锁链运动

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class suolianPrize : MonoBehaviour {
    public GameObject[] gos;
    public GameObject suolianPre;
    public GameObject[] suoObj=new GameObject[8];
    float minAntLongOld=0f;
    float minAntLongNew=0f;
    int antNum=0;    
    AntTool suolianAntScript;
    int key_StartGrow;
    GameObject tempSuolian;
    float tempDis;
    public Transform target;//目标为奶酪
    public Transform[] bone02=new Transform[3];
    public GameObject[] go = new GameObject[3];
    public Transform suolian2,suolian3;
    public GameObject[] col = new GameObject[3];
    int key_move=0;
        GameObject tmpCamera;
    Vector3 oldPo;
    public int FirstAngles;
    public GameObject preChengtuo;
    GameObject tmpTool;
    Vector3 bishaPosition;
    
    UISprite tSprite1,tSprite2,tSprite3;
    public Transform suopian1,suopian2,suopian3;
    // Use this for initialization
    void Start () {
        //DL();
        if (transform.parent.parent!=null)
        {
            transform.parent.parent.animation["ui"].speed=2f;
            transform.parent.parent.animation.Play("ui");        
        }
        key_StartGrow=0;
        FirstAngles=Random.Range(35,50);  
        Invoke("destroyPrize",10f);
        bishaPosition=new Vector3(-0.8551919f, 0.7152288f, -10.10089f);
        
        tSprite1=GameObject.Find("Sprite1").GetComponent<UISprite>();
        tSprite2=GameObject.Find("Sprite2").GetComponent<UISprite>();
        tSprite3=GameObject.Find("Sprite3").GetComponent<UISprite>();
    }
    void destroyPrize()
    {
        Destroy(transform.parent.parent.gameObject);
    }
    // Update is called once per frame
    void Update () {

        //自动延长
//        if (key_StartGrow==1)
//        {
//            if (tempSuolian!=null)
//            {
//                if (tempSuolian.transform.localScale.y<=tempDis)
//                {
//                    //tempSuolian.transform.localScale = new Vector3(suolianPre.transform.localScale.xdistance  , suolianPre.transform.localScale.y);
//                    tempSuolian.transform.localScale+=new Vector3 (00.06f0);
//                }
//            }            
//        }
//        if (key_StartGrow==2)
//        {
//            if (tempSuolian!=null)
//            {
//                if (tempSuolian.transform.localScale.y<=tempDis)
//                {
//                    //tempSuolian.transform.localScale = new Vector3(suolianPre.transform.localScale.xdistance  , suolianPre.transform.localScale.y);
//                    tempSuolian.transform.localScale+=new Vector3 (00.06f0);
//                }
//            }            
//        }
//        if (key_StartGrow==3)
//        {
//            if (tempSuolian!=null)
//            {
//                if (tempSuolian.transform.localScale.y<=tempDis)
//                {
//                    //tempSuolian.transform.localScale = new Vector3(suolianPre.transform.localScale.xdistance  , suolianPre.transform.localScale.y);
//                    tempSuolian.transform.localScale+=new Vector3 (00.06f0);
//                }
//                else
//                {
//                    Destroy(gameObject);
//                }
//            }            
//        }    
    }
    
    void exe() 
    {
        /////////////////////////////必杀///////////////////////////////////////
        if (dataAll.laseTool[0]!=3&&!dataAll.ifBiSha)
        {
            dataAll.laseTool[0]=3;    //0万能胶 1保鲜膜 2平底锅 3锁链 4电击 5蛋糕盒 6杀虫剂 7拳头 8地雷 9电风扇
            dataAll.laseTool[1]=-1;
            dataAll.laseTool[2]=-1;
            tSprite1.spriteName="suolian_D";
            tSprite2.spriteName="shanping";
            tSprite3.spriteName="shanping";
        }
        else if (dataAll.laseTool[0]==3&&!dataAll.ifBiSha)
        {
            if (dataAll.laseTool[1]!=3)
            {
                dataAll.laseTool[1]=3;  
                dataAll.laseTool[2]=-1;
                tSprite2.spriteName="suolian_D";
                tSprite3.spriteName="shanping";
            }
            else if (dataAll.laseTool[1]==3)
            {
                CancelInvoke("destroyPrize");
                dataAll.laseTool[0]=-1;   
                dataAll.laseTool[1]=-1;
                dataAll.laseTool[2]=3;
                dataAll.ifBiSha=true;
                //GameObject.Find("Main Camera").GetComponent<createAnt>().stopBiSha();
                GameObject.Find("Main Camera").GetComponent<createAnt>().closeOropenShanping();

