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