian").Find("Bone02");
            col[2]=go[2].transform.Find("suolian").Find("CubeSuo").gameObject;
            go[2].transform.Translate(Vector3.forward * 0.33f,Space.Self);  //move 0.1f
            go[2].transform.RotateAround(bone02[1].position, Vector3.up,FirstAngles);
            //go[2].transform.Find("suolian").Find("Bone02").Find("suopian").eulerAngles=new Vector3(323.4524f,178.3503f,2.64888f);    
            suopian3=go[2].transform.Find("suolian").Find("Bone02").Find("suopian");        
            suopian3.parent=go[2].transform;
            suopian3.localScale=new Vector3 (4.444048f,5.7615f,5.771763f);
            suopian3.LookAt(Camera.mainCamera.transform.position);
            
            
    //        bone02[0]=go[0].transform.Find("Bone02");
    //        suolian2=go[0].transform.Find("Bone02").Find("suolian");
    //        col[0]=go[0].transform.Find("Bone02").Find("CubeSuo").gameObject;
    //        bone02[1]=go[0].transform.Find("Bone02").Find("suolian").Find("Bone02");
    //        suolian3=go[0].transform.Find("Bone02").Find("suolian").Find("Bone02").Find("suolian");
    //        col[1]=go[0].transform.Find("Bone02").Find("suolian").Find("Bone02").Find("CubeSuo").gameObject;
    //        bone02[2]=go[0].transform.Find("Bone02").Find("suolian").Find("Bone02").Find("suolian").Find("Bone02");    
    //        col[2]=go[0].transform.Find("Bone02").Find("suolian").Find("Bone02").Find("suolian").Find("Bone02").Find("CubeSuo").gameObject;
    //        transform.renderer.enabled=false;
    //        transform.collider.enabled=false;
    //        //Destroy(gameObject,3);
    //        
    //        //go[0].transform.eulerAngles-=new Vector3(0f,180f,0f);
    //        FirstAngles=Random.Range(30,70);  
    //        go[0].transform.RotateAround(bone02[0].positionVector3.up,FirstAngles);
    //        print("FirstAngles "+FirstAngles);
    //        bone02[0].Translate(Vector3.down * dataAll.suolianChangdu,Space.Self);
    //        //go[0].transform.eulerAngles-=new Vector3(70f,0f,0f);
    //        
    //        yield return new WaitForSeconds(0.5f);
    //        
    //        //suolian2.transform.LookAt(target.position);   
    //        //suolian2.transform.eulerAngles-=new Vector3(0f,180f,0f);
    //        FirstAngles=Random.Range(30,70);  
    //        suolian2.transform.RotateAround(bone02[1].positionVector3.up,-FirstAngles);
    //        bone02[1].Translate(Vector3.down * dataAll.suolianChangdu,Space.Self);
    //        //suolian2.transform.eulerAngles-=new Vector3(70f,0f,0f);
    //        
    //        yield return new WaitForSeconds(0.5f);
    //        
    //        //suolian3.transform.LookAt(target.position);   
    //        //suolian3.transform.eulerAngles-=new Vector3(0f,180f,0f);
    //        FirstAngles=Random.Range(30,70);  
    //        suolian3.transform.RotateAround(bone02[2].positionVector3.up,FirstAngles);
    //        bone02[2].Translate(Vector3.down * dataAll.suolianChangdu,Space.Self);
    //        //suolian3.transform.eulerAngles-=new Vector3(70f,0f,0f);
    //        
            Invoke("stopCol",1f);
    //
            Destroy(transform.parent.parent.gameObject,2f);
            yield return new WaitForSeconds(1f);
        }
        
        void stopCol()
        {
            Destroy(col[0]);
            Destroy(col[1]);
            Destroy(col[2]);
            //print("desssssss");
        }
        /////////////////////////////必杀///////////////////////////////////////
        IEnumerator stopLabel()
        {
            yield return new WaitForSeconds(0.5f);
            
            tSprite1.spriteName="shanping";
            tSprite2.spriteName="shanping";
            tSprite3.spriteName="shanping";
            

            yield return new WaitForSeconds(0.2f);
            tmpTool=Instantiate(preChengtuo,bishaPosition,Quaternion.identity) as GameObject;  
            tmpCamera=GameObject.Find("Main Camera");        
            oldPo=tmpCamera.transform.position;
            StartCoroutine("ZhenPing");
            Invoke("stopBiSha2",1.5f);
            
