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using AX.InputSystem;
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using AX.MessageSystem;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class OnDragAlongWindCheck : ObjDrag {
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public override void ObjDragExitExecute(IMessage obj)
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{
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if (SelectedObjs.selectedObj!=gameObject)
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{
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return;
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}
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var data = (ObjDragCmdArgs)obj.Data;
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prevPos = data.mousePosition;
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dragStart = data.dragStart;
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var gameObjID = (long)obj.Sender;
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hitObj = EntitiesManager.Instance.GetEntityByID(gameObjID);
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DragData dragdata = new DragData()
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{
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name = gameObject.name,
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postion = transform.position
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};
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AddRecordEventDrag(RecordEventType.ObjDragExit, dragdata);
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checkAlongWind();
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}
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private void checkAlongWind()
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{
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if (ReplaySetting.PlayStatus != PlayStatus.isReplay)
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{
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int count = AlongWindCheck.CheckPos(transform.position);
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if (count > 0)
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{
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ResourceLoadWindow.Instance.LoadTextHintWindow("未设置在上风向或侧风向", 2);
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AddRecordAlongWindPosTipEvent();
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}
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}
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}
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private void AddRecordAlongWindPosTipEvent()
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{
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if (ReplaySetting.PlayStatus == PlayStatus.isEditor && RecordManager.Instance.recordStatus == RecordStatus.normal)
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{
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var eventData = new EventData();
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eventData.time = RecordManager.Instance.RecordTimer;
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eventData.cloneObjType = GetComponent<CloneGameObjInfo>().gameObjType;
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eventData.eventType = RecordEventType.AlongWindTip;
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var data = new CautionAreaTipData();
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data.gameObjID = GetComponent<CloneGameObjInfo>().gameObjID;
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string json = JsonUtility.ToJson(data);
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eventData.json = json;
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RecordManager.Instance.jsonData.eventDataList.Add(eventData);
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}
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}
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}
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