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						de24b00f9a | 1 year ago | 
				 135 changed files with 174380 additions and 631 deletions
			
			
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					 | 
				
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[submodule "Assets/URPPublic"] | 
				
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	path = Assets/URPPublic | 
				
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	url = http://121.36.37.70:15501/AX-ORG/URPPublic.git | 
				
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					 | 
				
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fileFormatVersion: 2 | 
				
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guid: 98bfb48f109b86049b564a3f2be07381 | 
				
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guid: 44159066a26ae1845a876f376f3d1067 | 
				
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folderAsset: yes | 
				
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DefaultImporter: | 
				
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					 | 
				
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fileFormatVersion: 2 | 
				
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guid: a688944dd20111445ba6563f5912b431 | 
				
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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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@ -0,0 +1,507 @@
					 | 
				
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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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using UnityEditor; | 
				
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using UnityEngine.AI; | 
				
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using System.IO; | 
				
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using System.Text; | 
				
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using System; | 
				
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using Unity.AI.Navigation; | 
				
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 | 
				
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public class SceneTool | 
				
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{ | 
				
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 | 
				
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  [MenuItem("SceneTools/RestGameObjId")] | 
				
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    public static void RestGameObjId() | 
				
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    { | 
				
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        Transform[] obj = Selection.GetTransforms(SelectionMode.Deep); | 
				
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        for (int i = 0; i < obj.Length; i++) | 
				
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        { | 
				
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            if (obj[i].gameObject.GetComponent<CloneGameObjInfo>()) | 
				
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            { | 
				
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                long staticGameObjId = (long)GUID.NewGuid(5, 1); | 
				
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                obj[i].gameObject.GetComponent<CloneGameObjInfo>().SetGameObjID(staticGameObjId); | 
				
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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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    [MenuItem("SceneTools/SetNavLayerShiWaiCarRoad")]//添加寻路层车(前提是将车的寻路层添加layer CarRoad) | 
				
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    public static void SetNavLayerShiWaiCarRoad() | 
				
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    { | 
				
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        Transform[] obj = Selection.GetTransforms(SelectionMode.Deep); | 
				
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        for (int i = 0; i < obj.Length; i++) | 
				
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        { | 
				
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            if (obj[i].gameObject.layer == LayerMask.NameToLayer("CarRoad")) | 
				
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            { | 
				
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                if (!obj[i].gameObject.GetComponent<NavMeshModifier>()) | 
				
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                { | 
				
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                    //Debug.Log(obj[i].name); | 
				
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                    if (!obj[i].gameObject.GetComponent<MeshCollider>()) | 
				
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                    { | 
				
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                        obj[i].gameObject.AddComponent<MeshCollider>(); | 
				
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                    } | 
				
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                    if (!obj[i].gameObject.GetComponent<PathFindingClick>()) | 
				
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                    { | 
				
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                        obj[i].gameObject.AddComponent<PathFindingClick>(); | 
				
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                    } | 
				
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                    if (!obj[i].gameObject.GetComponent<CloneableEnums>()) | 
				
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                    { | 
				
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                        obj[i].gameObject.AddComponent<CloneableEnums>(); | 
				
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                    } | 
				
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                    if (!obj[i].gameObject.GetComponent<CloneGameObjInfo>()) | 
				
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                    { | 
				
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                        obj[i].gameObject.AddComponent<CloneGameObjInfo>(); | 
				
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                    } | 
				
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                    obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjType = CloneObjType.StaticGameObject; | 
				
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                    if (!obj[i].gameObject.GetComponent<StaticeObjAddToEntities>()) | 
				
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                    { | 
				
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                        obj[i].gameObject.AddComponent<StaticeObjAddToEntities>(); | 
				
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                    } | 
				
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                    //if (obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjID == 0) | 
				
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                    //{ | 
				
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                    //    long staticGameObjId = (long)GUID.NewGuid(3, 1); | 
				
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                    //    obj[i].gameObject.GetComponent<CloneGameObjInfo>().SetGameObjID(staticGameObjId); | 
				
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                    //} | 
				
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                    if (!obj[i].gameObject.GetComponent<CloneEnumsHelp>()) | 
				
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                    { | 
				
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                        obj[i].gameObject.AddComponent<CloneEnumsHelp>(); | 
				
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                    } | 
				
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                    long staticGameObjId = (long)GUID.NewGuid(2, 1); | 
				
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                    obj[i].gameObject.GetComponent<CloneGameObjInfo>().SetGameObjID(staticGameObjId); | 
				
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                    obj[i].gameObject.GetComponent<CloneEnumsHelp>().cloneOnFloorType = CloneOnFloorType.ShiWaiCar; | 
				
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                } | 
				
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            } | 
				
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        } | 
				
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    } | 
				
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    [MenuItem("SceneTools/SetNavLayerShiWaiSoldierRoad")]//添加寻路层车(前提是将车的寻路层添加layer SoliderRoad) | 
				
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    public static void SetNavLayerShiWaiSoliderRoad() | 
				
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    { | 
				
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        Transform[] obj = Selection.GetTransforms(SelectionMode.Deep); | 
				
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        for (int i = 0; i < obj.Length; i++) | 
				
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        { | 
				
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            if (obj[i].gameObject.layer == LayerMask.NameToLayer("SoldierRoad")) | 
				
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            { | 
				
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                if (!obj[i].gameObject.GetComponent<NavMeshModifier>()) | 
				
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                { | 
				
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                    //Debug.Log(obj[i].name); | 
				
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                    if (!obj[i].gameObject.GetComponent<MeshCollider>()) | 
				
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                    { | 
				
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                        obj[i].gameObject.AddComponent<MeshCollider>(); | 
				
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                    } | 
				
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                    if (!obj[i].gameObject.GetComponent<PathFindingClick>()) | 
				
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                    { | 
				
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                        obj[i].gameObject.AddComponent<PathFindingClick>(); | 
				
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                    } | 
				
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                    if (!obj[i].gameObject.GetComponent<CloneGameObjInfo>()) | 
				
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                    { | 
				
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                        obj[i].gameObject.AddComponent<CloneGameObjInfo>(); | 
				
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                    } | 
				
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                    obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjType = CloneObjType.StaticGameObject; | 
				
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                    if (!obj[i].gameObject.GetComponent<StaticeObjAddToEntities>()) | 
				
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                    { | 
				
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                        obj[i].gameObject.AddComponent<StaticeObjAddToEntities>(); | 
				
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                    } | 
				
			||||
                    //if (obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjID == 0) | 
				
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                    //{ | 
				
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                    //    long staticGameObjId = (long)GUID.NewGuid(2, 1); | 
				
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                    //    obj[i].gameObject.GetComponent<CloneGameObjInfo>().SetGameObjID(staticGameObjId); | 
				
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                    //} | 
				
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                    if (!obj[i].gameObject.GetComponent<CloneableEnums>()) | 
				
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                    { | 
				
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                        obj[i].gameObject.AddComponent<CloneableEnums>(); | 
				
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                    } | 
				
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                    if (!obj[i].gameObject.GetComponent<CloneEnumsHelp>()) | 
				
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                    { | 
				
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                        obj[i].gameObject.AddComponent<CloneEnumsHelp>(); | 
				
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                    } | 
				
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                    long staticGameObjId = (long)GUID.NewGuid(2, 1); | 
				
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                    obj[i].gameObject.GetComponent<CloneGameObjInfo>().SetGameObjID(staticGameObjId); | 
				
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                    obj[i].gameObject.GetComponent<CloneEnumsHelp>().cloneOnFloorType = CloneOnFloorType.ShiWaiMan; | 
				
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                } | 
				
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            } | 
				
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        } | 
				
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    } | 
				
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    [MenuItem("SceneTools/RemoveColider")]//移除碰撞器 | 
				
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    public static void RemoveColider() | 
				
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    { | 
				
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        Transform[] obj = Selection.GetTransforms(SelectionMode.Deep); | 
				
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        { | 
				
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            for (int i = 0; i < obj.Length; i++) | 
				
