Copied the 89 uncopied AI*SimulationUtility/extension files defining the AIVirtualCard/AIVirtualField extension methods; the compile loop then auto-closed the revealed type deps (~3049 files total, drift-clean). 10.0k -> 62 errors.
490 lines
17 KiB
C#
490 lines
17 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Cute;
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using UnityEngine;
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[Serializable]
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public class AreaSelectBG
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{
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private const float BGTEXTURE_WIDTH = 1024f;
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private const float BGTEXTURE_HEIGHT = 1024f;
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private const int BGTEXTURE_NUM_X = 4;
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private const int BGTEXTURE_NUM_Y = 3;
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private const float BGTEXTURE_WIDTH_HALF_LEFT = 2048f;
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private const float BGTEXTURE_WIDTH_HALF_RIGHT = 2560f;
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private const float BGTEXTURE_HEIGHT_HALF_UP = 1536f;
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private const float BGTEXTURE_HEIGHT_HALF_BOTTOM = 1536f;
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private const float BGTEXTURE_DRAG_MARGIN = 5f;
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private const float BGTEXTURE_DRAG_DECELERATION = 0.875f;
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private const float BGTEXTURE_DRAGARROW_ANIM_SPEED = 1f;
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private const float BGDRAG_SEC_MAXSPEED = 0.25f;
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private const float BGDRAG_SEC_RESETUPTOTIME_MAX = 0.5f;
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private AreaSelectUI _areaSelectUI;
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[SerializeField]
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private GameObject _BGRoot;
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[SerializeField]
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private UITexture[] _BGTexture;
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[SerializeField]
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private AreaBGInfo _areaBGInfo;
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private ParticleSystem _bgEffect;
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private AreaSelectEffectControlBase _bgEffectControl;
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[SerializeField]
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private GameObject _BGDragCollision;
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private Vector2 _BGDragDelta = Vector2.zero;
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private bool _isBGDragEnable;
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private float _BGDragSec;
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private float _BGDragSecResetUpToTime;
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private List<string> _loadedResources = new List<string>();
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private bool _isLoadEndBGTexture = true;
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private bool _isLoadEndParticle = true;
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private StorySectionData _sectionData;
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private int? _sectionClassId;
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private List<ChapterExtraData> _extraChapters = new List<ChapterExtraData>();
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private bool _isNormalBgSet = true;
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private bool _changeChapterFirstCall = true;
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private float _currentAspectRatio;
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private Vector3 _currentBGScale = Vector3.one;
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private Vector3 _currentParentPos = Vector3.zero;
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private Vector2 _minMovablePos = Vector3.one;
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private Vector2 _maxMovablePos = Vector3.one;
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public ChapterExtraData ChapterExtraData { get; private set; }
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public ChapterExtraData TransitionChapterExtraData { get; private set; }
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public int BeforeChapterId { get; private set; }
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public GameObject GetBGRoot()
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{
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return _BGRoot;
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}
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public bool GetLoadEnd()
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{
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if (_isLoadEndBGTexture)
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{
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return _isLoadEndParticle;
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}
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return false;
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}
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public void SetActiveBGEffect(bool isActive)
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{
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_bgEffect.gameObject.SetActive(isActive);
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if (_bgEffectControl != null)
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{
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_bgEffectControl.SetActiveBGEffect(isActive);
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}
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}
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public bool IsBGDragEnable()
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{
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return _isBGDragEnable;
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}
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public void Init(AreaSelectUI areaSelectUI)
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{
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_areaSelectUI = areaSelectUI;
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UIEventListener component = _BGDragCollision.GetComponent<UIEventListener>();
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if (null != component)
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{
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component.onDrag = OnDragBG;
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}
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SetBGDragEnable(enable: false);
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}
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public void Term()
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{
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int i = 0;
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for (int num = _BGTexture.Length; i < num; i++)
