private void Click_Catching() { if (Input.GetMouseButtonDown(0) && (Time.timeScale == 1f)) { Vector2 point = _camera.ScreenToWorldPoint(Input.mousePosition); Vector2 dir = point; RaycastHit2D hit = Physics2D.Raycast(point, Vector2.zero, 100f, NeedLayer); if (hit.collider != null) { if (hit.transform.gameObject.GetComponent <Water>() != null) { Water water = hit.transform.gameObject.GetComponent <Water>(); Vector3 pos = new Vector3(Mathf.Floor(hit.transform.position.x) + 0.5f, Mathf.Floor(hit.transform.position.y) + 0.5f, -0.1f); Quaternion quat = new Quaternion(0, 0, 0, 0); GameObject go = Instantiate(Hydrolocator, pos, quat, Map_man); go.GetComponent <Hydrolocator>().t_mesh = go.GetComponentInChildren <TextMesh>(); go.GetComponent <Hydrolocator>().cor_x = Mathf.FloorToInt(go.transform.position.x - 0.5f); go.GetComponent <Hydrolocator>().cor_y = Mathf.FloorToInt(go.transform.position.y - 0.5f); go.GetComponent <Hydrolocator>().h_updater = Hydrolocator_updater; Level_Info.h_amounts += -1; water.have_hydrolocator = true; if (water.have_treasure) { Level_Info.tr_ch_amounts += -1; UI_Man.Info_Refresh(); } UI_Man.Info_Refresh(); } } } }