| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253 | 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");    }}
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