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{
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_BGTexture[i].mainTexture = null;
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}
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}
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private string GetBackGroundPath(int backGroundId, int index, bool isFetch = false)
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{
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return Toolbox.ResourcesManager.GetAssetTypePath("bg_story_" + backGroundId.ToString("00") + "_" + (index + 1).ToString("00"), ResourcesManager.AssetLoadPathType.Background, isFetch);
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}
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private string GetExtraBackGroundPath(StorySectionData sectionData, int index, string suffix, bool isFetch = false)
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{
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return Toolbox.ResourcesManager.GetAssetTypePath("bg_story_" + sectionData.BackGroundId.ToString("00") + "_" + (index + 1).ToString("00") + suffix, ResourcesManager.AssetLoadPathType.Background, isFetch);
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}
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private string GetExtraBackGroundPath(int backgroundId, int index, string suffix, bool isFetch = false)
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{
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return Toolbox.ResourcesManager.GetAssetTypePath("bg_story_" + backgroundId.ToString("00") + "_" + (index + 1).ToString("00") + suffix, ResourcesManager.AssetLoadPathType.Background, isFetch);
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}
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private string GetMapEffectPath(int backGroundId, bool isFetch = false)
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{
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return Toolbox.ResourcesManager.GetAssetTypePath("scn_map_world_" + backGroundId, ResourcesManager.AssetLoadPathType.Effect2D, isFetch);
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}
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private string GetTreeEffectPath(int backGroundId, bool isFetch = false)
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{
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return Toolbox.ResourcesManager.GetAssetTypePath("scn_map_world_tree_" + backGroundId, ResourcesManager.AssetLoadPathType.Effect2D, isFetch);
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}
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public void LoadBG(StorySectionData sectionData, int? sectionClassId)
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{
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_sectionData = sectionData;
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_sectionClassId = sectionClassId;
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_extraChapters = _areaBGInfo.GetExtraChapters(_sectionData.Id, sectionClassId);
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_loadedResources.Add(GetMapEffectPath(sectionData.BackGroundId));
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_isLoadEndBGTexture = false;
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for (int i = 0; i < _BGTexture.Length; i++)
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{
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_loadedResources.Add(GetBackGroundPath(sectionData.BackGroundId, i));
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}
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foreach (ChapterExtraData extraChapter in _extraChapters)
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{
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int num = sectionData.BackGroundId;
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if (extraChapter.IsUseOtherSectionBG())
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{
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num = extraChapter.BGSectionId;
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for (int j = 0; j < _BGTexture.Length; j++)
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{
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_loadedResources.Add(GetBackGroundPath(num, j));
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}
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_loadedResources.Add(GetMapEffectPath(num));
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if (extraChapter.AddTreeEffect)
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{
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_loadedResources.Add(GetTreeEffectPath(num));
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}
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}
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foreach (int item in extraChapter.ExtraTextureIndex)
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{
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_loadedResources.Add(GetExtraBackGroundPath(num, item, extraChapter.BGSuffix));
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}
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if (!string.IsNullOrEmpty(extraChapter.BGExtraEffectPath))
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{
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_loadedResources.Add(Toolbox.ResourcesManager.GetAssetTypePath(extraChapter.BGExtraEffectPath, ResourcesManager.AssetLoadPathType.Effect2D));
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}
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if (!string.IsNullOrEmpty(extraChapter.BGFirstClearEffectPath))
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{
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_loadedResources.Add(Toolbox.ResourcesManager.GetAssetTypePath(extraChapter.BGFirstClearEffectPath, ResourcesManager.AssetLoadPathType.Effect2D));
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}
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}
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_areaSelectUI.StartCoroutine(Toolbox.ResourcesManager.LoadAssetGroupAsync(_loadedResources, _OnLoadEndBG));
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_isLoadEndParticle = false;
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}
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public void UnLoadBG()
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{
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Toolbox.ResourcesManager.RemoveAssetGroup(_loadedResources);
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_loadedResources.Clear();
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_sectionData = null;
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_sectionClassId = null;
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}
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private void _OnLoadEndBG()
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{
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List<GameObject> list = new List<GameObject>();
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_bgEffect = UnityEngine.Object.Instantiate(Toolbox.ResourcesManager.LoadObject(GetMapEffectPath(_sectionData.BackGroundId, isFetch: true)) as GameObject).GetComponent<ParticleSystem>();
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Vector3 localScale = _bgEffect.transform.localScale;
