using System.Collections; using System.Collections.Generic; using UnityEngine; public class CharacterClick : MonoBehaviour { public Role role; public Character MyCharacter=null; [Header("点击出现的详情")] public GameObject panelPrefab; public WaveData MyWaveData=null; void Start() { IdForInfo(transform.GetComponent().enemyId); } private void OnMouseDown() { // 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) { Debug.Log("点击了父节点"); // 在这里处理点击事件 GameObject instantiatedPanel= GameObject.Instantiate(panelPrefab, GameObject.Find("Canvas").transform); 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_002","0","3","1","测试文档一",role.hp,100f); } else { panelRect.GetComponent().UpDateShow("1", MyCharacter.Name, MyCharacter.Info, MyCharacter.MaxAttack + "~" + MyCharacter.MinAttack, MyCharacter.AttackRange, MyCharacter.AttackCD); } } } } void IdForInfo(string id) { List mY = MengyaoInfo.Instance.m_Mengyao; foreach (Character temp in mY) { if (temp.Id==id) { MyCharacter=temp; break; } } } }