            
        }
        void stopBiSha2()
        {        
            //Destroy(tmpTool);
            dataAll.ifBiSha=false;
            GameObject.Find("Main Camera").GetComponent<createAnt>().closeOropenShanping();
            dataAll.laseTool[0]=-1;   
            dataAll.laseTool[1]=-1;
            dataAll.laseTool[2]=-1;
            print("stopBiSha2");
            Destroy(transform.parent.parent.gameObject,1);
        }
        IEnumerator ZhenPing()
        {
            int i=0;
            Vector3 rnInt;
            //CancelInvoke("destroyPrize");
            yield return new WaitForSeconds(0.2f);
            //rnInt=new Vector3(Random.Range(0.02f,0.04f),0f,0f);
            rnInt=new Vector3(0f,Random.Range(0.02f,0.04f),0f);
            tmpCamera.transform.position +=rnInt;
            
            while (true)
            {    
                yield return new WaitForSeconds(0.01f);
                tmpCamera.transform.position -=2*rnInt;
                yield return new WaitForSeconds(0.01f);
                tmpCamera.transform.position +=2*rnInt;
                //rnInt=new Vector3(Random.Range(0.02f,0.04f),0f,0f);
                rnInt=new Vector3(0f,Random.Range(0.02f,0.04f),0f);
                //rnInt=new Vector3(rnInt.x-0.0002f*i,0f,0f);
                i++;
                if (i>=10)
                {
                    break;
                }
            }
            tmpCamera.transform.position=oldPo;
            //Destroy(gameObject,0.1f);
        }
        /////////////////////////////必杀///////////////////////////////////////
        
    /*    
        void exe() 
        {
            gos = GameObject.FindGameObjectsWithTag("Ant");
            if (GameObject.FindWithTag("Ant")==null)
            {
                return;
            }
            minAntLongOld=Vector3.Distance(transform.position,GameObject.FindWithTag("Ant").transform.position);
            suoObj[antNum]=gameObject; //第1个点 宝箱
            antNum++;
            foreach (GameObject go in gos)   //第2个点 第1个ant
            {            
                minAntLongNew=Vector3.Distance(transform.position,go.transform.position);
                if ((minAntLongNew<dataAll.suolianNormalLong) //遍历中发现一只蚂蚁的距离小于该距离,就可以视为下一个要连接的点
                    &&(minAntLongNew>dataAll.suolianMinLong) //锁链连接的两只蚂蚁的最小距离,小于该距离的蚂蚁就不连接   
                    &&go.GetComponent<AntTool>().ifSuoLian==false
                    &&go.GetComponent<AntTool>().ifEnterScreen)
                {
                    suoObj[antNum]=go;
                    break;
                }
                else if (minAntLongNew>=dataAll.suolianNormalLong)
                {    
                    if (minAntLongOld>=minAntLongNew
                        &&go.GetComponent<AntTool>().ifSuoLian==false
                        &&go.GetComponent<AntTool>().ifEnterScreen)
                    {
                        minAntLongOld=minAntLongNew;
                        suoObj[antNum]=go;
                    }    
                }             
            }
            if (suoObj[antNum]==null)
            {
                Destroy(gameObject);
                print("no 3 ant");
                return;
            }
            //suolianAnt suolianAntScript=gameObject.GetComponent("suolianAnt") as suolianAnt;
            //suoObj[1].transform.SendMessage("suolianEvent",SendMessageOptions.DontRequireReceiver);
            
            
            suolianAntScript = suoObj[1].GetComponent<AntTool>(); 
            suolianAntScript.ifSuoLian=true;    
            suolianAntScript.inSuoLian=1;