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            { | 
				
			||||
                if (obj[i].GetComponent<MeshRenderer>()) | 
				
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                { | 
				
			||||
                    if (obj[i].GetComponent<MeshCollider>()) | 
				
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                    { | 
				
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                        UnityEngine.Object.DestroyImmediate(obj[i].GetComponent<MeshCollider>(), true); | 
				
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                    } | 
				
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                } | 
				
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            } | 
				
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        } | 
				
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    } | 
				
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    [MenuItem("SceneTools/SetCloneEnumsNei")]//设置室内克隆类型 | 
				
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    public static void SetCloneEnumsNei() | 
				
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    { | 
				
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        Transform[] obj = Selection.GetTransforms(SelectionMode.DeepAssets); | 
				
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        { | 
				
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            List<CloneObjType> CloneableTypes = new List<CloneObjType>(); | 
				
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            for (int i = (int)CloneObjType.WarningLine; i <= (int)CloneObjType.FireOpenType; i++) | 
				
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            { | 
				
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                if (i != (int)CloneObjType.FireNormal && | 
				
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                    i != (int)CloneObjType.SmokeNormal && | 
				
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                    i != (int)CloneObjType.Splash && | 
				
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                    i != (int)CloneObjType.Boilover && | 
				
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                    i != (int)CloneObjType.Headquarters && | 
				
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                    i != (int)CloneObjType.StagingArea && | 
				
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                    i != (int)CloneObjType.FireHuge && | 
				
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                    i != (int)CloneObjType.FireFlow) | 
				
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                { | 
				
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                    CloneableTypes.Add((CloneObjType)i); | 
				
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                } | 
				
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            } | 
				
			||||
            if (obj[0].GetComponent<CloneableEnums>()) | 
				
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            { | 
				
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                obj[0].GetComponent<CloneableEnums>().CloneableTypes = CloneableTypes; | 
				
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            } | 
				
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        } | 
				
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    } | 
				
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    [MenuItem("SceneTools/SetFuTi")]//设置室内克隆类型 | 
				
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    public static void SetCloneFuTi() | 
				
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    { | 
				
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        Transform[] obj = Selection.GetTransforms(SelectionMode.Deep); | 
				
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        for (int i = 0; i < obj.Length; i++) | 
				
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        { | 
				
			||||
            if (obj[i].name.ToLower().Contains("ft") && | 
				
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                obj[i].GetComponent<MeshRenderer>()) | 
				
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            { | 
				
			||||
                if (obj[i].gameObject.layer == LayerMask.NameToLayer("SoldierRoad")) | 
				
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                { | 
				
			||||
                    if (!obj[i].gameObject.GetComponent<MeshCollider>()) | 
				
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                    { | 
				
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                        obj[i].gameObject.AddComponent<MeshCollider>(); | 
				
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                    } | 
				
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                    if (!obj[i].gameObject.GetComponent<PathFindingClick>()) | 
				
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                    { | 
				
			||||
                        obj[i].gameObject.AddComponent<PathFindingClick>(); | 
				
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                    } | 
				
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                    if (!obj[i].gameObject.GetComponent<CloneGameObjInfo>()) | 
				
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                    { | 
				
			||||
                        obj[i].gameObject.AddComponent<CloneGameObjInfo>(); | 
				
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                    } | 
				
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                    if (!obj[i].gameObject.GetComponent<StaticeObjAddToEntities>()) | 
				
			||||
                    { | 
				
			||||
                        obj[i].gameObject.AddComponent<StaticeObjAddToEntities>(); | 
				
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                    } | 
				
			||||
                    if (obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjID == 0) | 
				
			||||
                    { | 
				
			||||
                        long staticGameObjId = (long)GUID.NewGuid(4, 1); | 
				
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                        obj[i].gameObject.GetComponent<CloneGameObjInfo>().SetGameObjID(staticGameObjId); | 
				
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                    } | 
				
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                    if (!obj[i].gameObject.GetComponent<CloneableEnums>()) | 
				
			||||
                    { | 
				
			||||
                        obj[i].gameObject.AddComponent<CloneableEnums>(); | 
				
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                    } | 
				
			||||
                    //CloneableEnums enumParent = obj[i].gameObject.GetComponent<CloneableEnums>(); | 
				
			||||
                    //Transform Template = GameObject.Find("CloneEnums").transform.Find("ShiNeiFloor"); | 
				
			||||
                    //var CloneableEnums = Template.GetComponent<CloneableEnums>(); | 
				
			||||
                    //enumParent.CloneableTypes = CloneableEnums.CloneableTypes; | 
				
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                    if (obj[i].parent.GetComponent<FloorMessage>()) | 
				
			||||
                    { | 
				
			||||
                        FloorMessage fmg = obj[i].parent.GetComponent<FloorMessage>(); | 
				
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                        obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjType = CloneObjType.StaticGameObject; | 
				
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                        obj[i].gameObject.GetComponent<CloneGameObjInfo>().buildNum = fmg.buildNum; | 
				
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                        obj[i].gameObject.GetComponent<CloneGameObjInfo>().floorNum = fmg.floorNum; | 
				
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                        obj[i].gameObject.GetComponent<CloneGameObjInfo>().interlayerNum = fmg.interlayerNum; | 
				
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                    } | 
				
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                    if (obj[i].parent.parent.GetComponent<FloorMessage>()) | 
				
			||||
                    { | 
				
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                        FloorMessage fmg = obj[i].parent.parent.GetComponent<FloorMessage>(); | 
				
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                        obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjType = CloneObjType.StaticGameObject; | 
				
			||||
                        obj[i].gameObject.GetComponent<CloneGameObjInfo>().buildNum = fmg.buildNum; | 
				
			||||
                        obj[i].gameObject.GetComponent<CloneGameObjInfo>().floorNum = fmg.floorNum; | 
				
			||||
                        obj[i].gameObject.GetComponent<CloneGameObjInfo>().interlayerNum = fmg.interlayerNum; | 
				
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                    } | 
				
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                    if (obj[i].parent.parent.parent.GetComponent<FloorMessage>()) | 
				
			||||
                    { | 
				
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                        FloorMessage fmg = obj[i].parent.parent.parent.GetComponent<FloorMessage>(); | 
				
			||||
                        obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjType = CloneObjType.StaticGameObject; | 
				
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                        obj[i].gameObject.GetComponent<CloneGameObjInfo>().buildNum = fmg.buildNum; | 
				
			||||
                        obj[i].gameObject.GetComponent<CloneGameObjInfo>().floorNum = fmg.floorNum; | 
				
			||||
                        obj[i].gameObject.GetComponent<CloneGameObjInfo>().interlayerNum = fmg.interlayerNum; | 
				
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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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    [MenuItem("SceneTools/AddColider")]//添加碰撞器 | 
				
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    public static void AddColider() | 
				
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    { | 
				
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        Transform[] obj = Selection.GetTransforms(SelectionMode.Deep); | 
				
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        for (int i = 0; i < obj.Length; i++) | 
				
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        { | 
				
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            if (obj[i].GetComponent<MeshRenderer>() && | 
				
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                !obj[i].GetComponent<MeshCollider>()) | 
				
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            { | 
				
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                obj[i].gameObject.AddComponent<MeshCollider>(); | 
				
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            } | 
				
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        } | 
				
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    } | 
				
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    [MenuItem("SceneTools/CheckEmpty")]//检查克隆类型为空值的情况 | 
				
			||||
    public static void CheckEmpty() | 
				
			||||
    { | 
				
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        Transform[] obj = Selection.GetTransforms(SelectionMode.Deep); | 
				
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        for (int i = 0; i < obj.Length; i++) | 
				
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        { | 
				
			||||
            if ( | 
				
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                obj[i].GetComponent<CloneGameObjInfo>()) | 
				
			||||
            { | 
				
			||||
                if (obj[i].GetComponent<CloneGameObjInfo>().gameObjType == CloneObjType.None) | 
				
			||||
                { | 
				
			||||
                    Debug.Log(obj[i].name); | 
				
			||||
                    obj[i].GetComponent<CloneGameObjInfo>().gameObjType = CloneObjType.StaticGameObject; | 
				
