Merge branch 'HQB_master' of http://172.16.1.12/taosuqi/CultivationOfBrewing-2 into HQB_master
This commit is contained in:
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@ -0,0 +1,52 @@
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public enum SorghumState
|
||||
{
|
||||
Healthy,
|
||||
Diseased
|
||||
}
|
||||
|
||||
public class SorghumController : MonoBehaviour
|
||||
{
|
||||
public GameObject DiseasedStrain;
|
||||
public GameObject HealthyStrain;
|
||||
|
||||
public SorghumState State = SorghumState.Healthy;
|
||||
|
||||
public bool RandomRotate = true;
|
||||
|
||||
public void Init(SorghumState _state = SorghumState.Healthy, bool _rand = false)
|
||||
{
|
||||
State = _state;
|
||||
DiseasedStrain.SetActive(State == SorghumState.Diseased);
|
||||
HealthyStrain.SetActive(State == SorghumState.Healthy);
|
||||
|
||||
RandomRotate = _rand;
|
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if (RandomRotate)
|
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{
|
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// 获取当前旋转角度
|
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Vector3 currentRotation = transform.eulerAngles;
|
||||
|
||||
// 设置Y轴为随机角度(0到360度)
|
||||
currentRotation.y = Random.Range(0f, 360f);
|
||||
|
||||
// 应用新的旋转角度
|
||||
transform.eulerAngles = currentRotation;
|
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}
|
||||
}
|
||||
|
||||
|
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// Start is called before the first frame update
|
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void Start()
|
||||
{
|
||||
|
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}
|
||||
|
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// Update is called once per frame
|
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void Update()
|
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{
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}
|
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}
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@ -0,0 +1,93 @@
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using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class SorghumFieldController : MonoBehaviour
|
||||
{
|
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public MeshRenderer fieldArea;
|
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//public GameObject SorghumPrefab;
|
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public bool randomRotate = false;
|
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public float rowDistance = 1;
|
||||
public float strainDistance = 1;
|
||||
public float diseasedRate = 0;
|
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|
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public void InitSorghum(float RowDistance, float StrainDistance, float DiseasedRate, bool RandomRotate = false)
|
||||
{
|
||||
|
||||
GameObject SorghumPrefab = Resources.Load<GameObject>("Prefabs/高粱预制体");
|
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if (SorghumPrefab == null || fieldArea == null)
|
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{
|
||||
Debug.LogError("预制体或农田区域未分配!");
|
||||
return;
|
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}
|
||||
|
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// 获取农田的包围盒信息
|
