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				@@ -39,12 +39,18 @@ public class CameraBirdSec : MonoBehaviour 
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				     public bool fixMoveRange = false; 
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				     public bool detailLod = false; 
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				-     
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				+ 
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				     bool isRotate = false; 
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				     bool onUI = false; 
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				+ 
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				+    private Vector3 lastMouseMapPoint; 
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				+    private Camera _camera; 
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				+    private bool scrollTargetLock = false; 
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				+ 
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				     void Start() 
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				     { 
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				+        _camera = this.GetComponent<Camera>(); 
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				         // 计算偏移量 
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				         offset = transform.position - target.position; 
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				     } 
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				@@ -71,6 +77,7 @@ public class CameraBirdSec : MonoBehaviour 
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				                 return true; 
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				             } 
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				         } 
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				+ 
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				         return false; 
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				     } 
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				@@ -79,28 +86,35 @@ public class CameraBirdSec : MonoBehaviour 
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				         bool specialUI = false; 
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				         if (GetPointerOverUIElement(out GameObject uiElement)) 
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				         { 
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				-             
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				             // 获取 UI 元素的类型 
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				             if (uiElement.TryGetComponent<Button>(out Button button)) 
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				             { 
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				-                 
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				-                if (uiElement.transform.TryGetComponent<RuntimePoint>(out RuntimePoint rp)) { 
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				+                if (uiElement.transform.TryGetComponent<RuntimePoint>(out RuntimePoint rp)) 
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				+                { 
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				                     specialUI = true; 
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				                 } 
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				             } 
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				         } 
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				+ 
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				         // 检查当前鼠标位置是否在 UI 上 
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				         return EventSystem.current.IsPointerOverGameObject() && !specialUI; 
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				     } 
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				+ 
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				     void LateUpdate() 
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				     { 
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				         onUI = false; 
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				         if (IsPointerOverUIElement()) onUI = true; 
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				-        translateSpeed = currentDistance / 1000.0f;  
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				+        translateSpeed = currentDistance / 1000.0f; 
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				         // 鼠标滚轮控制摄像头远近 
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				         if (Input.GetAxis("Mouse ScrollWheel") != 0 && !onUI) 
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				         { 
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				+            //定一个鼠标在地图上的位置 
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				+            var mousePos = Input.mousePosition; 
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				+            mousePos.z = math.abs(target.position.z - this.transform.position.z); 
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				+            lastMouseMapPoint = _camera.ScreenToWorldPoint(mousePos); 
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				+            scrollTargetLock = true; 
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				+ 
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				             if (detailLod) 
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				             { 
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				                 scrollSensitivity = math.clamp(currentDistance, 0, 10); 
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				@@ -116,30 +130,8 @@ public class CameraBirdSec : MonoBehaviour 
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				             { 
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				                 OnDistanceChange?.Invoke(Input.GetAxis("Mouse ScrollWheel")); 
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				             } 
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				- 
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				-            if (Input.GetAxis("Mouse ScrollWheel") > 0) 
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				-            { 
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				-                //Debug.Log($"{Input.mousePosition} {Screen.width*0.5f}:{Screen.height*0.5f}"); 
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				-                float offSetX =  (Screen.width * 0.5f-Input.mousePosition.x) / Screen.width; 
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				-                float offSetY =   (Screen.height * 0.5f-Input.mousePosition.y) / Screen.height; 
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				-                Vector3 moveDirection = Vector3.down * offSetY*translateSpeed * 110 * 9.0f / 16.0f + Vector3.left * offSetX* translateSpeed * 110; 
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				-                // 平滑移动摄像头到目标位置 
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				-                float cameraDistanceRange = Mathf.Clamp(currentDistance * 1.0f / maxDistance * 1.0f, 0.5f, 0.9f);  
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				-                target.position += moveDirection*cameraDistanceRange; 
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				-                //限制移动范围 
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				-                if (fixMoveRange) 
