chenxin
2020-10-31 bc14626b98377c39db4d77029326389bb34484a8
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;
@@ -141,22 +141,19 @@
            GameObject mainUI = GameObject.Find("MainUI");
            Transform mainUITransform = mainUI.GetComponent<Transform>();
            Transform mainUITransform = mainUI.transform;
            obj.transform.SetParent(mainUITransform, false);
            // Vector3 screenPos = Camera.main.WorldToScreenPoint(worldPos);
            // Vector2 pos;
            // RectTransformUtility.ScreenPointToLocalPointInRectangle(mainUITransform as RectTransform, screenPos, Camera.main, out pos);
            // (obj.transform as RectTransform).anchoredPosition = pos;
            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;
            // obj.transform.localRotation = Quaternion.identity;
            // obj.transform.localScale = Vector3.one;
            // if (isRandom)
            // {
@@ -164,7 +161,7 @@
            //     Vector3 pos1 = p.normalized * p.magnitude;
            //     Vector3 objPos = obj.transform.position;
            //     objPos.x += pos1.x;
            //     objPos.y += pos1.y;
            //     objPos.z += pos1.y;
            //     obj.transform.position = objPos;
            // }