public override void SetDefaultValue() { base.SetDefaultValue(); body = target as TankModuleBody; body.leftWheelTop = GameMathf.Round(moduleBounds.center + new Vector3(-moduleBounds.extents.x, -moduleBounds.extents.y, 0)); body.rightWheelTop = GameMathf.Round(moduleBounds.center + new Vector3(moduleBounds.extents.x, -moduleBounds.extents.y, 0)); body.raycastPos = body.anchors.forward; body.forwardUp = new Vector3(body.anchors.forward.x, body.anchors.up.y, body.anchors.forward.z); body.backUp = new Vector3(body.anchors.back.x, body.anchors.up.y, body.anchors.back.z); }
/// <summary> /// 设置默认值 /// </summary> virtual public void SetDefaultValue() { module.anchors.center = GameMathf.Round(moduleBounds.center); module.anchors.forward = GameMathf.Round(moduleBounds.center + new Vector3(0, 0, moduleBounds.extents.z)); module.anchors.back = GameMathf.Round(moduleBounds.center + new Vector3(0, 0, -moduleBounds.extents.z)); module.anchors.left = GameMathf.Round(moduleBounds.center + new Vector3(-moduleBounds.extents.x, 0, 0)); module.anchors.right = GameMathf.Round(moduleBounds.center + new Vector3(moduleBounds.extents.x, 0, 0)); module.anchors.up = GameMathf.Round(moduleBounds.center + new Vector3(0, moduleBounds.extents.y, 0)); module.anchors.down = GameMathf.Round(moduleBounds.center + new Vector3(0, -moduleBounds.extents.y, 0)); }