            antNum++;  //第3个点 第2个ant
            gos = GameObject.FindGameObjectsWithTag("Ant");
            minAntLongOld=4;
            foreach (GameObject go in gos) 
            {            
                minAntLongNew=Vector3.Distance(suoObj[1].transform.position,go.transform.position);
                print("name "+go.name+" minAntLongNew "+minAntLongNew);
                if ((minAntLongNew<dataAll.suolianNormalLong) //遍历中发现一只蚂蚁的距离小于该距离,就可以视为下一个要连接的点
                    &&(minAntLongNew>dataAll.suolianMinLong) //锁链连接的两只蚂蚁的最小距离,小于该距离的蚂蚁就不连接   
                    &&suoObj[antNum-1]!=go
                    &&go.GetComponent<AntTool>().ifSuoLian==false
                    &&go.GetComponent<AntTool>().ifEnterScreen
                        &&getAngle(suoObj[antNum-2].transform.position,suoObj[antNum-1].transform.position,go.transform.position))
                {
                    suoObj[antNum]=go;
                    break;
                }
                else if (minAntLongNew>=dataAll.suolianNormalLong)
                {    
                    if (minAntLongOld>=minAntLongNew&&suoObj[antNum-1]!=go
                        &&(minAntLongNew>dataAll.suolianMinLong) //锁链连接的两只蚂蚁的最小距离,小于该距离的蚂蚁就不连接   
                        &&go.GetComponent<AntTool>().ifSuoLian==false
                        &&go.GetComponent<AntTool>().ifEnterScreen
                        &&getAngle(suoObj[antNum-2].transform.position,suoObj[antNum-1].transform.position,go.transform.position))
                    {
                        minAntLongOld=minAntLongNew;
                        suoObj[antNum]=go;
                    }    
                }             
            }
            if (suoObj[antNum]==null)
            {
                //Destroy(gameObject);
                print("no 3 ant");
                transform.renderer.enabled=false;
                transform.collider.enabled=false;
                Destroy(gameObject,2);
                StartCoroutine("DL");
                return;
            }
            suolianAntScript = suoObj[2].GetComponent<AntTool>(); 
            suolianAntScript.ifSuoLian=true;    
            suolianAntScript.inSuoLian=2;
            //suoObj[2].transform.SendMessage("suolianEvent",SendMessageOptions.DontRequireReceiver);
            
                antNum++;  //第4个点 第3个ant
                gos = GameObject.FindGameObjectsWithTag("Ant");
                minAntLongOld=4;
                foreach (GameObject go in gos) 
                {            
                    minAntLongNew=Vector3.Distance(suoObj[2].transform.position,go.transform.position);
                    print("name "+go.name+" minAntLongNew "+minAntLongNew);
                    if ((minAntLongNew<dataAll.suolianNormalLong) //遍历中发现一只蚂蚁的距离小于该距离,就可以视为下一个要连接的点
                        &&(minAntLongNew>dataAll.suolianMinLong) //锁链连接的两只蚂蚁的最小距离,小于该距离的蚂蚁就不连接   
                        &&suoObj[antNum-1]!=go
                         &&suoObj[antNum-2]!=go
                         &&go.GetComponent<AntTool>().ifSuoLian==false
                        &&go.GetComponent<AntTool>().ifEnterScreen
                        &&getAngle(suoObj[antNum-2].transform.position,suoObj[antNum-1].transform.position,go.transform.position))
                    {
                        suoObj[antNum]=go;
                        break;
                    }
                    else if (minAntLongNew>=dataAll.suolianNormalLong)
                    {    
                        if (minAntLongOld>=minAntLongNew
                        &&(minAntLongNew>dataAll.suolianMinLong) //锁链连接的两只蚂蚁的最小距离,小于该距离的蚂蚁就不连接   
                            &&suoObj[antNum-1]!=go
                            &&suoObj[antNum-2]!=go
                            &&go.GetComponent<AntTool>().ifSuoLian==false
                            &&go.GetComponent<AntTool>().ifEnterScreen
                            &&getAngle(suoObj[antNum-2].transform.position,suoObj[antNum-1].transform.position,go.transform.position))
                        {
                            minAntLongOld=minAntLongNew;
                            suoObj[antNum]=go;
                        }    
                    }             
                }
                if (suoObj[antNum]==null)
                {
                    //Destroy(gameObject);
                    print("no 3 ant");
                    transform.renderer.enabled=false;
                    transform.collider.enabled=false;
                    Destroy(gameObject,2);
                    StartCoroutine("DL");
                    return;
                }
            suolianAntScript = suoObj[3].GetComponent<AntTool>(); 
            suolianAntScript.ifSuoLian=true;    
            suolianAntScript.inSuoLian=3;
            
            print("suoObj "+suoObj[1].transform.position);
            print("suoObj "+suoObj[2].transform.position);
            print("suoObj "+suoObj[3].transform.position);        
            
            
            //suoObj[3].transform.SendMessage("suolianEvent",SendMessageOptions.DontRequireReceiver);
            
                //Instantiate(suolianPre,transform.position,Quaternion.identity);     
                //dataAll.ifBaoxianmo=true;
            
            //GameObject.Find("suolian").transform.localScale+=new Vector3(GameObject.Find("suolian").transform.localScale.x*3,0,0);
            //GameObject.Find("suolian").transform.renderer.material.mainTextureScale = new Vector2 (4f,1f);
            
            //print("dis  "+Vector3.Distance(GameObject.Find("suolian").transform.position,GameObject.Find("suolianPrize").transform.position));
            