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_bgEffect.transform.parent = _BGRoot.transform;
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_bgEffect.transform.localScale = localScale;
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_bgEffect.transform.localPosition = Vector3.zero;
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_bgEffectControl = _bgEffect.gameObject.GetComponent<AreaSelectEffectControlBase>();
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list.Add(_bgEffect.gameObject);
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if (_bgEffectControl != null)
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{
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_bgEffectControl._backGroundEffects.Add(_bgEffectControl.BASE_EFFECT_INDEX, _bgEffect);
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_bgEffectControl._backGroundEffects.Add(_sectionData.BackGroundId, _bgEffect);
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}
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for (int i = 0; i < _BGTexture.Length; i++)
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{
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_BGTexture[i].mainTexture = Toolbox.ResourcesManager.LoadObject(GetBackGroundPath(_sectionData.BackGroundId, i, isFetch: true)) as Texture;
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}
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foreach (ChapterExtraData extraChapter in _extraChapters)
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{
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Dictionary<int, Texture> bGTexture = extraChapter.BGTexture;
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int num = _sectionData.BackGroundId;
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if (extraChapter.IsUseOtherSectionBG())
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{
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num = extraChapter.BGSectionId;
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for (int j = 0; j < _BGTexture.Length; j++)
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{
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bGTexture.Add(j, Toolbox.ResourcesManager.LoadObject(GetBackGroundPath(num, j, isFetch: true)) as Texture);
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}
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if (num != _sectionData.BackGroundId && !_bgEffectControl._backGroundEffects.ContainsKey(num))
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{
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ParticleSystem particleSystem = InitParticle(num, extraChapter.AddTreeEffect);
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_bgEffectControl._backGroundEffects.Add(num, particleSystem);
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list.Add(particleSystem.gameObject);
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}
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}
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foreach (int item in extraChapter.ExtraTextureIndex)
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{
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if (!bGTexture.ContainsKey(item))
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{
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bGTexture.Add(item, Toolbox.ResourcesManager.LoadObject(GetExtraBackGroundPath(num, item, extraChapter.BGSuffix, isFetch: true)) as Texture);
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}
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}
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if (!string.IsNullOrEmpty(extraChapter.BGExtraEffectPath))
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{
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string assetTypePath = Toolbox.ResourcesManager.GetAssetTypePath(extraChapter.BGExtraEffectPath, ResourcesManager.AssetLoadPathType.Effect2D, isfetch: true);
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extraChapter.ExtraEffect = UnityEngine.Object.Instantiate(Toolbox.ResourcesManager.LoadObject(assetTypePath) as GameObject);
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if (extraChapter.AttachExtraEffectToBgRoot)
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{
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extraChapter.ExtraEffect.transform.parent = _BGRoot.transform;
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extraChapter.ExtraEffect.transform.localPosition = Vector3.zero;
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}
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else
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{
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extraChapter.ExtraEffect.transform.parent = _areaSelectUI.transform;
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}
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extraChapter.ExtraEffect.SetActive(value: false);
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List<string> collection = GameMgr.GetIns().GetEffectMgr().SetUIParticleShader(extraChapter.ExtraEffect, null);
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_loadedResources.AddRange(collection);
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}
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if (!string.IsNullOrEmpty(extraChapter.BGFirstClearEffectPath))
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{
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string assetTypePath2 = Toolbox.ResourcesManager.GetAssetTypePath(extraChapter.BGFirstClearEffectPath, ResourcesManager.AssetLoadPathType.Effect2D, isfetch: true);
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extraChapter.FirstClearEffect = UnityEngine.Object.Instantiate(Toolbox.ResourcesManager.LoadObject(assetTypePath2) as GameObject);
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extraChapter.FirstClearEffect.transform.parent = _areaSelectUI.transform;
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extraChapter.FirstClearEffect.SetActive(value: false);
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List<string> collection2 = GameMgr.GetIns().GetEffectMgr().SetUIParticleShader(extraChapter.FirstClearEffect, null);
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_loadedResources.AddRange(collection2);
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}
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}
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List<string> collection3 = GameMgr.GetIns().GetEffectMgr().SetUIParticleShader(list, delegate
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{
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_isLoadEndParticle = true;
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});
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_loadedResources.AddRange(collection3);
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_isLoadEndBGTexture = true;
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}
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private ParticleSystem InitParticle(int bgId, bool addTreeEffect = false)
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{
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Vector3 vector = default(Vector3);
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ParticleSystem component = UnityEngine.Object.Instantiate(Toolbox.ResourcesManager.LoadObject(GetMapEffectPath(bgId, isFetch: true)) as GameObject).GetComponent<ParticleSystem>();
