{
yield return new waitforseconds(time);
if(task.trycast() is normalplayertask normalplayertask)
{
normalplayertask.nextstep();
}
else
{
debug.log(\"not normal player task\");
task.complete();
}
minigame.close();
pluginsingleton.instance.inminigame = false;
//playercontrol.localplayer.completetask(task.id);
playertask nexttask = null;
if (task.iscomplete)
{
debug.log(\"task is complete\");
foreach (playertask t in playercontrol.localplayer.mytasks)
{
if (!t.iscomplete && t.haslocation)
{
nexttask = t;
debug.log(nexttask.name);
break;
}
}
}
if (nexttask != null)
{
debug.log(\"next task isn\'t null\");
pluginsingleton.instance.currentpath = playercontrol.localplayer.transform;
pluginsingleton.instance.pathindex = 0;
gameobject.destroy(gameobject.find(\"mutsukiyu path\"));
gameobject test = new gameobject(\"mutsukiyu path\");
//debug.log(test.transform);
test.transform.position = playercontrol.localplayer.transform.position;
linerenderer renderer = test.addcomponent();
renderer.positioncount = 2;
renderer.setposition(0, playercontrol.localplayer.transform.position);
renderer.setposition(1, nexttask.location);
}
}
……
完全搞不明白,对gameobject删除后重建?
为什么要频繁...
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