            //DL();
            //Destroy(gameObject);
            transform.renderer.enabled=false;
            transform.collider.enabled=false;
            Destroy(gameObject,2);
            StartCoroutine("DL");
        }
        
        //主要的画法。
          IEnumerator DL()
          {
             GameObject[] go; 
              go = new GameObject[3];
              int j;
              //draw line
              Vector3 centerPos = Vector3.zero;
              Vector3 startPoint,endPoint; 
            suolianDes suolianDesScript;
              for (j = 0; j < 3; j++)
              {
                if (suoObj[j + 1]==null)
                {
                    break;
                }
                  centerPos = (suoObj[j].transform.position + suoObj[j + 1].transform.position) / 2;
                  go[j] = (GameObject)Instantiate(suolianPre, centerPos, Quaternion.identity);
                   
      
                  go[j].name = "Line" + j + 1;
                  startPoint = new Vector3(go[j].transform.localPosition.x,0.7532558f,go[j].transform.localPosition.z);   
                  endPoint = new Vector3(suoObj[j].transform.position.x,0.7532558f,suoObj[j].transform.position.z);  
                  go[j].transform.up = (startPoint - endPoint).normalized;
                
                  suolianDesScript = go[j].GetComponent<suolianDes>(); 
                  suolianDesScript.endPointNew=suoObj[j + 1];
                  suolianAntScript.ifSuoLian=true;    
                  
                  float distance = Vector3.Distance(suoObj[j].transform.position, suoObj[j + 1].transform.position);
                    go[j].transform.renderer.material.mainTextureScale = new Vector2 (1f,distance/go[j].transform.localScale.z);
                
                suoObj[j + 1].transform.SendMessage("suolianEvent",SendMessageOptions.DontRequireReceiver);
    //              key_StartGrow=j+1;
    //            tempSuolian=go[j];
    //            tempDis=distance;
                //go[j].transform.localScale = new Vector3(suolianPre.transform.localScale.x0.01f  , suolianPre.transform.localScale.y);
                  
                  go[j].transform.localScale = new Vector3(suolianPre.transform.localScale.x, distance  , suolianPre.transform.localScale.y);
                yield return new WaitForSeconds(0.5f);
              }
         }
        
        bool getAngle(Vector3 point1,Vector3 point2,Vector3 point3)  //以第2点为原点,第1点和第3点之间的夹角
        {
            Vector3 tempDir1=(point1 - point2);
            Vector3 tempDir2=(point3 - point2);
            float angle=Vector3.Angle(tempDir1,tempDir2);
            if (angle>45)
            {
                return true;
            }
            else
            {
                return false;
            }
            
        }
    */
        
        //主要的画法。
    //      void DL()
    //      {
    //         GameObject[] go
    //          go = new GameObject[3];
    //          int j;
    //          //draw line
    //          Vector3 centerPos = Vector3.zero;
    //          Vector3 startPoint,endPoint
    //        suolianDes suolianDesScript;
    //          for (j = 0j < 3j++)
    //          {
    //              centerPos = (suoObj[j].transform.position + suoObj[j + 1].transform.position) / 2;
    //              go[j] = (GameObject)Instantiate(suolianPrecenterPosQuaternion.identity);
    //               
    //  
    //              go[j].name = "Line" + j + 1;
    //              //go[j].transform.up = (go[j].transform.localPosition - suoObj[j].transform.position).normalized;
    //            //go[j].transform.up = (go[j].transform.position - suoObj[j].transform.position).normalized;
    //              startPoint = new Vector3(go[j].transform.localPosition.x,0.7532558f,go[j].transform.localPosition.z);   
    //              endPoint = new Vector3(suoObj[j].transform.position.x,0.7532558f,suoObj[j].transform.position.z);  
    //              go[j].transform.up = (startPoint - endPoint).normalized;
    //            
    //              suolianDesScript = go[j].GetComponent<suolianDes>(); 
    //              suolianDesScript.endPointNew=suoObj[j + 1];
    //              suolianAntScript.ifSuoLian=true;    
    //              
    //              float distance = Vector3.Distance(suoObj[j].transform.positionsuoObj[j + 1].transform.position);
    //                go[j].transform.renderer.material.mainTextureScale = new Vector2 (1f,distance/go[j].transform.localScale.z);
    //              //go[j].transform.localScale+=new Vector3 (distancego[j].transform.localScale.x,    0,0);
    //              //go[j].transform.localScale = new Vector3(suolianPre.transform.localScale.xdistance  , suolianPre.transform.localScale.y);
    //          }
    //     }
    }

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  • 原文地址:https://www.cnblogs.com/xiao-wei-wei/p/3680687.html
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