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BoxCollider fieldCollider = fieldArea.GetComponent<BoxCollider>();
|
||||
if (fieldCollider == null)
|
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{
|
||||
Debug.LogError("农田区域缺少BoxCollider组件");
|
||||
return;
|
||||
}
|
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Bounds bounds = fieldCollider.bounds;
|
||||
|
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// 计算农田边界
|
||||
float minX = bounds.min.x;
|
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float maxX = bounds.max.x;
|
||||
float minZ = bounds.min.z;
|
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float maxZ = bounds.max.z;
|
||||
|
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// 获取农田表面高度(假设为平面)
|
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float groundY = fieldArea.transform.position.y;
|
||||
|
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// 按行生成农作物
|
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for (float x = minX; x <= maxX; x += RowDistance)
|
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{
|
||||
// 按植株间距生成单行作物
|
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for (float z = minZ; z <= maxZ; z += StrainDistance)
|
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{
|
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// 生成位置(自动对齐地面高度)
|
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Vector3 spawnPos = new Vector3(x, groundY, z);
|
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|
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// 实例化并挂载到农田下
|
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GameObject obj = Instantiate(
|
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SorghumPrefab,
|
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spawnPos,
|
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Quaternion.identity,
|
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fieldArea.transform
|
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);
|
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}
|
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}
|
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|
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SorghumController[] sorghumControllers = FindObjectsOfType<SorghumController>();
|
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int DisCount = (int)(sorghumControllers.Length * DiseasedRate);
|
||||
for (int i = 0; i < DisCount; i++)
|
||||
{
|
||||
int iter = (int)(sorghumControllers.Length * UnityEngine.Random.value);
|
||||
if (iter >= sorghumControllers.Length) iter = sorghumControllers.Length - 1;
|
||||
if (iter < 0) iter = 0;
|
||||
sorghumControllers[iter].Init(SorghumState.Diseased, RandomRotate);
|
||||
sorghumControllers[iter] = sorghumControllers[sorghumControllers.Length - 1];
|
||||
SorghumController[] newArry = new SorghumController[sorghumControllers.Length - 1];
|
||||
Array.Copy(sorghumControllers, newArry, sorghumControllers.Length - 1);
|
||||
}
|
||||
|
||||
foreach (var item in sorghumControllers)
|
||||
{
|
||||
item.Init(SorghumState.Healthy, RandomRotate);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
InitSorghum(rowDistance, strainDistance, diseasedRate, randomRotate);
|
||||
}
|
||||
|
||||
//// Update is called once per frame
|
||||
//void Update()
|
||||
//{
|
||||
|
||||
