void Start()
    {
        _floorGrass = this;
        renderer    = GetComponent <Renderer>();

        //objFloor = GameObject.Find ("Floor_Grass");
        //renderer.material.shader = Shader.Find ("Standard");

        //floorTexture =objFloor.renderer.material.;
    }
Beispiel #2
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    void Update()
    {
        //return;
        //if(selectFloor != null) selectFloor.UnselectEffect ();

        //如果点击了鼠标

        //鼠标没有在UI上
        if (/*EventSystem.current.IsPointerOverGameObject()==false*/ IPointerOverUI._Instance.IsPointerOverUIObjectAWithTag("circular") == false && IPointerOverUI._Instance.IsPointerOverUIObjectAWithTag("upgrade") == false && IPointerOverUI._Instance.IsPointerOverUIObjectAWithTag("UI") == false && IPointerOverUI._Instance.IsPointerOverUIObjectAWithTag("finger") == false)
        {
            //用射线检测进行人物建造
            Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hit;
            bool       isCollider = Physics.Raycast(ray, out hit, Mathf.Infinity, LayerMask.GetMask("Floor_Grass"));

            if (isCollider)
            {
                //Debug.Log (hit.collider.gameObject.name);
                //检测当前选择的FloorGrass
                selectFloor = hit.collider.GetComponent <FloorGrass>();
                if (select != selectFloor)
                {
                    SoundPlay._soundPlay.PlaySound("select");
                }
                if (isShow == false)
                {
                    //selectFloor.SelectEffect ();
                }
                if (Input.GetMouseButtonDown(0))
                {
                    //如果FloorGrass没有构建人物
                    if (selectCharacterType != null && selectFloor.characterGo == null)
                    {
                        if (isShow == false)
                        {
                            //如果钱足够,则进行建造人物
                            if (AddTotalMoney._addTotalMoney.totalMoney >= selectCharacterType.characterCost)
                            {
                                //钱的改变
                                UpdateMoney(-selectCharacterType.characterCost);

                                //建人物
                                selectFloor.BuildCharacter(selectCharacterType);
                                selectFloor.isUpgraded = false;
                                if (selectCharacterType == character3Data)
                                {
                                    circularAnimator.Play("circular");
                                    HideUpgradeUI();
                                }

                                /*if(Character._character.vertigo==true){
                                 * circularAnimator.SetTrigger("circular");
                                 *
                                 * }*/
                                //isUpgrade = false;
                            }
                            else
                            {
                                //钱不够提示音效
                                SoundPlay._soundPlay.PlaySound("money");
                                //钱不够提示
                                animator.SetTrigger("twinkle");
                            }
                        }
                    }
                    else if (selectFloor.characterGo != null)
                    {
                        selectFloorGrass = selectFloor;
                        //如果点击的人物和选择的人物相同,并且升级UI已显示
                        if (selectFloor == selectFloorGrass && upgradeUI.activeInHierarchy)
                        {
                            //升级处理
                            //OnUpgradeCharacter();
                            //ShowUpgradeUI(selectFloor.transform.position,isUpgrade);
                            //isUpgrade = true;
                            //隐藏
                            HideUpgradeUI();
                        }
                        else
                        {
                            Debug.LogFormat("{0}", selectFloor.characterData.type);
                            if (selectFloor == selectFloorGrass && selectFloor.characterData.type != CharacterData.CharacterType.character3)
                            {
                                ShowUpgradeUI(selectFloor.transform.position, selectFloor.isUpgraded);
                                if (selectFloorGrass.isUpgraded == false)
                                {
                                    upgradeButton.GetComponent <Image> ().color = Color.white;
                                }
                                if (selectFloorGrass.isUpgraded == true)
                                {
                                    upgradeButton.GetComponent <Image> ().color = Color.gray;
                                }
                            }
                            else
                            {
                                HideUpgradeUI();
                            }
                        }
                        selectFloorGrass = selectFloor;
                    }

                    //Debug.Log ("1");
                }
            }
        }
        select = selectFloor;
    }