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                } | 
				
			||||
            } | 
				
			||||
        } | 
				
			||||
    } | 
				
			||||
    [MenuItem("SceneTools/SetshineiXHS")]//设置消火栓属性 | 
				
			||||
    public static void SetSNXHS() | 
				
			||||
    { | 
				
			||||
        Transform[] obj = Selection.GetTransforms(SelectionMode.Deep); | 
				
			||||
        for (int i = 0; i < obj.Length; i++) | 
				
			||||
        { | 
				
			||||
            if (obj[i].name.ToLower().Contains("xhs") && | 
				
			||||
                obj[i].GetComponent<MeshRenderer>() && | 
				
			||||
                !obj[i].name.ToLower().Contains("xhs_name")) | 
				
			||||
            { | 
				
			||||
                if (!obj[i].gameObject.GetComponent<BoxCollider>()) | 
				
			||||
                { | 
				
			||||
                    obj[i].gameObject.AddComponent<BoxCollider>(); | 
				
			||||
                } | 
				
			||||
                if (!obj[i].gameObject.GetComponent<CloneGameObjInfo>()) | 
				
			||||
                { | 
				
			||||
                    obj[i].gameObject.AddComponent<CloneGameObjInfo>(); | 
				
			||||
                } | 
				
			||||
                if (!obj[i].gameObject.GetComponent<StaticeObjAddToEntities>()) | 
				
			||||
                { | 
				
			||||
                    obj[i].gameObject.AddComponent<StaticeObjAddToEntities>(); | 
				
			||||
                } | 
				
			||||
                if (obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjID == 0) | 
				
			||||
                { | 
				
			||||
                    long staticGameObjId = (long)GUID.NewGuid(1, 1); | 
				
			||||
                    obj[i].gameObject.GetComponent<CloneGameObjInfo>().SetGameObjID(staticGameObjId); | 
				
			||||
                } | 
				
			||||
                obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjType = CloneObjType.XHS; | 
				
			||||
                if (!obj[i].gameObject.GetComponent<WaterSupplier>()) | 
				
			||||
                { | 
				
			||||
                    obj[i].gameObject.AddComponent<WaterSupplier>(); | 
				
			||||
                } | 
				
			||||
                obj[i].gameObject.GetComponent<WaterSupplier>().WaterReceiverType = WaterType.water; | 
				
			||||
                if (!obj[i].gameObject.GetComponent<CloneableEnums>()) | 
				
			||||
                { | 
				
			||||
                    obj[i].gameObject.AddComponent<CloneableEnums>(); | 
				
			||||
                } | 
				
			||||
                CloneableEnums enumParent = obj[i].gameObject.GetComponent<CloneableEnums>(); | 
				
			||||
 | 
				
			||||
                List<CloneObjType> EnumsList = new List<CloneObjType>() { | 
				
			||||
                        CloneObjType.WaterLine, | 
				
			||||
                        CloneObjType.TwinkleLine | 
				
			||||
                }; | 
				
			||||
                enumParent.CloneableTypes = EnumsList; | 
				
			||||
                if (!obj[i].gameObject.GetComponent<CloneEnumsHelp>()) | 
				
			||||
                { | 
				
			||||
                    obj[i].gameObject.AddComponent<CloneEnumsHelp>(); | 
				
			||||
                } | 
				
			||||
                obj[i].gameObject.GetComponent<CloneEnumsHelp>().cloneOnFloorType = CloneOnFloorType.ShiNeiXHS; | 
				
			||||
                if (obj[i].parent.GetComponent<FloorMessage>()) | 
				
			||||
                { | 
				
			||||
                    FloorMessage fmg = obj[i].parent.GetComponent<FloorMessage>(); | 
				
			||||
                    obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjType = CloneObjType.XHS; | 
				
			||||
                    obj[i].gameObject.GetComponent<CloneGameObjInfo>().buildNum = fmg.buildNum; | 
				
			||||
                    obj[i].gameObject.GetComponent<CloneGameObjInfo>().floorNum = fmg.floorNum; | 
				
			||||
                    obj[i].gameObject.GetComponent<CloneGameObjInfo>().interlayerNum = fmg.interlayerNum; | 
				
			||||
                } | 
				
			||||
                if (obj[i].parent.parent.GetComponent<FloorMessage>()) | 
				
			||||
                { | 
				
			||||
                    FloorMessage fmg = obj[i].parent.parent.GetComponent<FloorMessage>(); | 
				
			||||
                    obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjType = CloneObjType.XHS; | 
				
			||||
                    obj[i].gameObject.GetComponent<CloneGameObjInfo>().buildNum = fmg.buildNum; | 
				
			||||
                    obj[i].gameObject.GetComponent<CloneGameObjInfo>().floorNum = fmg.floorNum; | 
				
			||||
                    obj[i].gameObject.GetComponent<CloneGameObjInfo>().interlayerNum = fmg.interlayerNum; | 
				
			||||
                } | 
				
			||||
                //if (obj[i].parent.parent.parent.GetComponent<FloorMessage>()) | 
				
			||||
                //{ | 
				
			||||
                //    FloorMessage fmg = obj[i].parent.parent.parent.GetComponent<FloorMessage>(); | 
				
			||||
                //    obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjType = CloneObjType.XHS; | 
				
			||||
                //    obj[i].gameObject.GetComponent<CloneGameObjInfo>().buildNum = fmg.buildNum; | 
				
			||||
                //    obj[i].gameObject.GetComponent<CloneGameObjInfo>().floorNum = fmg.floorNum; | 
				
			||||
                //    obj[i].gameObject.GetComponent<CloneGameObjInfo>().interlayerNum = fmg.interlayerNum; | 
				
			||||
                //} | 
				
			||||
            } | 
				
			||||
        } | 
				
			||||
    } | 
				
			||||
    [MenuItem("SceneTool/ShiWai/DouBuZou")]//地面(都不能走),常见为花坛 | 
				
			||||
    public static void ShiWaiDouBuZou() | 
				
			||||
    { | 
				
			||||
        Transform[] obj = Selection.GetTransforms(SelectionMode.Unfiltered); | 
				
			||||
        { | 
				
			||||
            for (int i = 0; i < obj.Length; i++) | 
				
			||||
            { | 
				
			||||
                if (obj[i].GetComponent<MeshRenderer>()) | 
				
			||||
                { | 
				
			||||
                    obj[i].gameObject.layer = LayerMask.NameToLayer("CarRoad"); | 
				
			||||
                    if (!obj[i].gameObject.GetComponent<NavMeshModifier>()) | 
				
			||||
                    { | 
				
			||||
                        obj[i].gameObject.AddComponent<NavMeshModifier>(); | 
				
			||||
                    } | 
				
			||||
                    NavMeshModifier mod = obj[i].gameObject.GetComponent<NavMeshModifier>(); | 
				
			||||
                    mod.overrideArea = true; | 
				
			||||
                    mod.area = 1; | 
				
			||||
                } | 
				
			||||
            } | 
				
			||||
        } | 
				
			||||
    } | 
				
			||||
    [MenuItem("SceneTool/TeShu/YouGuanDing")]//油罐顶 | 
				
			||||
    public static void YouGuanDing() | 
				
			||||
    { | 
				
			||||
        Transform[] obj = Selection.GetTransforms(SelectionMode.Unfiltered); | 
				
			||||
        { | 
				
			||||
            for (int i = 0; i < obj.Length; i++) | 
				
			||||
            { | 
				
			||||
                if (obj[i].GetComponent<MeshRenderer>()) | 
				
			||||
                { | 
				
			||||
                    if (!obj[i].gameObject.GetComponent<MeshCollider>()) | 
				
			||||
                    { | 
				
			||||
                        obj[i].gameObject.AddComponent<MeshCollider>(); | 
				
			||||
                    } | 
				
			||||
                    if (!obj[i].gameObject.GetComponent<CloneableEnums>()) | 
				
			||||
                    { | 
				
			||||
                        obj[i].gameObject.AddComponent<CloneableEnums>(); | 
				
			||||
                    } | 
				
			||||
                    if (!obj[i].gameObject.GetComponent<CloneEnumsHelp>()) | 
				
