wangguan
2020-11-11 01ff0c1a144674422225d16a541247bc88df11c7
Assets/Scripts/TowerDefense/UI/HUD/TowerPlacementGhost.cs
@@ -103,10 +103,18 @@
            {
                foreach (Transform t in transform.GetComponentsInChildren<Transform>())
                {
                    if (t.name == "Cube")
                    if (t.name == "Effect")
                    {
                        t.GetComponent<MeshRenderer>().material.color = new Color(1.0f, 1.0f, 1.0f, 1.0f);
                        t.GetComponent<MeshRenderer>().material.DOColor(new Color(1.0f, 1.0f, 1.0f, 0.4f), 0.4f);
                        // t.GetComponent<MeshRenderer>().material.color = new Color(1.0f, 1.0f, 1.0f, 1.0f);
                        // t.GetComponent<MeshRenderer>().material.DOColor(new Color(1.0f, 1.0f, 1.0f, 0.4f), 0.4f);
                        // 改为拖动的时候播放特效
                        ParticleSystem ps = t.gameObject.GetComponent<ParticleSystem>();
                        if (ps == null)
                            ps = t.GetChild(0).GetComponent<ParticleSystem>();
                        ps.Play();
                        break;
                    }
                }
            }
@@ -179,7 +187,6 @@
        public virtual void Move(Vector3 worldPosition, Quaternion rotation, bool validLocation)
        {
            m_TargetPosition = worldPosition;
            if (!m_ValidPos)
            {
                // Immediately move to the given position
@@ -210,9 +217,11 @@
            if (Vector3.SqrMagnitude(currentPos - m_TargetPosition) > 0.01f)
            {
                currentPos = Vector3.SmoothDamp(currentPos, m_TargetPosition, ref m_MoveVel, dampSpeed);
                //currentPos = Vector3.SmoothDamp(currentPos, m_TargetPosition, ref m_MoveVel, dampSpeed);
                transform.position = currentPos;
                //transform.position = currentPos;
                transform.position = m_TargetPosition;
            }
            else
            {