//}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f83afe5909cafd64aba66a84c659a2c6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -28,7 +28,7 @@ public class NPCController : PermanentTriggerBase
|
|||
transform.LookAt(target.position);
|
||||
transform.eulerAngles = new Vector3(0, transform.eulerAngles.y, 0);
|
||||
isClose = true;
|
||||
if (GameManager.UIMgr.GetPanel<UI_MiddleTipPanel>())//HQB Bug报人物靠近后,靠近交互对象的提示还在
|
||||
if (GameManager.UIMgr.GetPanel<UI_MiddleTipPanel>())//HQB Bug报人物靠近后,靠近交互对象的提示还在s
|
||||
{
|
||||
GameManager.UIMgr.HidePanel<UI_MiddleTipPanel>();
|
||||
}
|
||||
|
|
@ -67,24 +67,25 @@ public class NPCController : PermanentTriggerBase
|
|||
GameManager.UIMgr.GetPanel<UI_MiddleTipPanel>().Init("Ìáʾ:Çë¿¿½ü½»»¥¶ÔÏó");
|
||||
if (GameManager.UIMgr.GetPanel<UI_MiddleTipPanel>() == null)
|
||||
{
|
||||
GameManager.UIMgr.ShowPanel<UI_MiddleTipPanel>(E_UI_Layer.System, (p) =>
|
||||
{
|
||||
p.Init($"提示:请靠近交互对象");
|
||||
});
|
||||
GameManager.UIMgr.ShowPanel<UI_MiddleTipPanel>(E_UI_Layer.System, (p) =>
|
||||
{
|
||||
p.Init($"提示:请靠近交互对象");
|
||||
});
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID(triggerName, false) == 0)
|
||||
{
|
||||
talkAction?.Invoke();
|
||||
_highlight.SetHighlighted(false);
|
||||
//if (GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID(triggerName, false) == 0)
|
||||
//{
|
||||
talkAction?.Invoke();
|
||||
_highlight.SetHighlighted(false);
|
||||
if (spriteRenderer != null)
|
||||
spriteRenderer.gameObject.SetActive(false);
|
||||
if (animator != null)
|
||||
{
|
||||
animator.SetInteger(animatorParameters, 1);
|
||||
}
|
||||
if (animator != null)
|
||||
{
|
||||
animator.SetInteger(animatorParameters, 1);
|
||||
}
|
||||
//}
|
||||
}
|
||||
|
||||
public void StopAnimator()
|
||||
|
|
|
|||
|
|
@ -19,8 +19,10 @@ public class NPC_Attach10002_2002 : NPC_Attach_Base
|
|||
header = npcs.Find(a => a.triggerName == "NPC负责人");
|
||||
custom = npcs.Find(a => a.triggerName == "NPC客户");
|
||||
|
||||
header.talkAction += HeadTalk;
|
||||
custom.talkAction += CustomTalk;
|
||||
if (header != null)
|
||||
header.talkAction += HeadTalk;
|
||||
if (custom != null)
|
||||
custom.talkAction += CustomTalk;
|
||||
}
|
||||
|
||||
public void Init()
|
||||
|
|
@ -35,91 +37,21 @@ public class NPC_Attach10002_2002 : NPC_Attach_Base
|
|||
/// </summary>
|
||||
private void HeadTalk()
|
||||
{
|
||||
if (ProcessManager.Instance.IsRightSubProcessStepsTriggerID(header.triggerName, false) == 0)
|
||||
{
|
||||
if (headTalkIndex == 0)
|
||||
{
|
||||
//班前会
|
||||
|
||||
//人物站位
|
||||
GameObject player=GameObject.FindGameObjectWithTag("Player");
|
||||
player.transform.position = new Vector3(-41.85512f, 1.15004f, -96.16238f);
|
||||
player.transform.eulerAngles = new Vector3(0, 1081.997f, 0);
|
||||
|
||||
GameManager.UIMgr.ShowPanel<UI_CustomSessionPanel>(E_UI_Layer.Mid, (panel) =>
|
||||
{
|
||||
string tmpstr = "";
|
||||
if (GameManager.RunModelMgr.ModeType == E_ModeType.Study)
|
||||
{
|
||||
tmpstr = "着装规范、个人防护用品合格齐备、人员精神状态良好,可以开展工作!";
|
||||
}
|
||||
else
|
||||
{
|
||||
if (PacksackBagMgr.Instance.wearDic.ContainsKey("国网安全帽") && PacksackBagMgr.Instance.wearDic.ContainsKey("工作服") && PacksackBagMgr.Instance.wearDic.ContainsKey("编织手套") && PacksackBagMgr.Instance.wearDic.ContainsKey("绝缘靴") && PacksackBagMgr.Instance.wearDic.ContainsKey("护目镜"))
|
||||
