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fix???
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08a2efbc3d
commit
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@ -18,12 +18,20 @@ namespace QSB.Tools
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private void Activate()
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{
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gameObject.SetActive(true);
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var renderers = gameObject.GetComponentsInChildren<MeshRenderer>();
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foreach (var item in renderers)
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{
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item.enabled = true;
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}
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}
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private void Deactivate()
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{
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//gameObject.SetActive(false);
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var renderers = gameObject.GetComponentsInChildren<MeshRenderer>();
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foreach (var item in renderers)
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{
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item.enabled = false;
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}
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}
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}
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@ -95,13 +95,8 @@ namespace QSB.TransformSync
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return;
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}
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SyncedTransform.parent = ReferenceSector.transform;
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SyncedTransform.localPosition = SyncedTransform.parent == _previousTransform
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? Vector3.SmoothDamp(SyncedTransform.localPosition, transform.position, ref _positionSmoothVelocity, SmoothTime)
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: transform.position;
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_previousTransform = SyncedTransform.parent;
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SyncedTransform.localPosition = Vector3.SmoothDamp(SyncedTransform.localPosition, transform.position, ref _positionSmoothVelocity, SmoothTime);
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SyncedTransform.localRotation = QuaternionHelper.SmoothDamp(SyncedTransform.localRotation, transform.rotation, ref _rotationSmoothVelocity, Time.deltaTime);
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}
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@ -110,6 +105,12 @@ namespace QSB.TransformSync
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ReferenceSector = sector;
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_positionSmoothVelocity = Vector3.zero;
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_rotationSmoothVelocity = Quaternion.identity;
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SyncedTransform.parent = ReferenceSector.transform;
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var difference = sector.transform.position - SyncedTransform.parent.position;
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SyncedTransform.parent = ReferenceSector.transform;
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SyncedTransform.localPosition = SyncedTransform.localPosition + difference;
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transform.position = ReferenceSector.transform.InverseTransformPoint(SyncedTransform.position);
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transform.rotation = ReferenceSector.transform.InverseTransformRotation(SyncedTransform.rotation);
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}
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}
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}
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