using System.Collections; using System.Collections.Generic; using UnityEngine; using DG.Tweening; using UnityEngine.EventSystems; using System.Threading.Tasks; public class CharacterClick : MonoBehaviour { public Role role; public Character MyCharacter = null; [Header("点击出现的详情")] public GameObject panelPrefab; [Header("点击出现的攻击范围")] public GameObject attackRange; [Header("是否已经显示面板")] public bool isShowPanel = false; [Header("显示的信息面板")] public GameObject instantiatedPanel; public Vector3 OrigScale; public float StartSizeX; public float StartSizeY; public float OrSizeX; public float OrSizeY; private bool isShowAttackRange=true; public WaveData MyWaveData=null; void Start() { if (attackRange!=null) { OrigScale = attackRange.transform.localScale; OrSizeX = attackRange.GetComponent().bounds.size.x; OrSizeY = attackRange.GetComponent().bounds.size.y; StartSizeX = OrSizeX; StartSizeY = OrSizeY; role.attackClass.SetAttackRange(); attackRange.transform.DOScale(new Vector2(OrSizeX, OrSizeY), 0.3f).SetEase(Ease.InOutBack); //attackRange.transform.localScale=new Vector3(OrSizeX, OrSizeX,1); //ShowAttackRange(UIContorl.instance.NowAttackRange); } if (transform.GetComponent()!=null) { IdForInfo(transform.GetComponent().enemyId); } } private void OnMouseDown() { // 检查鼠标是否点击在UI元素上 if (EventSystem.current.IsPointerOverGameObject()) { return; // 如果点击的是UI,直接返回,避免穿透到2D对象 } // 确保父节点的碰撞体是 Trigger 类型 Collider2D parentCollider = GetComponent(); if (parentCollider != null && parentCollider.isTrigger) { // parentCollider.enabled = true; // 射线检测鼠标点击的物体是父节点 Vector2 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition); RaycastHit2D hit = Physics2D.Raycast(mousePosition, Vector2.zero); if (hit.collider != null && hit.collider.gameObject == gameObject) { //ShowAttackRange(); Debug.Log("点击了父节点"); // 在这里处理点击事件 ShowInfoPanel(); } } } public void ShowInfoPanel() { if (instantiatedPanel == null) { if (UIContorl.instance.NowShowInfo!=null) { Destroy(UIContorl.instance.NowShowInfo._closePanel); HideAttackRange(UIContorl.instance.NowAttackRange); } instantiatedPanel = GameObject.Instantiate(panelPrefab, GameObject.Find("Canvas").transform); UIContorl.instance.NowShowInfo = instantiatedPanel.GetComponent(); UIContorl.instance.NowAttackRange = attackRange; ShowAttackRange(UIContorl.instance.NowAttackRange); instantiatedPanel.GetComponent().closeBtn.onClick.AddListener(() => { HideInfoPanel(); HideAttackRange(UIContorl.instance.NowAttackRange); }); RectTransform panelRect = instantiatedPanel.GetComponent(); // 确保生成的面板不会挡住父物体 panelRect.SetAsLastSibling(); // 将面板放到 Canvas 层级的最上层 if (role.camp == Camp.Enemy) { //string eveText,string name,string def,string speed,string shanghai,string info,int hp,int maxHp panelRect.GetComponent().UpDateShow("1", "Enemy_001", "0", "3", "1", "测试文档一", role.hp, role.maxHp); panelRect.GetComponent().role = role; } else { panelRect.GetComponent().UpDateShow(role.Level.ToString(), role.Name, role.Info, role.MinAttack + "~" + role.MaxAttack, role.AttackRange.ToString(), role.AttackCD.ToString()); panelRect.GetComponent().role = role; } } else { //HideAttackRange(); } } public async void ShowAttackRange(GameObject attackRange) { if (attackRange!=null) { attackRange.transform.DOScale(new Vector2(OrSizeX, OrSizeY), 0.3f).SetEase(Ease.InOutBack); } } public void HideAttackRange(GameObject attackRange) { if (attackRange != null ) { attackRange.transform.DOScale(Vector3.zero, 0.3f).SetEase(Ease.InOutBack); } } void IdForInfo(string id) { List mY = MengyaoInfo.Instance.m_Mengyao; foreach (Character temp in mY) { if (temp.Id==id) { MyCharacter=temp; break; } } } public void HideInfoPanel() { if (UIContorl.instance.NowShowInfo!=null) { UIContorl.instance.NowShowInfo.Id = -1; UIContorl.instance.NowShowInfo.role = null; if (instantiatedPanel != null && instantiatedPanel.GetComponent()._closePanel != null) { Destroy(instantiatedPanel.GetComponent()._closePanel); } } //Debug.Log("关闭攻击范围"); } }