Assets/Scripts/TowerDefense/Level/EndlessDropManager.cs
@@ -45,7 +45,7 @@
        /// <summary>
        /// 掉落半径
        /// </summary>
        public float DropRadius { get; set; } = 50f;
        public float DropRadius { get; set; } = 5f;
        public Canvas canvas;
@@ -144,29 +144,19 @@
            Transform mainUITransform = mainUI.GetComponent<Transform>();
            obj.GetComponent<Transform>().SetParent(mainUITransform, true);
            // Vector3 screenPos = Camera.main.WorldToScreenPoint(worldPos);
            // Vector2 targetPos;
            // RectTransformUtility.ScreenPointToLocalPointInRectangle(canvas.transform as RectTransform, screenPos, canvas.worldCamera, out targetPos);
            // RectTransform rectTransform =  obj.GetComponent<RectTransform>();
            // rectTransform.anchoredPosition = pos;
            // obj.transform.localRotation = Quaternion.identity;
            // Vector3 screenPos = Camera.main.WorldToScreenPoint(worldPos);
            // screenPos.z = 0;
            obj.transform.position = worldPos;
            obj.transform.localRotation = Quaternion.identity;
            obj.transform.localScale = Vector3.one;
            // if (isRandom)
            // {
            //     Vector2 p = UnityEngine.Random.insideUnitCircle * DropRadius;
            //     Vector3 pos1 = p.normalized * p.magnitude;
            //     Vector3 objPos = obj.transform.position;
            //     objPos.x += pos1.x;
            //     objPos.y += pos1.y;
            //     obj.transform.position = objPos;
            // }
            if (isRandom)
            {
                Vector2 p = UnityEngine.Random.insideUnitCircle * DropRadius;
                Vector3 pos1 = p.normalized * p.magnitude;
                Vector3 objPos = obj.transform.position;
                objPos.x += pos1.x;
                objPos.z += pos1.y;
                obj.transform.position = objPos;
            }
            dropReward.PlayParticle();
            DropObjDic.Add(drop.Id, obj);