 
                //print("Bisha Start");
                //Invoke("stopLabel",0.5f);
                StartCoroutine("stopLabel");        
                
                //transform.renderer.enabled=false;
                transform.parent.renderer.enabled=false;
                transform.collider.enabled=false;
                tSprite3.spriteName="suolian_D";
                return;
            }            
        }
        /////////////////////////////必杀///////////////////////////////////////
        StartCoroutine("DrawLine");
        
    }
    
    IEnumerator DrawLine()
    {
        
        //transform.renderer.enabled=false;
        transform.parent.renderer.enabled=false;
        transform.collider.enabled=false;
        target=GameObject.Find("nailao").transform;
        go[0] = (GameObject)Instantiate(suolianPre, transform.position, Quaternion.identity);
        go[0].name="suolian1";
        //go[0].transform.LookAt(target.position); 
        go[0].transform.position=new Vector3 (go[0].transform.position.x,0.8232558f,go[0].transform.position.z);
        go[0].transform.LookAt(new Vector3(target.position.x,0.8232558f,target.position.z));
        //go[0].transform.rotation=Quaternion.LookRotation(new Vector3(target.position.x,0.8032558f,target.position.z));
        bone02[0]=go[0].transform.Find("suolian").Find("Bone02");
        col[0]=go[0].transform.Find("suolian").Find("CubeSuo").gameObject;
        FirstAngles=Random.Range(20,50);  
        go[0].transform.Translate(Vector3.forward * 0.2f,Space.Self);  //move 0.
        go[0].transform.RotateAround(go[0].transform.Find("suolian").Find("objTube08").position, Vector3.up,FirstAngles);  //绕某节点转动一定度数
        //go[0].transform.Find("suolian").Find("Bone02").Find("suopian").eulerAngles=new Vector3(323.4524f,178.3503f,2.64888f);    
        suopian1=go[0].transform.Find("suolian").Find("Bone02").Find("suopian");        
        suopian1.parent=go[0].transform;
        suopian1.localScale=new Vector3 (4.444048f,5.7615f,5.771763f);
        suopian1.LookAt(Camera.mainCamera.transform.position);
        yield return new WaitForSeconds(0.3f);
        
        FirstAngles=Random.Range(30,60);  
        go[1] = (GameObject)Instantiate(suolianPre, bone02[0].position, go[0].transform.rotation);
        go[1].name="suolian2";
        //go[1].transform.LookAt(target.position); 
        bone02[1]=go[1].transform.Find("suolian").Find("Bone02");
        col[1]=go[1].transform.Find("suolian").Find("CubeSuo").gameObject;
        go[1].transform.Translate(Vector3.forward * 0.33f,Space.Self);  //move 0.1f
        go[1].transform.RotateAround(bone02[0].position, Vector3.up,-FirstAngles);
        //go[1].transform.Find("suolian").Find("Bone02").Find("suopian").eulerAngles=new Vector3(323.4524f,178.3503f,2.64888f);    
        suopian2=go[1].transform.Find("suolian").Find("Bone02").Find("suopian");        
        suopian2.parent=go[1].transform;
        suopian2.localScale=new Vector3 (4.444048f,5.7615f,5.771763f);
        suopian2.LookAt(Camera.mainCamera.transform.position);
        yield return new WaitForSeconds(0.3f);
        
