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- //using UnityEngine;
- //using System.Collections;
- ///// <summary>
- /////
- ///// </summary>
- //public class TestScreenMove : MonoBehaviour
- //{
- // /// <summary>
- // ///
- // /// </summary>
- // public Transform startObj = null;
- // /// <summary>
- // ///
- // /// </summary>
- // public Transform endObj = null;
- // /// <summary>
- // ///
- // /// </summary>
- // public GameObject projectileEff=null;
- // /// <summary>
- // ///
- // /// </summary>
- // private Vector3 startPos, endPos;
- // /// <summary>
- // ///
- // /// </summary>
- // public bool IsMove = false;
- // /// <summary>
- // ///
- // /// </summary>
- // void Start()
- // {
- // CameraManager.Instance.Init();
- // }
- // /// <summary>
- // ///
- // /// </summary>
- // void OnGUI()
- // {
- // if( GUI.Button(new Rect(100,100,100,50),"CastSkill"))
- // {
- // this.CreatePrebBullet(startPos, endPos);
- // }
- // }
- // /// <summary>
- // ///
- // /// </summary>
- // void RefreshPos()
- // {
- // Vector3 screenPosStart = CameraManager.Instance.Battle3D.WorldToViewportPoint(this.startObj.transform.position);
- // Vector3 _startPos = CameraManager.Instance.BattleScreenEffect.ViewportToWorldPoint(screenPosStart);
- // Vector3 screenPosEnd = CameraManager.Instance.Battle3D.WorldToViewportPoint(this.endObj.transform.position);
- // Vector3 _endPos = CameraManager.Instance.BattleScreenEffect.ViewportToWorldPoint(screenPosEnd);
- // startPos = new Vector2(_startPos.x, _startPos.y);
- // endPos = new Vector2(_endPos.x, _endPos.y);
- // }
- // /// <summary>
- // /// 创建外部预置物体类型子弹
- // /// </summary>
- // /// <param name="_bulletloadParam"></param>
- // /// <param name="muzzplePos">发射点</param>
- // void CreatePrebBullet(Vector3 startPos, Vector3 endPos)
- // {
- // this.RefreshPos();
- // GameObject temp = (GameObject)Instantiate(this.projectileEff);
- // this.ResetLayer(temp.transform);
- // this.BattleEffectHandle(temp.transform, endObj.transform.position);
- // if (IsMove)
- // {
- // Test2DMove Projectile = temp.AddComponent<Test2DMove>() as Test2DMove;
- // Projectile.Init(startPos, endPos);
- // }
- // else
- // {
- // Destroy(temp, 1.5f);
- // }
- // }
- // /// <summary>
- // ///
- // /// </summary>
- // /// <param name="model"></param>
- // public void ResetLayer(Transform model)
- // {
- // Transform[] all = model.GetComponentsInChildren<Transform>();
- // foreach (Transform rc in all)
- // {
- // rc.gameObject.layer = LayerMask.NameToLayer("BattleScreen"); //指定Layer
- // }
- // }
- // /// <summary>
- // /// 处理一下~
- // /// </summary>
- // /// <param name="model"></param>
- // /// <param name="trgPos"></param>
- // public void BattleEffectHandle(Transform model, Vector3 trgPos)
- // {
- // Vector3 trgUIPos = Vector3.zero;
- // Vector3 screenPosStart = CameraManager.Instance.Battle3D.WorldToViewportPoint(trgPos);
- // Vector3 pos = CameraManager.Instance.BattleScreenEffect.ViewportToWorldPoint(screenPosStart);
- // trgUIPos = new Vector2(pos.x, pos.y);
- // model.transform.SetParent(transform);
- // model.transform.position = trgUIPos;
- // model.transform.rotation = Quaternion.identity;
- // model.transform.localScale = new Vector3(1, 1, 1);
- // }
- //}
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