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				-                { 
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				-                    Vector3 finalPos=target.localPosition; 
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				-                    finalPos.x = Mathf.Clamp(finalPos.x, min_X, max_X); 
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				-                    finalPos.y = Mathf.Clamp(finalPos.y, min_Y, max_Y); 
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				-                    target.localPosition = finalPos; 
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				-                } 
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				-                Vector3 targetPosition = target.position + Quaternion.Euler(new Vector3(rotateXAngle, 0, 0)) * offset.normalized * currentDistance; 
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				-                // 摄像头平滑移动到目标位置 
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				-                transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * smoothSpeed*2); 
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				-            } 
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				         } 
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				-       
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				+ 
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				         // 鼠标左键拖拽平移摄像头 
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				         if (Input.GetMouseButtonDown(1) && !onUI) 
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				         { 
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				@@ -157,28 +149,29 @@ public class CameraBirdSec : MonoBehaviour 
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				             // 计算鼠标移动的偏移量 
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				             Vector3 mouseOffset = Input.mousePosition - lastMousePosition; 
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				             // 根据偏移量计算摄像头的目标位置 
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				-            Vector3 moveDirection = Vector3.down * mouseOffset.y * translateSpeed + Vector3.left * mouseOffset.x * translateSpeed; 
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				+            Vector3 moveDirection = Vector3.down * mouseOffset.y * translateSpeed + 
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				+                                    Vector3.left * mouseOffset.x * translateSpeed; 
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				             // 平滑移动摄像头到目标位置 
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				             target.position += moveDirection; 
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				             //限制移动范围 
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				             if (fixMoveRange) 
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				             { 
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				-                Vector3 finalPos=target.localPosition; 
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				+                Vector3 finalPos = target.localPosition; 
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				                 finalPos.x = Mathf.Clamp(finalPos.x, min_X, max_X); 
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				                 finalPos.y = Mathf.Clamp(finalPos.y, min_Y, max_Y); 
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				                 target.localPosition = finalPos; 
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				             } 
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				-             
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				+ 
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				             // 计算目标位置 
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				-            Vector3 targetPosition = target.position + Quaternion.Euler(new Vector3(rotateXAngle, 0, 0)) * offset.normalized * currentDistance; 
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				+            Vector3 targetPosition = target.position + 
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				+                                     Quaternion.Euler(new Vector3(rotateXAngle, 0, 0)) * offset.normalized * 
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				+                                     currentDistance; 
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				             // 摄像头平滑移动到目标位置 
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				             transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * smoothSpeed * 2); 
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				         } 
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				         else 
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				         { 
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				- 
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				- 
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				             if (isRotate) 
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				             { 
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				                 Blink(); 
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				@@ -186,16 +179,35 @@ public class CameraBirdSec : MonoBehaviour 
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				             else 
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				             { 
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				                 // 计算目标位置 
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				-                Vector3 targetPosition = target.position + Quaternion.Euler(new Vector3(rotateXAngle, rotateYAngle, 0)) * offset.normalized * currentDistance; 
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				- 
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				+                Vector3 targetPosition = target.position + 
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				+                                         Quaternion.Euler(new Vector3(rotateXAngle, rotateYAngle, 0)) * 
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				+                                         offset.normalized * currentDistance; 
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				                 // 摄像头平滑移动到目标位置 
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				-                transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * smoothSpeed); 
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				+                //transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * smoothSpeed); 
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				+                transform.position = targetPosition; //Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * smoothSpeed); 
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				+ 
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				                 //if (Vector3.Distance(transform.position, targetPosition) < 1) { 
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				                 //    transform.position = targetPosition; 
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				                 //} 
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				+                if (scrollTargetLock) 
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				+                { 
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				+                    //现在鼠标位置在地图上的点 
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				+                    var mousePos = Input.mousePosition; 