        FirstAngles=Random.Range(30,60);  
        go[2] = (GameObject)Instantiate(suolianPre, bone02[1].position, go[0].transform.rotation);
        go[2].name="suolian3";
        //go[2].transform.LookAt(target.position); 
        bone02[2]=go[2].transform.Find("suolian").Find("Bone02");
        col[2]=go[2].transform.Find("suolian").Find("CubeSuo").gameObject;
        go[2].transform.Translate(Vector3.forward * 0.33f,Space.Self);  //move 0.1f
        go[2].transform.RotateAround(bone02[1].position, Vector3.up,FirstAngles);
        //go[2].transform.Find("suolian").Find("Bone02").Find("suopian").eulerAngles=new Vector3(323.4524f,178.3503f,2.64888f);    
        suopian3=go[2].transform.Find("suolian").Find("Bone02").Find("suopian");        
        suopian3.parent=go[2].transform;
        suopian3.localScale=new Vector3 (4.444048f,5.7615f,5.771763f);
        suopian3.LookAt(Camera.mainCamera.transform.position);
        
        
//        bone02[0]=go[0].transform.Find("Bone02");
//        suolian2=go[0].transform.Find("Bone02").Find("suolian");
//        col[0]=go[0].transform.Find("Bone02").Find("CubeSuo").gameObject;
//        bone02[1]=go[0].transform.Find("Bone02").Find("suolian").Find("Bone02");
//        suolian3=go[0].transform.Find("Bone02").Find("suolian").Find("Bone02").Find("suolian");
//        col[1]=go[0].transform.Find("Bone02").Find("suolian").Find("Bone02").Find("CubeSuo").gameObject;
//        bone02[2]=go[0].transform.Find("Bone02").Find("suolian").Find("Bone02").Find("suolian").Find("Bone02");    
//        col[2]=go[0].transform.Find("Bone02").Find("suolian").Find("Bone02").Find("suolian").Find("Bone02").Find("CubeSuo").gameObject;
//        transform.renderer.enabled=false;
//        transform.collider.enabled=false;
//        //Destroy(gameObject,3);
//        
//        //go[0].transform.eulerAngles-=new Vector3(0f,180f,0f);
//        FirstAngles=Random.Range(30,70);  
//        go[0].transform.RotateAround(bone02[0].positionVector3.up,FirstAngles);
//        print("FirstAngles "+FirstAngles);
//        bone02[0].Translate(Vector3.down * dataAll.suolianChangdu,Space.Self);
//        //go[0].transform.eulerAngles-=new Vector3(70f,0f,0f);
//        
//        yield return new WaitForSeconds(0.5f);
//        
//        //suolian2.transform.LookAt(target.position);   
//        //suolian2.transform.eulerAngles-=new Vector3(0f,180f,0f);
//        FirstAngles=Random.Range(30,70);  
//        suolian2.transform.RotateAround(bone02[1].positionVector3.up,-FirstAngles);
//        bone02[1].Translate(Vector3.down * dataAll.suolianChangdu,Space.Self);
//        //suolian2.transform.eulerAngles-=new Vector3(70f,0f,0f);
//        
//        yield return new WaitForSeconds(0.5f);
//        
//        //suolian3.transform.LookAt(target.position);   
//        //suolian3.transform.eulerAngles-=new Vector3(0f,180f,0f);
//        FirstAngles=Random.Range(30,70);  
//        suolian3.transform.RotateAround(bone02[2].positionVector3.up,FirstAngles);
//        bone02[2].Translate(Vector3.down * dataAll.suolianChangdu,Space.Self);
//        //suolian3.transform.eulerAngles-=new Vector3(70f,0f,0f);
//        
        Invoke("stopCol",1f);
//
        Destroy(transform.parent.parent.gameObject,2f);
        yield return new WaitForSeconds(1f);
    }
    
    void stopCol()
    {
        Destroy(col[0]);
        Destroy(col[1]);
        Destroy(col[2]);
        //print("desssssss");
    }
    /////////////////////////////必杀///////////////////////////////////////
    IEnumerator stopLabel()
    {
        yield return new WaitForSeconds(0.5f);
        
        tSprite1.spriteName="shanping";
        tSprite2.spriteName="shanping";
        tSprite3.spriteName="shanping";
        

        yield return new WaitForSeconds(0.2f);
        tmpTool=Instantiate(preChengtuo,bishaPosition,Quaternion.identity) as GameObject;  
        tmpCamera=GameObject.Find("Main Camera");        
        oldPo=tmpCamera.transform.position;
        StartCoroutine("ZhenPing");
        Invoke("stopBiSha2",1.5f);
        