tmpstr = "着装规范、个人防护用品合格齐备、人员精神状态良好,可以开展工作!";
|
||||
else
|
||||
tmpstr = "着装不规范、个人防护用品合格齐备、人员精神状态良好,可以开展工作!";
|
||||
}
|
||||
|
||||
panel.Init(header.triggerName, tmpstr, "工作负责人", 1, (intTemp) =>
|
||||
{
|
||||
GameManager.UIMgr.ShowPanel<UI_CustomSessionPanel>(E_UI_Layer.Mid, (panel2) =>
|
||||
{
|
||||
panel2.Init(header.triggerName, "今天工作内容是直接接入式电能计量装置轮换作业,工作地点是xxx,带电部分,计量箱及金属裸露部分等,现场作业安全措施根据工作票所列安全要求,落实安全措施.......。", "工作负责人", 1, (intTemp2) =>
|
||||
{
|
||||
ProcessManager.Instance.IsRightSubProcessStepsTriggerID(header.triggerName, true);
|
||||
header.StopAnimator();
|
||||
headTalkIndex++;
|
||||
ScoreManager.instance.Check("班前会", null);
|
||||
});
|
||||
});
|
||||
|
||||
});
|
||||
});
|
||||
}
|
||||
else if (headTalkIndex == 1)
|
||||
{
|
||||
if (customIndex > 2)
|
||||
{
|
||||
//工作票终结
|
||||
GameManager.UIMgr.ShowPanel<UI_PlayerSessionPanel>(E_UI_Layer.Mid, (panel) =>
|
||||
{
|
||||
panel.Init("自己", "负责人,今日换表工作已完成", (intTemp) =>
|
||||
{
|
||||
GameManager.UIMgr.ShowPanel<UI_CustomSessionPanel>(E_UI_Layer.Mid, (panel2) =>
|
||||
{
|
||||
panel2.Init(header.triggerName, "好的", "工作负责人", 1, (initTmp) =>
|
||||
{
|
||||
//弹出工作票
|
||||
ShowWorkTicket(() =>
|
||||
{
|
||||
ProcessManager.Instance.IsRightSubProcessStepsTriggerID(header.triggerName, true);
|
||||
header.StopAnimator();
|
||||
headTalkIndex++;
|
||||
ScoreManager.instance.Check("工作票终结", null);
|
||||
});
|
||||
});
|
||||
panel2.transform.Find("ClientSessionPanel/DOWN/ClientContinueBtn/Text (TMP)").GetComponent<TextMeshProUGUI>().text = "办理工作票终结";
|
||||
});
|
||||
}, 0);
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 客户对话
|
||||
/// </summary>
|
||||
private void CustomTalk()
|
||||
{
|
||||
if (ProcessManager.Instance.IsRightSubProcessStepsTriggerID(custom.triggerName, false) == 0)
|
||||
{
|
||||
//if (ProcessManager.Instance.IsRightSubProcessStepsTriggerID(custom.triggerName, false) == 0)
|
||||
//{
|
||||
if (customIndex == 0)
|
||||
{
|
||||
//与客户沟通
|
||||
GameManager.UIMgr.ShowPanel<UI_CustomSessionPanel>(E_UI_Layer.Mid, (panel) =>
|
||||
{
|
||||
panel.Init(custom.triggerName, "您好。", "客户", 0, (intTemp) =>
|
||||
panel.Init(custom.triggerName, "拿取工具。", "客户", 0, (intTemp) =>
|
||||
{
|
||||
ProcessManager.Instance.IsRightSubProcessStepsTriggerID(custom.triggerName, true);
|
||||
custom.StopAnimator();
|
||||
|
|
@ -127,50 +59,50 @@ public class NPC_Attach10002_2002 : NPC_Attach_Base
|
|||
});
|
||||
});
|
||||
}
|
||||
else if (customIndex == 1)
|
||||
{
|
||||
//断电后对话
|
||||
if ((LiveSceneManager.Instance.device_Control as Device_Control_2002).outSwitch.isOpen == false)
|
||||
{
|
||||
GameManager.UIMgr.ShowPanel<UI_CustomSessionPanel>(E_UI_Layer.Mid, (panel) =>
|
||||
{
|
||||
panel.Init(custom.triggerName, "您好,截止到目前,您家累计用电量是891.34度。", "客户", 0, (intTemp) =>
|
||||
{
|
||||
ProcessManager.Instance.IsRightSubProcessStepsTriggerID(custom.triggerName, true);
|
||||
custom.StopAnimator();
|
||||
customIndex++;
|
||||
ScoreManager.instance.Check("告知用户电量", null);
|
||||
});
|
||||
});
|
||||
}
|
||||
}
|
||||
else if (customIndex == 2)
|
||||
{
|
||||
//现场完工
|
||||
Device_Control_2002 dc = LiveSceneManager.Instance.device_Control as Device_Control_2002;
|
||||
if (!dc.sundries.gameObject.activeInHierarchy && !dc.meteringDevice.gameObject.name.Contains("原") && !dc.meteringDevice.cover.cover_seal_Left.isCut && !dc.meteringDevice.cover.cover_seal_Right.isCut)
