void Start() { _floorGrass = this; renderer = GetComponent <Renderer>(); //objFloor = GameObject.Find ("Floor_Grass"); //renderer.material.shader = Shader.Find ("Standard"); //floorTexture =objFloor.renderer.material.; }
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; }