			||||
                    { | 
				
			||||
                        obj[i].gameObject.AddComponent<CloneEnumsHelp>(); | 
				
			||||
                    } | 
				
			||||
                    if (!obj[i].gameObject.GetComponent<CloneGameObjInfo>()) | 
				
			||||
                    { | 
				
			||||
                        obj[i].gameObject.AddComponent<CloneGameObjInfo>(); | 
				
			||||
                        | 
				
			||||
                    } | 
				
			||||
                    if (!obj[i].gameObject.GetComponent<StaticeObjAddToEntities>()) | 
				
			||||
                    { | 
				
			||||
                        obj[i].gameObject.AddComponent<StaticeObjAddToEntities>(); | 
				
			||||
                    } | 
				
			||||
                    if (obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjID == 0) | 
				
			||||
                    { | 
				
			||||
                        long staticGameObjId = (long)GUID.NewGuid(1, 1); | 
				
			||||
                        obj[i].gameObject.GetComponent<CloneGameObjInfo>().SetGameObjID(staticGameObjId); | 
				
			||||
                    } | 
				
			||||
                    obj[i].GetComponent<CloneGameObjInfo>().gameObjType = CloneObjType.StaticGameObject; | 
				
			||||
                    CloneEnumsHelp cloneEnumsHelp = obj[i].gameObject.GetComponent<CloneEnumsHelp>(); | 
				
			||||
                    cloneEnumsHelp.cloneOnFloorType = CloneOnFloorType.YouGuanDing; | 
				
			||||
                } | 
				
			||||
            } | 
				
			||||
        } | 
				
			||||
    } | 
				
			||||
    [MenuItem("SceneTool/TeShu/YouGuanBi")]//油罐壁 | 
				
			||||
    public static void YouGuanBi() | 
				
			||||
    { | 
				
			||||
        Transform[] obj = Selection.GetTransforms(SelectionMode.Unfiltered); | 
				
			||||
        { | 
				
			||||
            for (int i = 0; i < obj.Length; i++) | 
				
			||||
            { | 
				
			||||
                if (obj[i].GetComponent<MeshRenderer>()) | 
				
			||||
                { | 
				
			||||
                    if (!obj[i].gameObject.GetComponent<MeshCollider>()) | 
				
			||||
                    { | 
				
			||||
                        obj[i].gameObject.AddComponent<MeshCollider>(); | 
				
			||||
                    } | 
				
			||||
                    if (!obj[i].gameObject.GetComponent<CloneableEnums>()) | 
				
			||||
                    { | 
				
			||||
                        obj[i].gameObject.AddComponent<CloneableEnums>(); | 
				
			||||
                    } | 
				
			||||
                    if (!obj[i].gameObject.GetComponent<CloneEnumsHelp>()) | 
				
			||||
                    { | 
				
			||||
                        obj[i].gameObject.AddComponent<CloneEnumsHelp>(); | 
				
			||||
                    } | 
				
			||||
                    if (!obj[i].gameObject.GetComponent<CloneGameObjInfo>()) | 
				
			||||
                    { | 
				
			||||
                        obj[i].gameObject.AddComponent<CloneGameObjInfo>(); | 
				
			||||
                    } | 
				
			||||
                    if (!obj[i].gameObject.GetComponent<StaticeObjAddToEntities>()) | 
				
			||||
                    { | 
				
			||||
                        obj[i].gameObject.AddComponent<StaticeObjAddToEntities>(); | 
				
			||||
                    } | 
				
			||||
                    if (obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjID == 0) | 
				
			||||
                    { | 
				
			||||
                        long staticGameObjId = (long)GUID.NewGuid(1, 1); | 
				
			||||
                        obj[i].gameObject.GetComponent<CloneGameObjInfo>().SetGameObjID(staticGameObjId); | 
				
			||||
                    } | 
				
			||||
                    obj[i].GetComponent<CloneGameObjInfo>().gameObjType = CloneObjType.StaticGameObject; | 
				
			||||
                    CloneEnumsHelp cloneEnumsHelp = obj[i].gameObject.GetComponent<CloneEnumsHelp>(); | 
				
			||||
                    cloneEnumsHelp.cloneOnFloorType = CloneOnFloorType.YouGuanBi; | 
				
			||||
                } | 
				
			||||
            } | 
				
			||||
        } | 
				
			||||
    } | 
				
			||||
    [MenuItem("SceneTool/TeShu/WeiXianPinYunShuChe")]//危险运输车 | 
				
			||||
    public static void WeiXianPinYunShuChe() | 
				
			||||
    { | 
				
			||||
        Transform[] obj = Selection.GetTransforms(SelectionMode.Unfiltered); | 
				
			||||
        { | 
				
			||||
            for (int i = 0; i < obj.Length; i++) | 
				
			||||
            { | 
				
			||||
                if (obj[i].GetComponent<MeshRenderer>()) | 
				
			||||
                { | 
				
			||||
                    if (!obj[i].gameObject.GetComponent<MeshCollider>()) | 
				
			||||
                    { | 
				
			||||
                        obj[i].gameObject.AddComponent<MeshCollider>(); | 
				
			||||
                    } | 
				
			||||
                    if (!obj[i].gameObject.GetComponent<CloneableEnums>()) | 
				
			||||
                    { | 
				
			||||
                        obj[i].gameObject.AddComponent<CloneableEnums>(); | 
				
			||||
                    } | 
				
			||||
                    if (!obj[i].gameObject.GetComponent<CloneEnumsHelp>()) | 
				
			||||
                    { | 
				
			||||
                        obj[i].gameObject.AddComponent<CloneEnumsHelp>(); | 
				
			||||
                    } | 
				
			||||
                    CloneEnumsHelp cloneEnumsHelp = obj[i].gameObject.GetComponent<CloneEnumsHelp>(); | 
				
			||||
                    cloneEnumsHelp.cloneOnFloorType = CloneOnFloorType.WeiXianPinYunShuChe; | 
				
			||||
                } | 
				
			||||
            } | 
				
			||||
        } | 
				
			||||
    } | 
				
			||||
    [MenuItem("SceneTool/TeShu/shiwaixhs")]//室外消火栓 | 
				
			||||
    public static void Shiwaixhs() | 
				
			||||
    { | 
				
			||||
        Transform[] obj = Selection.GetTransforms(SelectionMode.Unfiltered); | 
				
			||||
        { | 
				
			||||
            for (int i = 0; i < obj.Length; i++) | 
				
			||||
            { | 
				
			||||
                if (obj[i].GetComponent<MeshRenderer>()) | 
				
			||||
                { | 
				
			||||
                    if (!obj[i].gameObject.GetComponent<CloneGameObjInfo>()) | 
				
			||||
                    { | 
				
			||||
                        obj[i].gameObject.AddComponent<CloneGameObjInfo>(); | 
				
			||||
                    } | 
				
			||||
                    if (!obj[i].gameObject.GetComponent<StaticeObjAddToEntities>()) | 
				
			||||
                    { | 
				
			||||
                        obj[i].gameObject.AddComponent<StaticeObjAddToEntities>(); | 
				
			||||
                    } | 
				
			||||
                    if (obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjID == 0) | 
				
			||||
                    { | 
				
			||||
                        long staticGameObjId = (long)GUID.NewGuid(1, 1); | 
				
			||||
                        obj[i].gameObject.GetComponent<CloneGameObjInfo>().SetGameObjID(staticGameObjId); | 
				
			||||
                    } | 
				
			||||
                    obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjType = CloneObjType.XHS; | 
				
			||||
                    if (!obj[i].gameObject.GetComponent<WaterSupplier>()) | 
				
			||||
                    { | 
				
			||||
                        obj[i].gameObject.AddComponent<WaterSupplier>(); | 
				
			||||
                    } | 
				
			||||
                    obj[i].gameObject.GetComponent<WaterSupplier>().WaterReceiverType = WaterType.water; | 
				
