void changeLayer() //GameScene 넘어가기 전 무기 Layer 변경: Touchable -> weapon { layerChange = GM.gameObject.GetComponent <LayerChange>(); s_itemSpawn = GameObject.Find("itemSpawn").GetComponent <ItemSpawn>(); int itemSpawnLens = s_itemSpawn.itemSpawn.Length; GameObject[] Items = GameObject.FindObjectsOfType(typeof(GameObject)) as GameObject[]; int len = Items.Length; touchableItems = new GameObject[itemSpawnLens]; int idx = 0; for (int i = 0; i < len; i++) { if (Items[i].layer == (int)eLAYER.TOUCHABLE) { touchableItems[idx] = Items[i]; if (touchableItems[idx].tag == "weapon") { layerChange.InputWeaponArr(touchableItems[idx]); } idx++; } } }
void Update() { if (!IsLayerChange) //무기아이템 GameScene으로 넘어갈 때 weapon layer로 변경 { IsLayerChange = true; layerChange = GM.gameObject.GetComponent <LayerChange>(); ItemSpawn1 s_itemSpawn = GameObject.Find("itemSpawn").GetComponent <ItemSpawn1>(); int itemSpawnLens = s_itemSpawn.itemSpawn.Length; GameObject[] Items = GameObject.FindObjectsOfType(typeof(GameObject)) as GameObject[]; int len = Items.Length; touchableItems = new GameObject[itemSpawnLens]; int idx = 0; for (int i = 0; i < len; i++) { if (Items[i].layer == (int)eLAYER.TOUCHABLE) { touchableItems[idx] = Items[i]; if (touchableItems[idx].tag == "weapon") { layerChange.InputWeaponArr(touchableItems[idx]); } idx++; } } } if (Input.GetMouseButtonDown(0) && highlightBox.activeSelf == true) { TouchItem(); } }