using System; using System.Collections; using System.Collections.Generic; using GameLogic.Combat.CombatTool.SceneTool; using UnityEngine; // [ExecuteInEditMode] public class TTTTT : MonoBehaviour { public Camera Camera; public SceneMonoConfig SceneMonoConfig; private RandomAllMap RandomAllMap; // public Transform target; // public Transform target2; // Start is called before the first frame update void Start() { RandomAllMap = new RandomAllMap(); RandomAllMap.Init(Camera.transform, SceneMonoConfig); } // Update is called once per frame void Update() { RandomAllMap.Update(); // if (target == null || target2 == null) // { // return; // } // Vector3 newDir = (target2.transform.position - target.transform.position).normalized; // // float targetAngle = Vector3.Angle(Vector3.forward, newDir); // // Vector3 enemyDirection = target.transform.position -target2.transform.position ; // // Vector3 enemyTargetDirection = Quaternion.Euler(0, targetAngle, 0) *newDir; // // Quaternion.Euler(0, targetAngle, 0) * enemyDirection; // Quaternion quaternionn = Quaternion.LookRotation(newDir); // Vector3 p= quaternionn.eulerAngles; // Vector3 p2= target.transform.eulerAngles; // // target.transform.rotation= quaternionn; // target.transform.eulerAngles = Vector3.Lerp(p2, p, 0.1f); // _lastDir = newDir; } private void OnCollisionEnter(Collision other) { Debug.Log("OnCollisionEnter"); } private void OnTriggerEnter(Collider other) { Debug.Log("OnTriggerEnter"); } }