			||||
                } | 
				
			||||
            } | 
				
			||||
        } | 
				
			||||
    } | 
				
			||||
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					 | 
				
			||||
using System.Collections; | 
				
			||||
using System.Collections.Generic; | 
				
			||||
using UnityEngine; | 
				
			||||
 | 
				
			||||
/// <summary> | 
				
			||||
/// 游戏对象信息基类 | 
				
			||||
/// </summary> | 
				
			||||
public class BaseGameObjInfo : MonoBehaviour { | 
				
			||||
 | 
				
			||||
    public long gameObjID;//游戏对象ID | 
				
			||||
    public CloneObjType gameObjType;//游戏对象类型 | 
				
			||||
 | 
				
			||||
    public long GameObjID { get { return gameObjID; } } | 
				
			||||
 | 
				
			||||
    public void SetGameObjID(long id) | 
				
			||||
    { | 
				
			||||
        gameObjID = id; | 
				
			||||
    } | 
				
			||||
 | 
				
			||||
    // Use this for initialization | 
				
			||||
    void Start () { | 
				
			||||
		 | 
				
			||||
	} | 
				
			||||
	 | 
				
			||||
	// Update is called once per frame | 
				
			||||
	void Update () { | 
				
			||||
		 | 
				
			||||
	} | 
				
			||||
} | 
				
			||||
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			||||
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					 | 
				
			||||
using System.Collections; | 
				
			||||
using System.Collections.Generic; | 
				
			||||
using UnityEngine; | 
				
			||||
 | 
				
			||||
public class CameraViewDataForFunArea : MonoBehaviour | 
				
			||||
{ | 
				
			||||
    public Vector3 TargetPos; | 
				
			||||
    public float CameraX; | 
				
			||||
    public float CameraY; | 
				
			||||
    public float Distance; | 
				
			||||
} | 
				
			||||
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			||||
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			||||
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					 | 
				
			||||
 | 
				
			||||
/// <summary> | 
				
			||||
/// 克隆游戏对象信息基类 | 
				
			||||
/// </summary> | 
				
			||||
public class CloneGameObjInfo : BaseGameObjInfo | 
				
			||||
{ | 
				
			||||
    public string buildNum;//楼号 | 
				
			||||
    public int floorNum;//层号 | 
				
			||||
    public int interlayerNum;//夹层号,0表示不是夹层,1表示第一个夹层 | 
				
			||||
 | 
				
			||||
    public int Layer; | 
				
			||||
 | 
				
			||||
    public bool ShoworHidden;//显示或隐藏 | 
				
			||||
    public string FullName; | 
				
			||||
    public string SpecialTag = ""; | 
				
			||||
} | 
				
			||||
 | 
				
			||||
public struct SpreadObjHandle | 
				
			||||
{ | 
				
			||||
    public long gameObjId; | 
				
			||||
    public CloneObjType gameObjType; | 
				
			||||
    public bool isShow;//是否显示:true表示显示出来;false表示隐藏 | 
				
			||||
} | 
				
			||||
 | 
				
			||||
@ -1,2 +0,0 @@
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			||||
fileFormatVersion: 2 | 
				
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			||||
@ -1,307 +0,0 @@
					 | 
				
