同步
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@@ -56,10 +56,10 @@ namespace Ichni.RhythmGame
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}
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else if (positionX.isSwitchingReturnType || positionY.isSwitchingReturnType || positionZ.isSwitchingReturnType)
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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//animationReturnType = FlexibleReturnType.MiddleExecuting;
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//Vector3 currentPosition = new Vector3(positionX.value, positionY.value, positionZ.value);
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//targetTransformSubmodule.positionOffset += currentPosition;
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targetTransformSubmodule.positionDirtyMark = true;
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//targetTransformSubmodule.positionDirtyMark = true;
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}
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else
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{
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@@ -59,10 +59,10 @@ namespace Ichni.RhythmGame
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}
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else if (scaleX.isSwitchingReturnType || scaleY.isSwitchingReturnType || scaleZ.isSwitchingReturnType)
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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//animationReturnType = FlexibleReturnType.MiddleExecuting;
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//Vector3 currentScale = new Vector3(scaleX.value, scaleY.value, scaleZ.value);
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//targetTransformSubmodule.scaleOffset += currentScale;
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targetTransformSubmodule.scaleDirtyMark = true;
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//targetTransformSubmodule.scaleDirtyMark = true;
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}
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else
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{
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@@ -54,10 +54,11 @@ namespace Ichni.RhythmGame
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}
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else if (eulerAngleX.isSwitchingReturnType || eulerAngleY.isSwitchingReturnType || eulerAngleZ.isSwitchingReturnType)
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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//animationReturnType = FlexibleReturnType.MiddleExecuting;
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//Vector3 currentEulerAngles = new Vector3(eulerAngleX.value, eulerAngleY.value, eulerAngleZ.value);
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//targetTransformSubmodule.eulerAnglesOffset += currentEulerAngles;
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targetTransformSubmodule.eulerAnglesDirtyMark = true;
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//Debug.Break();
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//targetTransformSubmodule.eulerAnglesDirtyMark = true;
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}
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else
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{
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