ShanxiKnowledgeBase/SXElectricalInspection/Assets/GuYuan/KDLURL/follow.cs

75 lines
2.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class follow : ToolBase
{
[SerializeField] Transform game;
[SerializeField] string name;
[SerializeField] Dialogue dialogue;
// Start is called before the first frame update
void Start()
{
//if (UIManager.Instance.ganTanHao.KeyGanTanHao.ContainsKey(GlobalFlag.userId))
//{
// gameObject.SetActive(false);
//}
}
private void Update()
{
// 鼠标左键按下
if (Input.GetMouseButtonDown(0))
{
// 从相机位置发射一条射线经过屏幕上的鼠标点击位置
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
// 声明一个射线碰撞信息类
RaycastHit hit;
// 进行碰撞检测
bool res = Physics.Raycast(ray, out hit,100,1<<9) && !EventSystem.current.IsPointerOverGameObject();
if (res)
{
// 如果产生了碰撞
if (hit.transform.name.Equals(name))
{
//gameObject.SetActive(false);
GameManager.Instance.JiaoHu = true;
gameObject.SetActive(false);
dialogue.gameObject.SetActive(true);
dialogue.init("你好");
show();
}
}
}
}
// Update is called once per frame
private void FixedUpdate()
{
transform.LookAt(game);
}
private async void show()
{
//if (!UIManager.Instance.ganTanHao.KeyGanTanHao.ContainsKey(GlobalFlag.userId))
//{
// UIManager.Instance.ganTanHao.KeyGanTanHao.Add(GlobalFlag.userId, GameManager.Instance.SceneName);
// gameObject.SetActive(false);
//}
if (!UIManager.Instance.isChangJing && GameManager.Instance.GonZuoZheng)
{
await FractionManager.Instance.overAsync(3, 2, "工作证");
UIManager.Instance.isChangJing = true;
}
else if (!UIManager.Instance.isChangJing && !GameManager.Instance.GonZuoZheng)
{
await FractionManager.Instance.overAsync(3, 0, "工作证");
if (UIManager.Instance)
{
UIManager.Instance.isChangJing = true;
}
}
}
}