			||||
using System.Collections; | 
				
			||||
using System.Collections.Generic; | 
				
			||||
using UnityEngine; | 
				
			||||
 | 
				
			||||
/// <summary> | 
				
			||||
/// 克隆类型(枚举) | 
				
			||||
/// </summary> | 
				
			||||
public enum CloneObjType | 
				
			||||
{ | 
				
			||||
    None = 0, | 
				
			||||
 | 
				
			||||
    //基本信息能克隆的实体类型 | 
				
			||||
    AdjoiningBuildings = 1,//毗邻 | 
				
			||||
    NoParkingArea = 2,//禁停区 | 
				
			||||
    KeyParts = 3,//重点部位 | 
				
			||||
    FireControlRoom = 4,//消控室 | 
				
			||||
    PumpRoom = 5,//泵房 | 
				
			||||
    BubblePumpRoom = 6,//泡沫泵房 | 
				
			||||
    WaterTank = 7,//水罐 | 
				
			||||
    PostFireHydrant = 8,//地上消火栓 | 
				
			||||
    FlushFireHydrant = 9,//地下消火栓 | 
				
			||||
    PumpAdapter = 10,//水泵接合器 | 
				
			||||
    FireWaterMonitor = 11,//消防水炮 | 
				
			||||
    FoamHydrant = 12,//泡沫栓 | 
				
			||||
    IndoorFireHydrant = 13,//室内消火栓 | 
				
			||||
 | 
				
			||||
    //消防力量设定图标克隆类型 | 
				
			||||
    ZongDuiIcon = 101,//中队图标 | 
				
			||||
    ZhiDuiIcon = 102,//大队图标 | 
				
			||||
    DaDuiIcon = 103,//支队图标 | 
				
			||||
    ZhongDuiIcon = 104,//总队图标 | 
				
			||||
 | 
				
			||||
    //灾情能克隆的实体类型 | 
				
			||||
    //注意:在增加灾情类型的时候要在带入答案的地方处理 | 
				
			||||
    NormalFire = 200,//普通火 | 
				
			||||
    FullSurfaceFire = 201,//全液面火 | 
				
			||||
    Insider = 202,//知情人 | 
				
			||||
    TrappedPerson = 203,//被困人员 | 
				
			||||
    WoundedPerson = 204,//伤员 | 
				
			||||
    FlowingFire = 205,//地面流淌火 | 
				
			||||
    Boilover = 206,//泄露 | 
				
			||||
    Smoke = 207,//烟雾 | 
				
			||||
    FireOpenType = 208,//敞开式燃烧 | 
				
			||||
    FireBreakThough = 209,//突破火 | 
				
			||||
    ForcibleEntryDoor = 210,//破拆门 | 
				
			||||
 | 
				
			||||
    //消防力量克隆类型:车辆类型 | 
				
			||||
    WaterTanker = 250,//水罐车 | 
				
			||||
    FoamFireTruck = 251,//泡沫车 | 
				
			||||
    HighSprayingCar = 252,//高喷车 | 
				
			||||
    LadderTruck = 253,//云梯车 | 
				
			||||
    LiftTruck = 254,//举高车 | 
				
			||||
    SmokeCar = 255,//排烟车 | 
				
			||||
    RescueVehicle = 256,//抢险救援车 | 
				
			||||
    LightingVehicle = 257,//照明车 | 
				
			||||
    InflatableCar = 258,//供气车 | 
				
			||||
    CommandVehicle = 259,//指挥车 | 
				
			||||
    ForcibleCar = 260,//破拆车 | 
				
			||||
    EquipmentCar = 261,//器材车 | 
				
			||||
    RemoteWaterSupplyTruck = 262,//远程供水车 | 
				
			||||
    DecontaminationTruck = 263,//洗消车 | 
				
			||||
    LiquidSupplyTruck = 264,//供液车 | 
				
			||||
    FoodSecurityTruck = 265,//饮食保障车 | 
				
			||||
    EquipmentTransportTruck = 266,//装备运输车 | 
				
			||||
    EquipmentRepairTruck = 267,//装备抢修车 | 
				
			||||
    MedicalSupportTruck = 268,//卫勤保障车 | 
				
			||||
    PowderFireTruck = 269,//干粉车 | 
				
			||||
 | 
				
			||||
    //消防力量克隆类型:消防员,移动水炮,灭火机器人等特殊装备类型 | 
				
			||||
    Fireman = 300,//消防员 | 
				
			||||
    MobileWaterCannon = 301,//移动水炮 | 
				
			||||
    FireFightingRobot = 302,//灭火机器人 | 
				
			||||
    SnowstormCannon = 303,//暴风雪炮 | 
				
			||||
 | 
				
			||||
    //工具克隆类型 | 
				
			||||
    WarningLine = 350,//警戒线 | 
				
			||||
    FireHose = 351,//消防水带 | 
				
			||||
    Attack = 352,//进攻 | 
				
			||||
    Retreat = 353,//撤退 | 
				
			||||
    CommandPost = 354,//火场指挥部 | 
				
			||||
    StagingArea = 355,//集结区 | 
				
			||||
    WaterCurtainHose = 356,//水幕水带 | 
				
			||||
    RegionalSettings = 357,//区域设定 | 
				
			||||
    SafeArea = 358,//安全区 | 
				
			||||
    ZhongDuiCommander = 359,//中队指挥员 | 
				
			||||
    ZhiDuiCommander = 360,//支队指挥员 | 
				
			||||
    SupportArea = 361,//战勤保障集结区 | 
				
			||||
    WaterBisector = 362,//二分水器 | 
				
			||||
    WaterTrisector = 363,//三分水器 | 
				
			||||
    SafetyOfficer = 364,//安全员 | 
				
			||||
    //WaterCurtain=365,//水幕水带 | 
				
			||||
    FoamHookPipe = 365,//泡沫钩管 | 
				
			||||
    TheSurroundingWaterPoint = 366,//周边水源取水点 | 
				
			||||
    FirePoolPoint = 367,//消防水池取水点 | 
				
			||||
    DecontaminationArea = 368,//洗消区 | 
				
			||||
    SmokeExhaustFan = 369,//排烟风机 | 
				
			||||
 | 
				
			||||
    //技能要克隆的物体的克隆类型 | 
				
			||||
    BlockOff = 400,//封堵 | 
				
			||||
    DrawLine = 401,//铺设的管线 | 
				
			||||
    LifeLightLine = 402,//铺设的就剩照明线 | 
				
			||||
 | 
				
			||||
    //截图工具克隆类型 | 
				
			||||
    Rectangle = 450,//矩形 | 
				
			||||
    Circular = 451,//圆形 | 
				
			||||
    Arrow = 452,//箭头 | 
				
			||||
    Text = 453,//文字 | 
				
			||||
 | 
				
			||||
    //战术板工具克隆类型 | 
				
			||||
    TBArrow = 500,//战术板箭头 | 
				
			||||
    CutOff = 501,//堵截 | 
				
			||||
    BreakThrough = 502,//突破 | 
				
			||||
    Segment = 503,//分割 | 
				
			||||
    Suppress = 504,//围剿 | 
				
			||||
    PincerAttack = 505,//夹攻 | 
				
			||||
    JointAttack = 506,//合击 | 
				
			||||
    //通信保障克隆类型 | 
				
			||||
    UVA = 550,//无人机 | 
				
			||||
    MonitorBall = 551,//布控球 | 
				
			||||
    MeshSolider = 552,//mesh单兵 | 
				
			||||
    FourGSolider = 553,//4g单兵图传 | 
				
			||||
    DigitalInterphone = 554,//数字对讲机 | 
				
			||||
    FourGBS = 555,//4g基站 | 
				
			||||
    VoiceReplayStation = 556,//语音中继台 | 
				
			||||
    PortableSateLliteStation = 557,//卫星便携站 | 
				
			||||
    PaintingLanguagePlatform = 558,//语绘平台 | 
				
			||||
    MeshRelaying = 559, //mesh中继 | 
				
			||||
    SignalBox = 560,//信号塔 | 
				
			||||
    //联动力量克隆类型 | 
				
			||||
    Cruiser = 600,//巡逻车 | 
				
			||||
    Motorbike = 601,//摩托车 | 
				
			||||
    Ambulance = 602,//救护车 | 
				
			||||
    PatrolWagon = 603,//警车 | 
				
			||||
    ElectricRepairCar = 604,//电力抢修车 | 
				
			||||
    GasRepairCar = 605,//燃气抢修车 | 
				
			||||
    WaterSupplyRepairCar = 606,//供水抢修车 | 
				
			||||
    EnvironmentalTestingVehicle = 607,//环保检测车 | 
				
			||||
    TransportVehicle = 608,//交通运输车 | 
				
			||||
    SanitartPreventionVehicle = 609,//卫生防疫车 | 
				
			||||
    EmergencyCommunicationVehicle = 610,//应急通讯车 | 
				
			||||
    FamilyCar = 611,//家庭轿车 | 
				
			||||
    EnterpriseMechanic = 612,//企业技工 | 
				
			||||
    PublicSecurity = 613,//保安 | 
				
			||||
    OfficeClerk = 614,//职员 | 
				
			||||
    Manager = 615,//经理 | 
				
			||||
    TechnicalEngineer = 616,//技术工程师 | 
				
			||||
    Doctor = 617,//医生 | 
				
			||||
 | 
				
			||||
    Team = 1000,//消防员组 | 
				
			||||
    StaticGameObject = 1001,//场景中固有的静态游戏实体对象 | 
				
			||||
    StaticUI = 1002//静态UI | 
				
			||||
} | 
				
			||||
 | 
				
			||||
/// <summary> | 
				
			||||
/// 根据克隆类型获取其对应的中文名称。 | 
				
			||||
/// Tips:添加克隆类型时,注意同步添加到CloneTypeDic字典中 | 
				
			||||
/// </summary> | 
				
			||||
public class CloneObjTypeName | 
				
			||||
{ | 
				
			||||
    private CloneObjTypeName() { } | 
				
			||||
    private static CloneObjTypeName instance; | 
				
			||||
    private static Dictionary<CloneObjType, string> CloneTypeDic; | 
				
			||||
    public static CloneObjTypeName Instance | 
				
			||||
    { | 
				
			||||
        get | 
				
			||||
        { | 
				
			||||
            if (null == instance) | 
				
			||||
            { | 
				
			||||
                instance = new CloneObjTypeName(); | 
				
			||||
                InitCloneTypeDic(); | 
				
			||||
            } | 
				
			||||
            return instance; | 
				
			||||
        } | 
				
			||||
    } | 
				
			||||
 | 
				
			||||
    public string GetCloneObjTypeName(CloneObjType type) | 
				
			||||
    { | 
				
			||||
        string name = "未命名"; | 
				
			||||
        CloneTypeDic.TryGetValue(type, out name); | 
				
			||||
        return name; | 
				
			||||
    } | 
				
			||||
 | 
				
			||||
    private static void InitCloneTypeDic() | 
				
			||||
    { | 
				
			||||
        CloneTypeDic = new Dictionary<CloneObjType, string>(); | 
				
			||||
 | 
				
			||||
        CloneTypeDic.Add(CloneObjType.AdjoiningBuildings, "毗邻"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.NoParkingArea, "禁停区"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.KeyParts, "重点部位"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.FireControlRoom, "消控室"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.PumpRoom, "泵房"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.BubblePumpRoom, "泡沫泵房"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.WaterTank, "水罐"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.PostFireHydrant, "地上消火栓"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.FlushFireHydrant, "地下消火栓"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.PumpAdapter, "水泵接合器"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.FireWaterMonitor, "消防水炮"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.FoamHydrant, "泡沫栓"); | 
				
			||||
 | 
				
			||||
        CloneTypeDic.Add(CloneObjType.NormalFire, "普通火"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.FullSurfaceFire, "全液面火"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.Insider, "知情人"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.TrappedPerson, "被困人员"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.WoundedPerson, "伤员"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.Boilover, "泄露"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.Smoke, "烟雾"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.FlowingFire, "流淌火"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.FireOpenType, "敞开式燃烧"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.FireBreakThough, "突破火"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.ForcibleEntryDoor, "破拆点"); | 
				
			||||
 | 
				
			||||
        CloneTypeDic.Add(CloneObjType.WaterTanker, "水罐车"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.FoamFireTruck, "泡沫车"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.HighSprayingCar, "高喷车"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.LadderTruck, "云梯车"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.LiftTruck, "举高车"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.SmokeCar, "排烟车"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.RescueVehicle, "抢险救援车"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.LightingVehicle, "照明车"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.InflatableCar, "供气车"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.CommandVehicle, "指挥车"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.ForcibleCar, "破拆车"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.EquipmentCar, "器材车"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.RemoteWaterSupplyTruck, "远程供水车"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.DecontaminationTruck, "洗消车"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.LiquidSupplyTruck, "供液车"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.FoodSecurityTruck, "饮食保障车"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.EquipmentTransportTruck, "装备运输车"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.EquipmentRepairTruck, "装备抢修车"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.MedicalSupportTruck, "卫勤保障车"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.PowderFireTruck, "干粉车"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.Fireman, "消防员"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.MobileWaterCannon, "移动水炮"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.FireFightingRobot, "灭火机器人"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.SnowstormCannon, "暴风雪炮"); | 
				