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vector = component.transform.localScale;
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component.transform.parent = _BGRoot.transform;
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component.transform.localScale = vector;
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component.transform.localPosition = Vector3.zero;
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if (addTreeEffect)
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{
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GameObject gameObject = UnityEngine.Object.Instantiate(Toolbox.ResourcesManager.LoadObject(GetTreeEffectPath(bgId, isFetch: true)) as GameObject);
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gameObject.transform.parent = component.transform;
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gameObject.transform.localScale = Vector3.one;
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gameObject.transform.localPosition = Vector3.zero;
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}
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return component;
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}
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public void OnChangeSelectChapter(StoryChapterData chapterData, bool isFirstClear)
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{
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TransitionChapterExtraData = null;
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if (_extraChapters.Count > 0)
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{
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int intChapterId = int.Parse(chapterData.ChapterId);
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ChapterExtraData = _extraChapters.FirstOrDefault((ChapterExtraData n) => n.ExtraTextureChapter == intChapterId);
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}
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if (_bgEffectControl != null)
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{
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_bgEffectControl.OnChangeSelectChapter(this, _sectionData, _sectionClassId, chapterData, isFirstClear);
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}
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}
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public void SetExtraTexture(int chapterId)
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{
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if (_extraChapters.Count == 0)
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{
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return;
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}
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ChapterExtraData chapterExtraData = _extraChapters.FirstOrDefault((ChapterExtraData n) => n.ExtraTextureChapter == chapterId || n.SectionId == 9003);
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if (chapterExtraData != null && chapterExtraData.IsChangeBG())
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{
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int num = _sectionData.BackGroundId;
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if (chapterExtraData.IsUseOtherSectionBG())
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{
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num = chapterExtraData.BGSectionId;
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for (int num2 = 0; num2 < _BGTexture.Length; num2++)
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{
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_BGTexture[num2].mainTexture = Toolbox.ResourcesManager.LoadObject(GetBackGroundPath(num, num2, isFetch: true)) as Texture;
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}
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}
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foreach (int item in chapterExtraData.ExtraTextureIndex)
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{
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_BGTexture[item].mainTexture = Toolbox.ResourcesManager.LoadObject(GetExtraBackGroundPath(num, item, chapterExtraData.BGSuffix, isFetch: true)) as Texture;
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}
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_isNormalBgSet = false;
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}
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else if (!_isNormalBgSet)
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{
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for (int num3 = 0; num3 < _BGTexture.Length; num3++)
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{
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_BGTexture[num3].mainTexture = Toolbox.ResourcesManager.LoadObject(GetBackGroundPath(_sectionData.BackGroundId, num3, isFetch: true)) as Texture;
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}
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_isNormalBgSet = true;
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}
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}
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public List<int> GetChaptersWithDifferentBackgroundFrom(int chapterId)
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{
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ChapterExtraData chapterExtra = _extraChapters.FirstOrDefault((ChapterExtraData n) => n.ExtraTextureChapter == chapterId);
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IEnumerable<ChapterExtraData> source = ((chapterExtra == null || !chapterExtra.IsUseOtherSectionBG()) ? _extraChapters.Where((ChapterExtraData c) => c.IsUseOtherSectionBG() && c.BGSectionId != _sectionData.BackGroundId) : _extraChapters.Where((ChapterExtraData c) => c.BGSectionId != chapterExtra.BGSectionId));
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return source.Select((ChapterExtraData s) => s.ExtraTextureChapter).ToList();
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}
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public void SetExtraEffect(int chapterId, bool isFirstClear = false)
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{
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if (_extraChapters.Count == 0)
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{
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return;
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}
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List<ChapterExtraData> list = new List<ChapterExtraData>();
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list = ((BeforeChapterId >= chapterId) ? _extraChapters.FindAll((ChapterExtraData n) => n.ExtraTextureChapter != 0 && BeforeChapterId > n.ExtraTextureChapter && n.ExtraTextureChapter >= chapterId) : _extraChapters.FindAll((ChapterExtraData n) => n.ExtraTextureChapter != 0 && BeforeChapterId <= n.ExtraTextureChapter && n.ExtraTextureChapter < chapterId));
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BeforeChapterId = chapterId;
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TransitionChapterExtraData = list.FirstOrDefault((ChapterExtraData n) => n.ExtraEffect != null);
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if (isFirstClear)
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{
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return;
