using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI; /// /// 编队控制脚本 /// public class FormationManager : MonoBehaviour { public Button startFormationBtn; public Button submitFormationBtn; public bool isStartFormation; public List uavm = new List(); // Start is called before the first frame update void Start() { startFormationBtn.onClick.AddListener(OnStartFormation); submitFormationBtn.onClick.AddListener(OnSubmit); } // Update is called once per frame void Update() { if (isStartFormation) { if (Input.GetKey(KeyCode.LeftControl) && Input.GetMouseButtonDown(0)) { if (EventSystem.current.IsPointerOverGameObject()) return; Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hitInfo; if (Physics.Raycast(ray, out hitInfo, 1000)) { if (hitInfo.collider.gameObject.tag == "WRJ") { if (!uavm.Contains(hitInfo.collider.gameObject.GetComponent())) uavm.Add(hitInfo.collider.gameObject.GetComponent()); Debug.Log("拾取"); } } } } } public void OnStartFormation() { isStartFormation = true; } public void OnSubmit() { isStartFormation = false; } }