更新到0.6.0.2
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namespace DrawXXL
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{
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using UnityEngine;
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/// <summary>
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/// 可序列化的 CustomVector3 配置项,替代 VisualizerParent 中重复的 4 组独立字段。
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/// </summary>
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[System.Serializable]
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public struct CustomVector3Config
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{
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public VisualizerParent.CustomVector3Source source;
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public Vector3 clipboardForManualInput;
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public GameObject targetGameObject;
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public bool hasForcedAbsLength;
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public bool picker_isOutfolded;
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public float forcedAbsLength;
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[Range(0.1f, 10.0f)] public float lengthRelScaleFactor;
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public VisualizerParent.VectorInterpretation vectorInterpretation;
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public DrawBasics.CameraForAutomaticOrientation observerCamera;
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public CustomVector3Config(VisualizerParent.CustomVector3Source source, Vector3 clipboard, GameObject target, bool hasForcedAbs, bool pickerOutfolded, float forcedLen, float relScale, VisualizerParent.VectorInterpretation vecInterpretation, DrawBasics.CameraForAutomaticOrientation cam)
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{
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this.source = source;
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this.clipboardForManualInput = clipboard;
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this.targetGameObject = target;
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this.hasForcedAbsLength = hasForcedAbs;
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this.picker_isOutfolded = pickerOutfolded;
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this.forcedAbsLength = forcedLen;
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this.lengthRelScaleFactor = relScale;
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this.vectorInterpretation = vecInterpretation;
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this.observerCamera = cam;
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}
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public static CustomVector3Config Default()
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{
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return new CustomVector3Config
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{
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source = (VisualizerParent.CustomVector3Source)(-1),
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clipboardForManualInput = Vector3.zero,
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targetGameObject = null,
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hasForcedAbsLength = false,
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picker_isOutfolded = false,
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forcedAbsLength = 1.0f,
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lengthRelScaleFactor = 1.0f,
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vectorInterpretation = VisualizerParent.VectorInterpretation.globalSpace,
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observerCamera = DrawBasics.CameraForAutomaticOrientation.sceneViewCamera
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};
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}
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}
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/// <summary>
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/// 可序列化的 CustomVector2 配置项,替代 VisualizerParent 中重复的 4 组独立字段。
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/// </summary>
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[System.Serializable]
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public struct CustomVector2Config
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{
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public VisualizerParent.CustomVector2Source source;
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public Vector2 clipboardForManualInput;
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public GameObject targetGameObject;
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public bool hasForcedAbsLength;
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public bool picker_isOutfolded;
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[Range(-360.0f, 360.0f)] public float rotationFromRight;
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public float forcedAbsLength;
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[Range(0.1f, 10.0f)] public float lengthRelScaleFactor;
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public VisualizerParent.VectorInterpretation vectorInterpretation;
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public static CustomVector2Config Default()
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{
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return new CustomVector2Config
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{
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source = (VisualizerParent.CustomVector2Source)(-1),
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clipboardForManualInput = Vector2.zero,
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targetGameObject = null,
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hasForcedAbsLength = false,
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picker_isOutfolded = false,
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rotationFromRight = 0.0f,
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forcedAbsLength = 1.0f,
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lengthRelScaleFactor = 1.0f,
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vectorInterpretation = VisualizerParent.VectorInterpretation.globalSpace
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};
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}
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}
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}
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