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}
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if (list.Count() == 0 || TransitionChapterExtraData == null)
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{
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_changeChapterFirstCall = false;
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return;
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}
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TransitionChapterExtraData = list.FirstOrDefault((ChapterExtraData n) => n.ExtraEffect != null);
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if (!_changeChapterFirstCall && TransitionChapterExtraData != null && TransitionChapterExtraData.ExtraEffect != null)
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{
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TransitionChapterExtraData.ExtraEffect.SetActive(value: false);
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TransitionChapterExtraData.ExtraEffect.SetActive(value: true);
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GameMgr.GetIns().GetSoundMgr().PlaySe(TransitionChapterExtraData.SeType);
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}
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_changeChapterFirstCall = false;
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}
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public IEnumerator SetClearEffect()
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{
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ChapterExtraData clearChapterExtraData = _extraChapters.FirstOrDefault((ChapterExtraData n) => n.ExtraTextureChapter == BeforeChapterId);
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if (clearChapterExtraData != null && clearChapterExtraData.FirstClearEffect != null)
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{
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yield return new WaitForSeconds(clearChapterExtraData.FirstClearEffectDelayTime);
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clearChapterExtraData.FirstClearEffect.SetActive(value: false);
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clearChapterExtraData.FirstClearEffect.SetActive(value: true);
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GameMgr.GetIns().GetSoundMgr().PlaySe(clearChapterExtraData.FirstClearSeType);
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}
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}
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public void SetupEnd()
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{
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if (_bgEffectControl != null)
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{
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_bgEffectControl.SetupEnd();
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}
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}
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public void OnDragBG(GameObject obj, Vector2 delta)
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{
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_BGDragSecResetUpToTime = 0.5f;
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_BGDragSec += Time.deltaTime;
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_BGDragSec = Mathf.Min(_BGDragSec, 0.25f);
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float t = Mathf.Clamp(_BGDragSec / 0.25f, 0f, 1f);
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_BGDragDelta = Vector2.Lerp(Vector2.zero, delta, t);
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}
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public void UpdateBGDrag()
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{
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if (_BGDragSecResetUpToTime > 0f)
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{
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_BGDragSecResetUpToTime -= Time.deltaTime;
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if (_BGDragSecResetUpToTime < 0f)
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{
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_BGDragSecResetUpToTime = 0f;
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_BGDragSec = 0f;
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}
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}
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if (!Mathf.Approximately(_BGDragDelta.x, 0f) || !Mathf.Approximately(_BGDragDelta.y, 0f))
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{
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_BGDragDelta.x *= 0.875f;
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_BGDragDelta.y *= 0.875f;
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Vector3 localPosition = _BGRoot.transform.localPosition;
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localPosition.x += _BGDragDelta.x;
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localPosition.y += _BGDragDelta.y;
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UpdateMovableRange();
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localPosition.x = Mathf.Clamp(localPosition.x, _minMovablePos.x, _maxMovablePos.x);
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localPosition.y = Mathf.Clamp(localPosition.y, _minMovablePos.y, _maxMovablePos.y);
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_BGRoot.transform.localPosition = localPosition;
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}
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}
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public void SetBGDragEnable(bool enable)
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{
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_isBGDragEnable = enable;
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_BGDragCollision.SetActive(enable);
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_BGDragDelta = Vector2.zero;
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}
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private void UpdateMovableRange()
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{
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float num = (float)Screen.width / (float)Screen.height;
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Vector3 localScale = _BGRoot.transform.localScale;
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Vector3 localPosition = _BGRoot.transform.parent.transform.localPosition;
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if (!(localScale == _currentBGScale) || num != _currentAspectRatio || !(localPosition == _currentParentPos))
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{
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float num2 = UIManager.GetInstance().UIManagerRoot.manualHeight;
|
|
if (1.7777778f > num)
|
|
{
|
|
num2 *= 1.7777778f / num;
|
|
}
|
|
float num3 = num2 * num * 0.5f;
|
|
float num4 = num2 * 0.5f;
|
|
float num5 = 2048f * localScale.x;
|
|
float num6 = 2560f * localScale.x;
|
|
float num7 = 1536f * localScale.y;
|
|
float num8 = 1536f * localScale.y;
|
|
_minMovablePos.x = 0f - num6 + num3 + 5f - localPosition.x;
|
|
_maxMovablePos.x = num5 - num3 - 5f - localPosition.x;
|
|
_minMovablePos.y = 0f - num7 + num4 + 5f - localPosition.y;
|
|
_maxMovablePos.y = num8 - num4 - 5f - localPosition.y;
|
|
_currentAspectRatio = num;
|
|
_currentBGScale = localScale;
|
|
_currentParentPos = localPosition;
|
|
}
|
|
}
|
|
}
|