TestScreenMove.cs 3.5 KB

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  1. //using UnityEngine;
  2. //using System.Collections;
  3. ///// <summary>
  4. /////
  5. ///// </summary>
  6. //public class TestScreenMove : MonoBehaviour
  7. //{
  8. // /// <summary>
  9. // ///
  10. // /// </summary>
  11. // public Transform startObj = null;
  12. // /// <summary>
  13. // ///
  14. // /// </summary>
  15. // public Transform endObj = null;
  16. // /// <summary>
  17. // ///
  18. // /// </summary>
  19. // public GameObject projectileEff=null;
  20. // /// <summary>
  21. // ///
  22. // /// </summary>
  23. // private Vector3 startPos, endPos;
  24. // /// <summary>
  25. // ///
  26. // /// </summary>
  27. // public bool IsMove = false;
  28. // /// <summary>
  29. // ///
  30. // /// </summary>
  31. // void Start()
  32. // {
  33. // CameraManager.Instance.Init();
  34. // }
  35. // /// <summary>
  36. // ///
  37. // /// </summary>
  38. // void OnGUI()
  39. // {
  40. // if( GUI.Button(new Rect(100,100,100,50),"CastSkill"))
  41. // {
  42. // this.CreatePrebBullet(startPos, endPos);
  43. // }
  44. // }
  45. // /// <summary>
  46. // ///
  47. // /// </summary>
  48. // void RefreshPos()
  49. // {
  50. // Vector3 screenPosStart = CameraManager.Instance.Battle3D.WorldToViewportPoint(this.startObj.transform.position);
  51. // Vector3 _startPos = CameraManager.Instance.BattleScreenEffect.ViewportToWorldPoint(screenPosStart);
  52. // Vector3 screenPosEnd = CameraManager.Instance.Battle3D.WorldToViewportPoint(this.endObj.transform.position);
  53. // Vector3 _endPos = CameraManager.Instance.BattleScreenEffect.ViewportToWorldPoint(screenPosEnd);
  54. // startPos = new Vector2(_startPos.x, _startPos.y);
  55. // endPos = new Vector2(_endPos.x, _endPos.y);
  56. // }
  57. // /// <summary>
  58. // /// 创建外部预置物体类型子弹
  59. // /// </summary>
  60. // /// <param name="_bulletloadParam"></param>
  61. // /// <param name="muzzplePos">发射点</param>
  62. // void CreatePrebBullet(Vector3 startPos, Vector3 endPos)
  63. // {
  64. // this.RefreshPos();
  65. // GameObject temp = (GameObject)Instantiate(this.projectileEff);
  66. // this.ResetLayer(temp.transform);
  67. // this.BattleEffectHandle(temp.transform, endObj.transform.position);
  68. // if (IsMove)
  69. // {
  70. // Test2DMove Projectile = temp.AddComponent<Test2DMove>() as Test2DMove;
  71. // Projectile.Init(startPos, endPos);
  72. // }
  73. // else
  74. // {
  75. // Destroy(temp, 1.5f);
  76. // }
  77. // }
  78. // /// <summary>
  79. // ///
  80. // /// </summary>
  81. // /// <param name="model"></param>
  82. // public void ResetLayer(Transform model)
  83. // {
  84. // Transform[] all = model.GetComponentsInChildren<Transform>();
  85. // foreach (Transform rc in all)
  86. // {
  87. // rc.gameObject.layer = LayerMask.NameToLayer("BattleScreen"); //指定Layer
  88. // }
  89. // }
  90. // /// <summary>
  91. // /// 处理一下~
  92. // /// </summary>
  93. // /// <param name="model"></param>
  94. // /// <param name="trgPos"></param>
  95. // public void BattleEffectHandle(Transform model, Vector3 trgPos)
  96. // {
  97. // Vector3 trgUIPos = Vector3.zero;
  98. // Vector3 screenPosStart = CameraManager.Instance.Battle3D.WorldToViewportPoint(trgPos);
  99. // Vector3 pos = CameraManager.Instance.BattleScreenEffect.ViewportToWorldPoint(screenPosStart);
  100. // trgUIPos = new Vector2(pos.x, pos.y);
  101. // model.transform.SetParent(transform);
  102. // model.transform.position = trgUIPos;
  103. // model.transform.rotation = Quaternion.identity;
  104. // model.transform.localScale = new Vector3(1, 1, 1);
  105. // }
  106. //}