| | |
| | | /// </summary> |
| | | public Material selectMat; |
| | | |
| | | public ParticleSystem myPS;//可以升级的特效 |
| | | //public ParticleSystem myPS;//可以升级的特效 |
| | | |
| | | |
| | | /// <summary> |
| | |
| | | } |
| | | } |
| | | |
| | | public void SetParticleSystem(bool isOn) |
| | | { |
| | | if (isOn) |
| | | { |
| | | if (myPS.gameObject.activeSelf != isOn) myPS.gameObject.SetActive(isOn); |
| | | myPS.Play(); |
| | | // public void SetParticleSystem(bool isOn) |
| | | // { |
| | | // if (isOn) |
| | | // { |
| | | // if (myPS.gameObject.activeSelf != isOn) myPS.gameObject.SetActive(isOn); |
| | | // myPS.Play(); |
| | | |
| | | } |
| | | else |
| | | { |
| | | myPS.Stop(); |
| | | if (myPS.gameObject.activeSelf != isOn) myPS.gameObject.SetActive(isOn); |
| | | // } |
| | | // else |
| | | // { |
| | | // myPS.Stop(); |
| | | // if (myPS.gameObject.activeSelf != isOn) myPS.gameObject.SetActive(isOn); |
| | | |
| | | } |
| | | } |
| | | // } |
| | | // } |
| | | |
| | | /// <summary> |
| | | /// 设置是否可以放置 |