			||||
 | 
				
			||||
        CloneTypeDic.Add(CloneObjType.WarningLine, "警戒线"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.FireHose, "水带"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.Attack, "进攻"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.Retreat, "撤退"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.CommandPost, "指挥部"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.StagingArea, "集结区"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.SafeArea, "安全区"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.SupportArea, "战勤保障集结区"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.ZhongDuiCommander, "中队指挥员"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.ZhiDuiCommander, "支队指挥员"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.WaterCurtainHose, "水幕水带"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.RegionalSettings, "区域设定"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.WaterBisector, "二分水器"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.WaterTrisector, "三分水器"); | 
				
			||||
        //CloneTypeDic.Add(CloneObjType.WaterCurtainHose, "水幕水带"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.SafetyOfficer, "安全员"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.FoamHookPipe, "泡沫钩管"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.TheSurroundingWaterPoint, "周边水源取水点"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.FirePoolPoint, "消防水池取水点"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.DecontaminationArea, "洗消区"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.SmokeExhaustFan, "排烟机"); | 
				
			||||
 | 
				
			||||
 | 
				
			||||
        CloneTypeDic.Add(CloneObjType.BlockOff, "封堵"); | 
				
			||||
 | 
				
			||||
        CloneTypeDic.Add(CloneObjType.Rectangle, "矩形"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.Circular, "圆形"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.Arrow, "箭头"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.Text, "文字"); | 
				
			||||
 | 
				
			||||
        CloneTypeDic.Add(CloneObjType.TBArrow, "战术箭头"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.CutOff, "堵截"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.BreakThrough, "突破"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.Segment, "分割"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.Suppress, "围剿"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.PincerAttack, "夹攻"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.JointAttack, "合击"); | 
				
			||||
 | 
				
			||||
        CloneTypeDic.Add(CloneObjType.UVA, "无人机"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.MonitorBall, "布控球"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.MeshSolider, "mesh单兵"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.FourGSolider, "4g单兵图传"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.DigitalInterphone, "数字对讲机"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.FourGBS, "4g基站"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.VoiceReplayStation, "语音中继台"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.PortableSateLliteStation, "卫星便携站"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.PaintingLanguagePlatform, "语绘平台"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.MeshRelaying, "mesh中继"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.SignalBox, "信号塔"); | 
				
			||||
 | 
				
			||||
        CloneTypeDic.Add(CloneObjType.Cruiser, "巡逻车"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.Motorbike, "摩托车"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.Ambulance, "救护车"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.PatrolWagon, "警车"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.ElectricRepairCar, "电力抢修车"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.GasRepairCar, "燃气抢修车"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.WaterSupplyRepairCar, "供水抢修车"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.EnvironmentalTestingVehicle, "环保检测车"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.TransportVehicle, "交通运输车"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.SanitartPreventionVehicle, "卫生防疫车"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.EmergencyCommunicationVehicle, "应急通讯车"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.FamilyCar, "家庭轿车"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.EnterpriseMechanic, "企业技工"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.PublicSecurity, "保安"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.OfficeClerk, "职员"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.Manager, "经理"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.TechnicalEngineer, "技术工程师"); | 
				
			||||
        CloneTypeDic.Add(CloneObjType.Doctor, "医生"); | 
				
			||||
 | 
				
			||||
    } | 
				
			||||
} | 
				
			||||
@ -1,2 +0,0 @@
					 | 
				
			||||
fileFormatVersion: 2 | 
				
			||||
guid: b9e79d9d52924c24abfeef77eb7fdca6 | 
				
			||||
@ -1,16 +0,0 @@
					 | 
				
			||||
using System.Collections; | 
				
			||||
using System.Collections.Generic; | 
				
			||||
using UnityEngine; | 
				
			||||
 | 
				
			||||
/// <summary> | 
				
			||||
/// 该脚本挂在点击可实例化物体的模型上 | 
				
			||||
/// 选择该模型上具体可实例化的Clone类型 | 
				
			||||
/// </summary> | 
				
			||||
[DisallowMultipleComponent] | 
				
			||||
public class CloneableEnums : MonoBehaviour { | 
				
			||||
 | 
				
			||||
    public List<CloneObjType> CloneableTypes = new List<CloneObjType>(); | 
				
			||||
 | 
				
			||||
    //是否处理克隆操作点击碰撞的点 | 
				
			||||
    public bool isHandleCloneHitPoint; | 
				
			||||
} | 
				
			||||
@ -1,2 +0,0 @@
					 | 
				
			||||
fileFormatVersion: 2 | 
				
			||||
guid: 1c0e57298488ae54aba3ef60b0b26920 | 
				
			||||
@ -1,20 +0,0 @@
					 | 
				
			||||
using System; | 
				
			||||
using System.Collections; | 
				
			||||
using System.Collections.Generic; | 
				
			||||
using UnityEngine; | 
				
			||||
 | 
				
			||||
public class EvacuatePoint : MonoBehaviour | 
				
			||||
{         | 
				
			||||
    public static List<Vector3> evacuatePoints = new List<Vector3>(); | 
				
			||||
 | 
				
			||||
    private void Awake() | 
				
			||||
    { | 
				
			||||
        evacuatePoints.Clear(); | 
				
			||||
    } | 
				
			||||
 | 
				
			||||
    // Start is called before the first frame update | 
				
			||||
    void Start() | 
				
			||||
    { | 
				
			||||
        evacuatePoints.Add(transform.position); | 
				
			||||
    }       | 
				
			||||
} | 
				
			||||
@ -1,2 +0,0 @@
					 | 
				
			||||
fileFormatVersion: 2 | 
				
			||||
guid: d00f7578dda0a1c41b151766a6426479 | 
				
			||||
@ -1,15 +0,0 @@
					 | 
				
			||||
using System.Collections; | 
				
			||||
using System.Collections.Generic; | 
				
			||||
using UnityEngine; | 
				
			||||
 | 
				
			||||
public class FloorMessage : MonoBehaviour | 
				
			||||
{ | 
				
			||||
    // Use this for initialization | 
				
			||||
    //使用方法:将脚本挂在场景中每一层的室内结构和室外结构的父对象上 | 
				
			||||
    //功能:记录建筑每层结构的层信息 | 
				
			||||
 | 
				
			||||
    public string buildNum;//楼号 | 
				
			||||
    public int floorNum;//层号 | 
				
			||||
    public int interlayerNum;//夹层号,0表示不是夹层,1表示第一个夹层 | 
				
			||||
    public Transform targetTrans;//切楼层时候用来定位的目标点 | 
				
			||||
} | 
				
			||||
@ -1,2 +0,0 @@
					 | 
				
			||||
fileFormatVersion: 2 | 
				
			||||
guid: 7eb663056acb2644698df34826b5c60f | 
				
			||||
@ -1,38 +0,0 @@
					 | 
				
			||||
using System.Collections; | 
				
			||||
using System.Collections.Generic; | 
				
			||||
using UnityEngine; | 
				
			||||
 | 
				
			||||
public class GetAreaTargetManager : MonoBehaviour | 
				
			||||
{ | 
				
			||||
    public Vector3 cameraInitPos = new Vector3();//相机Target初始位置 | 
				
			||||
    public float initDis;//相机离Target距离的初始值 | 
				
			||||
    public float init_X;//相机水平旋转初始值 | 
				
			||||
    public float init_Y;//相机竖直旋转初始值 | 
				
			||||
 | 
				
			||||
    public static GetAreaTargetManager Instance; | 
				
			||||
    [SerializeField] | 
				
			||||
    private List<Transform> children; | 
				
			||||
    private void Awake() | 
				
			||||
    { | 
				
			||||
        children = new List<Transform>(); | 
				
			||||
        foreach (Transform item in transform) | 
				
			||||
        { | 
				
			||||
            children.Add(item); | 
				
			||||
        } | 
				
			||||
        Instance = this; | 
				
			||||
    } | 
				
			||||
    public Transform GetTarget(string name) | 
				
			||||
    { | 
				
			||||
        Transform result = null; | 
				
			||||
        foreach (var item in children) | 
				
			||||
        { | 
				
			||||
            if (item.name == name) | 
				
			||||
            { | 
				
			||||
                result = item; | 
				
			||||
                break; | 
				
			||||
            } | 
				
			||||
        } | 
				
			||||
 | 
				
			||||
        return result; | 
				
			||||
    } | 
				
			||||
} | 
				
			||||
@ -1,2 +0,0 @@
					 | 
				
			||||
fileFormatVersion: 2 | 
				
			||||
guid: ad1ddb7b6b473ac4ea26f44aea624e2b | 
				
			||||
@ -1,51 +0,0 @@
					 | 
				
			||||
using UnityEngine; | 
				
			||||
using System.Collections; | 
				
			||||
 | 
				
			||||
public class LoadShader : MonoBehaviour | 
				
			||||
{ | 
				
			||||
    // Start is called once before the first execution of Update after the MonoBehaviour is created | 
				
