using System.Collections; using System.Collections.Generic; using UnityEngine; public class GameManager : MonoBehaviour { /// /// 控制器 /// public static GameManager Instance; /// /// 主视角 /// public Transform CameraMain; /// /// 任务控制 /// private CameraMove cameraMove; /// /// 是否显示UI /// public bool isShowUI; /// /// 主场景点位 /// public List MainPos = new List(); /// /// 所有点位 /// public List AllPos = new List(); /// /// 所有建筑模型 /// public List Architectures = new List(); /// /// 转场点 /// //public Transform cutToPos; /// /// 转场 /// //public GameObject cutToObj; public static CameraMove CameraMove { get { if (Instance.cameraMove == null) Instance.cameraMove = Instance.CameraMain.GetComponent(); return Instance.cameraMove; } } private void Awake() { Instance = this; } //private void Update() //{ // if (Input.GetMouseButtonDown(0)) // { // Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); // RaycastHit hit; // if (Physics.Raycast(ray, out hit)) // { // if (hit.collider.CompareTag("distributionbox")) // { // Debug.Log("点击到了配电箱!"); // //前端方法: DistributionBox // // 在这里编写你点击带有特定标签的碰撞体后的逻辑代码 // } // } // } //} /// /// 模型显示 /// /// public void ModerShow(string _ShowModerName) { Architectures.ForEach(x => x.SetActive(x.transform.name == _ShowModerName)); } }