private IEnumerator beforeSettle() { if (Input.GetMouseButtonUp(0) && GameSystem.ifOnLand()) { ifBeforeSettle = false; transform.GetChild(0).gameObject.layer = 0; gameObject.layer = 0; MonitorSystem.Settle(); GameSystem.PlayAudio(GameSystem.settings.音效clip.种监视器); GameSystem.ShowWave(transform.position); GameSystem.AddAlert(GameSystem.settings.方式的警戒影响基数.监视); yield return(0); } else if (Input.GetMouseButtonUp(1)) { MonitorSystem.Settle(); Destroy(gameObject); yield return(0); } else { transform.position = Camera.main.ScreenToWorldPoint(Input.mousePosition) + Vector3.forward * 20; yield return(0); yield return(beforeSettle()); } }
public void newInfo(Sprite sprite, bool auto = false) { if (!auto) { GameSystem.AddAlert(GameSystem.settings.方式的警戒影响基数.微信朋友圈); GameSystem.AddChaos(GameSystem.settings.方式的混乱影响基数.微信朋友圈, GameSystem.GetTopic()); 热度 += Random.Range(20, 40); GameSystem.ShowMessageBox("微信朋友圈浏览量" + 热度 + "人次", Random.Range(3.0f, 6.0f)); } if (pos2 != null) { Destroy(pos2); } pos2 = pos1; pos1 = Instantiate(GameSystem.settings.wechatPrefab, InfoParent); pos1.GetComponent <SpriteRenderer>().sprite = sprite; if (pos2 != null) { GameSystem.MoveTo(pos2, pos2.transform.position - pos2.transform.up * 1.5f, pos2.transform.rotation); } }
public void newInfo(Sprite sprite) { GameSystem.AddAlert(GameSystem.settings.方式的警戒影响基数.微博); GameSystem.AddChaos(GameSystem.settings.方式的混乱影响基数.微博, currentTopic); if (pos3 != null) { Destroy(pos3); } pos3 = pos2; pos2 = pos1; pos1 = Instantiate(GameSystem.settings.weiboInfoPrefab, InfoParent); pos1.GetComponent <SpriteRenderer>().sprite = sprite; if (pos3 != null) { GameSystem.MoveTo(pos3, pos3.transform.position - pos3.transform.up * 1.6f, pos3.transform.rotation); } if (pos2 != null) { GameSystem.MoveTo(pos2, pos2.transform.position - pos2.transform.up * 1.6f, pos2.transform.rotation); } GameSystem.MoveTo(pos1, pos1.transform.position - pos1.transform.up * 1.6f, pos1.transform.rotation); StartCoroutine(timetest()); }