			||||
    void Start() | 
				
			||||
    { | 
				
			||||
#if !UNITY_WEBGL || UNITY_EDITOR | 
				
			||||
        SetShader(transform); | 
				
			||||
#endif | 
				
			||||
    } | 
				
			||||
 | 
				
			||||
    // Update is called once per frame | 
				
			||||
    void Update() | 
				
			||||
    { | 
				
			||||
 | 
				
			||||
    } | 
				
			||||
    public void SetShader(Transform child) | 
				
			||||
    { | 
				
			||||
        if (child.childCount > 0) | 
				
			||||
        { | 
				
			||||
            for (int i = 0; i < child.childCount; i++) | 
				
			||||
            { | 
				
			||||
                SetShader(child.GetChild(i)); | 
				
			||||
            } | 
				
			||||
        } | 
				
			||||
        else | 
				
			||||
        { | 
				
			||||
            if (child.GetComponent<Renderer>()) | 
				
			||||
            { | 
				
			||||
                var r = child.GetComponent<Renderer>(); | 
				
			||||
                foreach (var material in r.materials) | 
				
			||||
                { | 
				
			||||
                    //Debug.Log(material.shader.name); | 
				
			||||
                    if (material.shader.name == "Universal Render Pipeline/Lit") | 
				
			||||
                    { | 
				
			||||
                        StartCoroutine(setshader(material)); | 
				
			||||
                    } | 
				
			||||
                } | 
				
			||||
            } | 
				
			||||
        } | 
				
			||||
    } | 
				
			||||
 | 
				
			||||
    IEnumerator setshader(Material m) | 
				
			||||
    { | 
				
			||||
        m.shader = null; | 
				
			||||
        yield return new WaitForSeconds(0.1f); | 
				
			||||
        m.shader = Shader.Find("Universal Render Pipeline/Lit"); | 
				
			||||
    } | 
				
			||||
} | 
				
			||||
@ -1,2 +0,0 @@
					 | 
				
			||||
fileFormatVersion: 2 | 
				
			||||
guid: 5627e6832e9378c4e8632a52efa22183 | 
				
			||||
@ -1,18 +0,0 @@
					 | 
				
			||||
using System.Collections; | 
				
			||||
using System.Collections.Generic; | 
				
			||||
using UnityEngine; | 
				
			||||
 | 
				
			||||
public class PathFindable : MonoBehaviour | 
				
			||||
{ | 
				
			||||
    // Start is called before the first frame update | 
				
			||||
    void Start() | 
				
			||||
    { | 
				
			||||
         | 
				
			||||
    } | 
				
			||||
 | 
				
			||||
    // Update is called once per frame | 
				
			||||
    void Update() | 
				
			||||
    { | 
				
			||||
         | 
				
			||||
    } | 
				
			||||
} | 
				
			||||
@ -1,2 +0,0 @@
					 | 
				
			||||
fileFormatVersion: 2 | 
				
			||||
guid: 43929be615d468749bba2f9917117a45 | 
				
			||||
@ -1,9 +0,0 @@
					 | 
				
			||||
using System.Collections; | 
				
			||||
using System.Collections.Generic; | 
				
			||||
using UnityEngine; | 
				
			||||
 | 
				
			||||
public class TeamTargetItem : MonoBehaviour | 
				
			||||
{ | 
				
			||||
    public List<string> TaskNames; | 
				
			||||
    public string TankName; | 
				
			||||
} | 
				
			||||
@ -1,2 +0,0 @@
					 | 
				
			||||
fileFormatVersion: 2 | 
				
			||||
guid: 408648110f0742348a48d10da40f3ea5 | 
				
			||||
@ -1,52 +0,0 @@
					 | 
				
			||||
using System.Collections; | 
				
			||||
using System.Collections.Generic; | 
				
			||||
using UnityEngine; | 
				
			||||
 | 
				
			||||
/// <summary> | 
				
			||||
/// 组任务目标点管理 | 
				
			||||
/// </summary> | 
				
			||||
public class TeamTargetManager : MonoBehaviour | 
				
			||||
{ | 
				
			||||
    public static TeamTargetManager instance; | 
				
			||||
 | 
				
			||||
    private void Awake() | 
				
			||||
    { | 
				
			||||
        instance = this; | 
				
			||||
    } | 
				
			||||
 | 
				
			||||
    public static TeamTargetManager GetInstance | 
				
			||||
    { | 
				
			||||
        get | 
				
			||||
        { | 
				
			||||
            if (instance == null) | 
				
			||||
            { | 
				
			||||
                string path = "TeamTargetParent"; | 
				
			||||
                GameObject obj = Resources.Load<GameObject>(path); | 
				
			||||
                GameObject clone = Instantiate(obj); | 
				
			||||
                clone.name = "TeamTargetParent"; | 
				
			||||
                instance = clone.GetComponent<TeamTargetManager>(); | 
				
			||||
            } | 
				
			||||
            return instance; | 
				
			||||
        } | 
				
			||||
    } | 
				
			||||
    /// <summary> | 
				
			||||
    /// 罐区类组任务获取目标点 | 
				
			||||
    /// </summary> | 
				
			||||
    /// <param name="taskName">任务名称</param> | 
				
			||||
    /// <param name="tankName">罐区名称</param> | 
				
			||||
    /// <returns></returns> | 
				
			||||
    public Vector3 GetTargetPos(string taskName, string tankName) | 
				
			||||
    { | 
				
			||||
        Vector3 pos = Vector3.zero; | 
				
			||||
        foreach (Transform item in transform) | 
				
			||||
        { | 
				
			||||
            if (item.GetComponent<TeamTargetItem>().TaskNames.Contains(taskName) && | 
				
			||||
               item.GetComponent<TeamTargetItem>().TankName == tankName) | 
				
			||||
            { | 
				
			||||
                pos = item.position; | 
				
			||||
                break; | 
				
			||||
            } | 
				
			||||
        } | 
				
			||||
        return pos; | 
				
			||||
    } | 
				
			||||
} | 
				
			||||
@ -1,2 +0,0 @@
					 | 
				
			||||
fileFormatVersion: 2 | 
				
			||||
guid: de3dcbb1284b2394a8049095e2bae278 | 
				
			||||
									
										Binary file not shown.
									
								
							
						@ -0,0 +1,9 @@
					 | 
				
			||||
ManifestFileVersion: 0 | 
				
			||||
UnityVersion: 6000.0.17f1c1 | 
				
			||||
CRC: 3188481872 | 
				
			||||
HashAppended: 0 | 
				
			||||
AssetBundleManifest: | 
				
			||||
  AssetBundleInfos: | 
				
			||||
    Info_0: | 
				
			||||
      Name: buildingscene | 
				
			||||
      Dependencies: {} | 
				
			||||
@ -0,0 +1,7 @@
					 | 
				
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		 Before Width: | Height: | Size: 28 MiB After Width: | Height: | Size: 28 MiB  | 
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