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				+                    mousePos.z = math.abs(target.position.z - this.transform.position.z); 
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				+                    var nowMouseMapPoint = _camera.ScreenToWorldPoint(mousePos); 
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				+                    var mouseMoveDir = (nowMouseMapPoint - lastMouseMapPoint).normalized; 
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				+                    var mouseMoveDistance = Vector3.Distance(nowMouseMapPoint, lastMouseMapPoint); 
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				+                    target.position -= mouseMoveDir * mouseMoveDistance; 
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				+                    if (fixMoveRange) 
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				+                    { 
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				+                        Vector3 finalPos = target.localPosition; 
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				+                        finalPos.x = Mathf.Clamp(finalPos.x, min_X, max_X); 
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				+                        finalPos.y = Mathf.Clamp(finalPos.y, min_Y, max_Y); 
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				+                        target.localPosition = finalPos; 
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				+                    } 
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				+                    scrollTargetLock = false; 
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				+                } 
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				             } 
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				- 
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				- 
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				         } 
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				@@ -205,27 +217,27 @@ public class CameraBirdSec : MonoBehaviour 
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				     public void Blink() 
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				     { 
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				         // 计算目标位置 
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				-        Vector3 targetPosition = target.position + Quaternion.Euler(new Vector3(rotateXAngle, rotateYAngle, 0)) * offset.normalized * currentDistance; 
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				+        Vector3 targetPosition = target.position + Quaternion.Euler(new Vector3(rotateXAngle, rotateYAngle, 0)) * 
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				+            offset.normalized * currentDistance; 
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				         // 摄像头平滑移动到目标位置 
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				         transform.position = targetPosition; 
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				         //摄像头朝向目标对象 
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				         transform.rotation = Quaternion.LookRotation(target.position - this.transform.position, Vector3.up); 
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				- 
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				     } 
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				-    public void SetRange(float _minX,float _maxX,float _minY,float _maxY) 
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				+    public void SetRange(float _minX, float _maxX, float _minY, float _maxY) 
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				     { 
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				         min_X = _minX; 
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				         max_X = _maxX; 
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				         min_Y = _minY; 
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				         max_Y = _maxY; 
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				-         
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				+ 
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				         //限制移动范围 
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				         if (fixMoveRange) 
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				         { 
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				-            Vector3 finalPos=target.localPosition; 
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				+            Vector3 finalPos = target.localPosition; 
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				             finalPos.x = Mathf.Clamp(finalPos.x, min_X, max_X); 
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				             finalPos.y = Mathf.Clamp(finalPos.y, min_Y, max_Y); 
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				             target.localPosition = finalPos; 
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				@@ -233,26 +245,21 @@ public class CameraBirdSec : MonoBehaviour 
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				     } 
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				-    public void SetCameraToCenterFade(Vector3 centerPos,float distance = 300) 
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				+    public void SetCameraToCenterFade(Vector3 centerPos, float distance = 300) 
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				     { 
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				         MeshRenderer fader = this.transform.GetChild(0).GetComponent<MeshRenderer>(); 
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				         fader.gameObject.SetActive(true); 
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				         fader.material.DOColor(Color.white, 0.1f).onComplete = () => 
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				         { 
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				-            fader.material.DOColor(Color.clear, 1.5f).onComplete = () => 
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				-            { 
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				-                fader.gameObject.SetActive(false); 
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				-            }; 
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				- 
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				+            fader.material.DOColor(Color.clear, 1.5f).onComplete = () => { fader.gameObject.SetActive(false); }; 
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				         }; 
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				         this.target.localPosition = centerPos; 
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				-        DOTween.To(()=>this.currentDistance,x=>this.currentDistance=x, distance,0.5f); 
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				+        DOTween.To(() => this.currentDistance, x => this.currentDistance = x, distance, 0.5f); 
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				         this.Blink(); 
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				     } 
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				     void Update() 
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				     { 
			 | 
		
	
		
			
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				- 
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				     } 
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				-} 
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				+} 
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