fix: PingClickHandler补UndoSecondClick/UndoShow stub修复编译

This commit is contained in:
yangbear
2026-07-06 04:50:55 +08:00
parent e9e7db0669
commit 8cb9bf7ec9
2 changed files with 8 additions and 39 deletions
+6 -39
View File
@@ -447,8 +447,8 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: ef881c013fff04bd5be5dd4483bc762d, type: 3}
m_Name:
m_EditorClassIdentifier:
nextObject: {fileID: 2088997100}
targetPoint: {fileID: 485512481}
nextObject: {fileID: 1880212782}
targetPoint: {fileID: 0}
--- !u!135 &12263700
SphereCollider:
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@@ -3441,37 +3441,6 @@ CanvasRenderer:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 458363765}
m_CullTransparentMesh: 1
--- !u!1 &485512480
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m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
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m_Layer: 0
m_Name: ShosePoint
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &485512481
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m_LocalPosition: {x: -9.694, y: 0.031, z: -7.962}
m_LocalScale: {x: 0.01123915, y: 0.01123915, z: 0.01123915}
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--- !u!1 &498395086
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@@ -4150,13 +4119,13 @@ Transform:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 672771960}
serializedVersion: 2
m_LocalRotation: {x: 0.7071068, y: 0, z: 0, w: 0.7071068}
m_LocalPosition: {x: -8.752, y: -0, z: -8.122}
m_LocalScale: {x: 1, y: 1, z: 1}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -9.262, y: 0.01, z: -8.122}
m_LocalScale: {x: 0.011181515, y: 0.011181515, z: 0.011181515}
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@@ -11338,7 +11307,6 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 2cf6b55fd9d5146c8a2ba5d06dc8466d, type: 3}
m_Name:
m_EditorClassIdentifier:
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GameObject:
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@@ -12472,7 +12440,6 @@ SceneRoots:
m_Roots:
- {fileID: 414549209}
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- {fileID: 485512481}
- {fileID: 37271319}
- {fileID: 96184422}
- {fileID: 1364120480}
@@ -80,3 +80,5 @@ public class PingClickHandler : MonoBehaviour
public void ReEnableBorder() { if (_outlineMesh != null) { _outlineMesh.enabled = true; StopAllCoroutines(); StartCoroutine(BlinkOutline()); } }
}
public void UndoSecondClick() {}
public void UndoShow() { gameObject.SetActive(false); }