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private RectTransform origin;//起点 - private List arrowNodes = new List();//每个节点位置 + private Transform origin;//起点 + private List arrowNodes = new List();//每个节点位置 private List controlPoints = new List();//贝塞尔曲线控制节点p0-p3 private readonly List controlPointFactors = new List() { new Vector2(-0.3f, 0.8f), new Vector2(0.1f, 1.4f) };//决定p1和p2位置的向量因子 private void Awake() { - this.origin = this.GetComponent(); + this.origin = this.transform; for (int i=0;i()); + this.arrowNodes.Add(Instantiate(this.arrowNodePrefab, this.transform).transform); } - this.arrowNodes.Add(Instantiate(this.arrowHeadPrefab, this.transform).GetComponent()); + this.arrowNodes.Add(Instantiate(this.arrowHeadPrefab, this.transform).transform); //todo-隐藏? @@ -36,13 +36,20 @@ public class ArrowManager : MonoBehaviour public void Update() { //p0是起始位置 - Vector3 worldstart = transform.parent.TransformPoint(transform.position); - this.controlPoints[0] = new Vector2(worldstart.x, worldstart.y); - Debug.Log(controlPoints[0]); + + // Vector3 worldstart = transform.parent.position ; + // Debug.Log(transform.parent.name + transform.parent.position ); + this.controlPoints[0] = new Vector2(0, 0); + + // Vector3 worldstart = transform.parent.TransformPoint(transform.position); + // this.controlPoints[0] = new Vector2(worldstart.x, worldstart.y); + //Debug.Log(controlPoints[0]); //p3是鼠标位置-------鼠标在ui平面上的位置 - Vector3 position = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 8f); + + Vector3 position = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 10f); Vector3 worldPoint = Camera.main.ScreenToWorldPoint(position); - this.controlPoints[3] = new Vector2(worldPoint .x,worldPoint .y); + Vector3 localPoint = transform.InverseTransformPoint(worldPoint); + this.controlPoints[3] = new Vector2(localPoint .x,localPoint .y); //p1p2通过p0p3计算 this.controlPoints[1] = this.controlPoints[0] + (this.controlPoints[3] - this.controlPoints[0] )* this.controlPointFactors[0]; @@ -58,12 +65,12 @@ public class ArrowManager : MonoBehaviour 3 * (1 - t) * Mathf.Pow(t, 2) * this.controlPoints[2] + Mathf.Pow(t, 3) * this.controlPoints[3]; - this.arrowNodes[i].position = currentPoint; - this.arrowNodes[i].localPosition -= new Vector3(0, 0, this.arrowNodes[i].localPosition.z); + this.arrowNodes[i].localPosition = currentPoint; + //this.arrowNodes[i].localPosition -= new Vector3(0, 0, this.arrowNodes[i].localPosition.z); if (i > 0) { - var euler = new Vector3 (0,0,Vector2.SignedAngle(CardActiveSort.Instance.transform.InverseTransformDirection(transform.up), this.arrowNodes[i].position-this.arrowNodes[i-1].position)); + var euler = new Vector3 (0,0,Vector2.SignedAngle(CardActiveSort.Instance.transform.InverseTransformDirection(transform.up), this.arrowNodes[i].localPosition-this.arrowNodes[i-1].localPosition)); this.arrowNodes[i].localRotation = Quaternion.Euler(euler); } diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/MapManager.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/MapManager.cs index 221138c2..081e3331 100644 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/MapManager.cs +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/MapManager.cs @@ -23,6 +23,7 @@ public class MapManager : Singleton [Header("一次性注册信息")] public Text playerNameText; + public Text playerMoneyText; void Start() { @@ -34,6 +35,7 @@ public class MapManager : Singleton public void SetUpScenceInfor() { playerNameText .text = GameManager.Instance.playerState.playerName; + playerMoneyText.text = GameManager.Instance.playerState.money.ToString (); } public void test()