wangguan
2020-12-15 0d6a2e6d4b9de57a13c2bcb32148e1eb97ef1b1f
Assets/Scripts/TowerDefense/UI/HUD/TowerPlacementGhost.cs
@@ -188,13 +188,15 @@
        /// over invalid locations</param>
        public virtual void Move(Vector3 worldPosition, Quaternion rotation, bool validLocation)
        {
            m_TargetPosition = worldPosition + up;
            if (!m_ValidPos)
            {
                // Immediately move to the given position
                m_ValidPos = true;
                transform.position = m_TargetPosition;
            }
            //Debug.Log("移动了");
            transform.position = worldPosition + up;
            // if (!m_ValidPos)
            // {
            //     // Immediately move to the given position
            //     m_ValidPos = true;
            //     transform.position = m_TargetPosition;
            // }
        }
@@ -203,32 +205,32 @@
        /// </summary>
        protected virtual void Update()
        {
            Vector3 currentPos = transform.position;
            //Vector3 currentPos = transform.position;
            //Debug.Log(transform.position);
            // if (this.bInDisplay && (radiusObject != null))
            // {
            //     this.fadeInTime -= Time.deltaTime;
            //     if (this.fadeInTime <= 0.0f)
            //     {
            //         bInDisplay = false;
            //         fadeInTime = 0.0f;
            //         Material tmat = radiusObject.GetComponent<MeshRenderer>().material;
            //         tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 0.0f), 0.1f);
            //     }
            // }
            if (this.bInDisplay && (radiusObject != null))
            {
                this.fadeInTime -= Time.deltaTime;
                if (this.fadeInTime <= 0.0f)
                {
                    bInDisplay = false;
                    fadeInTime = 0.0f;
                    Material tmat = radiusObject.GetComponent<MeshRenderer>().material;
                    tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 0.0f), 0.1f);
                }
            }
            // if (Vector3.SqrMagnitude(currentPos - m_TargetPosition) > 0.01f)
            // {
            //     //currentPos = Vector3.SmoothDamp(currentPos, m_TargetPosition, ref m_MoveVel, dampSpeed);
            if (Vector3.SqrMagnitude(currentPos - m_TargetPosition) > 0.01f)
            {
                //currentPos = Vector3.SmoothDamp(currentPos, m_TargetPosition, ref m_MoveVel, dampSpeed);
            //     //transform.position = currentPos;
            //     transform.position = m_TargetPosition;
                //transform.position = currentPos;
                transform.position = m_TargetPosition;
            }
            else
            {
                m_MoveVel = Vector3.zero;
            }
            // }
            // else
            // {
            //     m_MoveVel = Vector3.zero;
            // }
        }
    }
}