|
||||
{
|
||||
GameManager.UIMgr.ShowPanel<UI_PlayerSessionPanel>(E_UI_Layer.Mid, (panel) =>
|
||||
{
|
||||
//弹出告知单
|
||||
GameManager.UIMgr.ShowPanel<UI_DisassemblyAssemblyNoticePanel>();
|
||||
panel.Init("自己", "感谢您对我们工作的支持,如果您日后在用电方面有什么疑问需求的,可以来电向我们咨询,这是我们台区经理的联系方式,请您惠存,谢谢!", (intTemp) =>
|
||||
{
|
||||
GameManager.UIMgr.ShowPanel<UI_CustomSessionPanel>(E_UI_Layer.Mid, (panel) =>
|
||||
{
|
||||
panel.Init(custom.triggerName, "已签字确认", "客户", 0, intTemp =>
|
||||
{
|
||||
GameManager.UIMgr.HidePanel<UI_DisassemblyAssemblyNoticePanel>();
|
||||
ProcessManager.Instance.IsRightSubProcessStepsTriggerID(custom.triggerName, true);
|
||||
custom.StopAnimator();
|
||||
customIndex++;
|
||||
ScoreManager.instance.Check("现场完工", null);
|
||||
});
|
||||
});
|
||||
}, 0);
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
//else if (customIndex == 1)
|
||||
//{
|
||||
// //断电后对话
|
||||
// if ((LiveSceneManager.Instance.device_Control as Device_Control_2002).outSwitch.isOpen == false)
|
||||
// {
|
||||
// GameManager.UIMgr.ShowPanel<UI_CustomSessionPanel>(E_UI_Layer.Mid, (panel) =>
|
||||
// {
|
||||
// panel.Init(custom.triggerName, "您好,截止到目前,您家累计用电量是891.34度。", "客户", 0, (intTemp) =>
|
||||
// {
|
||||
// ProcessManager.Instance.IsRightSubProcessStepsTriggerID(custom.triggerName, true);
|
||||
// custom.StopAnimator();
|
||||
// customIndex++;
|
||||
// ScoreManager.instance.Check("告知用户电量", null);
|
||||
// });
|
||||
// });
|
||||
// }
|
||||
//}
|
||||
//else if (customIndex == 2)
|
||||
//{
|
||||
// //现场完工
|
||||
// Device_Control_2002 dc = LiveSceneManager.Instance.device_Control as Device_Control_2002;
|
||||
// if (!dc.sundries.gameObject.activeInHierarchy && !dc.meteringDevice.gameObject.name.Contains("原") && !dc.meteringDevice.cover.cover_seal_Left.isCut && !dc.meteringDevice.cover.cover_seal_Right.isCut)
|
||||
// {
|
||||
// GameManager.UIMgr.ShowPanel<UI_PlayerSessionPanel>(E_UI_Layer.Mid, (panel) =>
|
||||
// {
|
||||
// //弹出告知单
|
||||
// GameManager.UIMgr.ShowPanel<UI_DisassemblyAssemblyNoticePanel>();
|
||||
// panel.Init("自己", "感谢您对我们工作的支持,如果您日后在用电方面有什么疑问需求的,可以来电向我们咨询,这是我们台区经理的联系方式,请您惠存,谢谢!", (intTemp) =>
|
||||
// {
|
||||
// GameManager.UIMgr.ShowPanel<UI_CustomSessionPanel>(E_UI_Layer.Mid, (panel) =>
|
||||
// {
|
||||
// panel.Init(custom.triggerName, "已签字确认", "客户", 0, intTemp =>
|
||||
// {
|
||||
// GameManager.UIMgr.HidePanel<UI_DisassemblyAssemblyNoticePanel>();
|
||||
// ProcessManager.Instance.IsRightSubProcessStepsTriggerID(custom.triggerName, true);
|
||||
// custom.StopAnimator();
|
||||
// customIndex++;
|
||||
// ScoreManager.instance.Check("现场完工", null);
|
||||
// });
|
||||
// });
|
||||
// }, 0);
|
||||
// });
|
||||
// }
|
||||
//}
|
||||
//}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -129,13 +129,13 @@ public class PermanentTriggerBase : MonoBehaviour
|
|||
|
||||
private void OnMouseEnter()
|
||||
{
|
||||
if (EventSystem.current.IsPointerOverGameObject()) return;
|
||||
if (!EventSystem.current.IsPointerOverGameObject()) return;
|
||||
OnMEnter();
|
||||
}
|
||||
|
||||
private void OnMouseDown()
|
||||
{
|
||||
if (EventSystem.current.IsPointerOverGameObject()) return;
|
||||
if (!EventSystem.current.IsPointerOverGameObject()) return;
|
||||
OnMDown();
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue