public void UpdateData() { //Debug.Log("------UpdateData---:"); //如果自己是单位显示的控制技能特效 if (ParentEntity.m_ControlBuffEffect == this) { ParentEntity.SetControlEffectTime((int)(Data.RemainTime / Data.Time * 100)); } //更新显示的数据 foreach (GameObject p in ModeEffect) { MagicBeamScript magicbeam = p.GetComponent <MagicBeamScript>(); if (magicbeam != null) { Debug.Log("------magicbeam---:" + p + " " + Data.ConnectionType); if (Data.ConnectionType != 0) { Debug.Log("------ShootBeamInDir---:" + Data.ConnectionX + " " + Data.ConnectionZ + " " + Data.ConnectionY); magicbeam.ShootBeamInDir(ParentEntity.Mode.transform.position + new Vector3(0, ParentEntity.MeshHeight / 2, 0), new Vector3(Data.ConnectionX, Data.ConnectionZ, Data.ConnectionY) + new Vector3(0, ParentEntity.MeshHeight / 2, 0)); //magicbeam.ShootBeamInDir(ParentEntity.Mode.transform.position, // new Vector3(Data.ConnectionX, 2, Data.ConnectionY)); } } } }
public void ChangePos(Vector3 start, Vector3 end) { //Debug.Log("-------------------ChangePos:"+start+" end:"+end); if (LinePreIns != null) { MagicBeamScript magicbeam = LinePreIns.GetComponent <MagicBeamScript>(); if (magicbeam != null) { //Debug.Log("-------------------ChangePos MagicBeamScript:" + start + " end:" + end); magicbeam.ShootBeamInDir(start, end); } } }