/// <summary> /// 右手锁定 /// </summary> void LockRightTarget() { if (Lock_Rparent != null && Riget_Locktimer <= 1f) { Riget_Locktimer += Time.deltaTime; if (!Lock_R.activeSelf) { // Audiocontroller.instans.PlayGameAudio("suoding"); Lock_R.SetActive(true); } Vector3 normalface = Vector3.Normalize(Lock_Rparent.transform.position - Camera.main.transform.position); Lock_R.transform.position = normalface * LookAt.CURR_DISTANCE; Lock_R.transform.LookAt(Camera.main.transform); } else { Lock_Rparent = null; Riget_Locktimer = 0f; if (Lock_R.activeSelf) { Lock_R.SetActive(false); } } }
void Start() { prefabs.Add((GameObject)Resources.Load("bullent1")); t_lines = new List <LineRenderer>(); GameObject tempL = Resources.Load("NeedleCircle") as GameObject; GameObject tempR = Resources.Load("NeedleCircle") as GameObject; Lock_L = Instantiate(Recever.rInstance.LockHubObj) as GameObject; Lock_R = Instantiate(Recever.rInstance.LockHubObj) as GameObject; Lock_L.SetActive(false); Lock_R.SetActive(false); targetL = Instantiate(tempL) as GameObject; targetR = Instantiate(tempR) as GameObject; targetL.AddComponent <SightbeadControll>(); targetR.AddComponent <SightbeadControll>(); targetL.name = "targetL"; targetR.name = "targetR"; //targetL.transform.localScale = new Vector3(0.125f, 0.125f, 0.125f); //targetR.transform.localScale = new Vector3(0.125f, 0.125f, 0.125f); }