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using GAS.Runtime;
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using UnityEngine;
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namespace Demo.Scripts.GAS.OngoingAbilityTasks
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{
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public class OngoingAbility_Debug : OngoingAbilityTask
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{
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public Vector3 start;
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public Vector3 end;
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#if UNITY_EDITOR
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/// <summary>
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/// 编辑器预览用
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/// 【注意】 覆写时,记得用UNITY_EDITOR宏包裹,这是预览表现用的函数,不该被编译。
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/// </summary>
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/// <param name="frame"></param>
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/// <param name="startFrame"></param>
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/// <param name="endFrame"></param>
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public override void OnEditorPreview(int frame, int startFrame, int endFrame)
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{
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Debug.Log($"OnEditorPreview {Vector3.Lerp(start,end,(float)frame / (float)endFrame)}");
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// _spec.Owner.gameObject.transform.position = Vector3.Lerp(start, end, (float)startFrame / endFrame);
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}
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#endif
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public override void OnStart(int startFrame)
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{
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Debug.Log("OnEnd");
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}
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public override void OnEnd(int endFrame)
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{
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Debug.Log("OnEnd");
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}
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public override void OnTick(int frameIndex, int startFrame, int endFrame)
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{
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Debug.Log("OnTick");
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 8f6034c656814b79b9be57cd41b35d9a
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timeCreated: 1729220520
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