/// <summary> /// 当有弹性效果后,变成了触发器模式 /// </summary> /// <param name="collision"></param> void OnTriggerEnter2D(Collider2D collision) { // Debug.Log("Boom"); splatter.Spawn(transform.position, Color.red); //Instantiate(Bounce_Brick, transform.position + new Vector3(0, 0.2f, 0), Quaternion.identity); }
void Update() { if (Input.GetMouseButtonDown(0)) { justClickedTime = Time.time; } bool justClicked = Input.GetMouseButtonDown(0); bool autoEmit = emitWhilePressed && Input.GetMouseButton(0) && (Time.time > (lastEmitTime + emitPressedTimout)) && (Time.time > (justClickedTime + 0.5f)); if (justClicked || autoEmit) { lastEmitTime = Time.time; Vector2 worldPos = Camera.main.ScreenToWorldPoint(Input.mousePosition); Collider2D collider = Physics2D.OverlapPoint(worldPos); if (collider != null) { splatter.Spawn(worldPos); } } }