ChangDaoZhanGuan/ChangDaoProject/Assets/Scr/Drainage_tip.cs

92 lines
2.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using TMPro;
public class Drainage_tip : MonoBehaviour, IPointerClickHandler
{
//相机跳转位置点
//public Transform cameraTarget;
private GameObject _mainCamera;
/// <summary>
/// 跟随 UI提示出现的位置
/// </summary>
public Transform m_FollowObj;
/// <summary>
/// 偏移
/// </summary>
public Vector3 m_Offset;
/// <summary>
/// 相机移动点
/// </summary>
//public Transform cameraTarget;
public TextMeshProUGUI biaoti_text;
public TextMeshProUGUI deep1_text;
public TextMeshProUGUI deep2_text;
//private TextMeshProUGUI biaoti_jilutext;
//弹出图片
public GameObject tanchuang;
private bool textUpdated = false;
void Start()
{
_mainCamera = GameObject.FindWithTag("MainCamera");
}
public void OnPointerClick(PointerEventData eventData)
{
// 获取点击图片的名称
string imageName = gameObject.name;
tanchuang.SetActive(true);
biaoti_text.text = imageName + "号排水点";
int name = int.Parse(imageName);
int name1 = name * 2 - 1;
int name2 = name * 2;
deep1_text.text = name1.ToString() + "#深井泵";
deep2_text.text = name2.ToString() + "#深井泵";
//deep1_text.text = int.Parse(imageName) * 2 - 1;
//deep2_text.text = imageName * 2;
}
// Update is called once per frame
void Update()
{
if (m_FollowObj != null)
{
Vector3 screenPos = Camera.main.WorldToScreenPoint(m_FollowObj.position);
if (screenPos.z > 0)
{
screenPos.z = 0;
transform.position = screenPos + m_Offset;
}
else
{
transform.position = new Vector3(8888, 8888, 8888);
}
//if (GameManager.Instance)
//{
// float distance = Vector3.Distance(m_FollowObj.transform.position, Camera.main.transform.position);
// if (distance > 15 && GameManager.Instance.isShowUI)//Ui显示隐藏
// {
// transform.localScale = Vector3.one * 2.1f;
// }
// else
// {
// transform.localScale = Vector3.zero;
// }
//}
}
}
}