void Awake() { if (null != CoverPrefab) { coverObj = Instantiate(CoverPrefab) as GameObject; } if (SkillCoverPrefab != null) { SkillcoverObj = Instantiate(SkillCoverPrefab) as GameObject; } if (null != coverObj) { coverObj.transform.AttachTo(transform, false); coverObj.transform.localPosition = new Vector3(0, 0, 1); coverObj.transform.localRotation = Quaternion.identity; coverMeshRender = coverObj.GetComponent <MeshRenderer>(); } if (SkillcoverObj != null) { SkillcoverObj.transform.AttachTo(transform, false); SkillcoverObj.transform.localPosition = new Vector3(0, 0, 1); SkillcoverObj.transform.localRotation = Quaternion.identity; SkillcoverMeshRender = SkillcoverObj.GetComponent <MeshRenderer>(); SkillcoverObj.SetActive(false); } FocusLayerValue = (int)(Mathf.Log(FocusLayer.value) / Mathf.Log(2)); Mycamera = this.GetComponent <Camera>(); someJS = this.GetComponent <ScreenOverlay> (); }
public void SetSkillEvent(bool type) { coverObj.SetActive(!type); SkillcoverObj.SetActive(type); }