        
    }
    void stopBiSha2()
    {        
        //Destroy(tmpTool);
        dataAll.ifBiSha=false;
        GameObject.Find("Main Camera").GetComponent<createAnt>().closeOropenShanping();
        dataAll.laseTool[0]=-1;   
        dataAll.laseTool[1]=-1;
        dataAll.laseTool[2]=-1;
        print("stopBiSha2");
        Destroy(transform.parent.parent.gameObject,1);
    }
    IEnumerator ZhenPing()
    {
        int i=0;
        Vector3 rnInt;
        //CancelInvoke("destroyPrize");
        yield return new WaitForSeconds(0.2f);
        //rnInt=new Vector3(Random.Range(0.02f,0.04f),0f,0f);
        rnInt=new Vector3(0f,Random.Range(0.02f,0.04f),0f);
        tmpCamera.transform.position +=rnInt;
        
        while (true)
        {    
            yield return new WaitForSeconds(0.01f);
            tmpCamera.transform.position -=2*rnInt;
            yield return new WaitForSeconds(0.01f);
            tmpCamera.transform.position +=2*rnInt;
            //rnInt=new Vector3(Random.Range(0.02f,0.04f),0f,0f);
            rnInt=new Vector3(0f,Random.Range(0.02f,0.04f),0f);
            //rnInt=new Vector3(rnInt.x-0.0002f*i,0f,0f);
            i++;
            if (i>=10)
            {
                break;
            }
        }
        tmpCamera.transform.position=oldPo;
        //Destroy(gameObject,0.1f);
    }
    /////////////////////////////必杀///////////////////////////////////////
    
/*    
    void exe() 
    {
        gos = GameObject.FindGameObjectsWithTag("Ant");
        if (GameObject.FindWithTag("Ant")==null)
        {
            return;
        }
        minAntLongOld=Vector3.Distance(transform.position,GameObject.FindWithTag("Ant").transform.position);
        suoObj[antNum]=gameObject; //第1个点 宝箱
        antNum++;
        foreach (GameObject go in gos)   //第2个点 第1个ant
        {            
            minAntLongNew=Vector3.Distance(transform.position,go.transform.position);
            if ((minAntLongNew<dataAll.suolianNormalLong) //遍历中发现一只蚂蚁的距离小于该距离,就可以视为下一个要连接的点
                &&(minAntLongNew>dataAll.suolianMinLong) //锁链连接的两只蚂蚁的最小距离,小于该距离的蚂蚁就不连接   
                &&go.GetComponent<AntTool>().ifSuoLian==false
                &&go.GetComponent<AntTool>().ifEnterScreen)
            {
                suoObj[antNum]=go;
                break;
            }
            else if (minAntLongNew>=dataAll.suolianNormalLong)
            {    
                if (minAntLongOld>=minAntLongNew
                    &&go.GetComponent<AntTool>().ifSuoLian==false
                    &&go.GetComponent<AntTool>().ifEnterScreen)
                {
                    minAntLongOld=minAntLongNew;
                    suoObj[antNum]=go;
                }    
            }             
        }
        if (suoObj[antNum]==null)
        {
            Destroy(gameObject);
            print("no 3 ant");
            return;
        }
        //suolianAnt suolianAntScript=gameObject.GetComponent("suolianAnt") as suolianAnt;
        //suoObj[1].transform.SendMessage("suolianEvent",SendMessageOptions.DontRequireReceiver);
        
        
        suolianAntScript = suoObj[1].GetComponent<AntTool>(); 
        suolianAntScript.ifSuoLian=true;    
        suolianAntScript.inSuoLian=1;

        antNum++;  //第3个点 第2个ant
        gos = GameObject.FindGameObjectsWithTag("Ant");
        minAntLongOld=4;
        foreach (GameObject go in gos) 
        {            
            minAntLongNew=Vector3.Distance(suoObj[1].transform.position,go.transform.position);
            print("name "+go.name+" minAntLongNew "+minAntLongNew);
            if ((minAntLongNew<dataAll.suolianNormalLong) //遍历中发现一只蚂蚁的距离小于该距离,就可以视为下一个要连接的点
                &&(minAntLongNew>dataAll.suolianMinLong) //锁链连接的两只蚂蚁的最小距离,小于该距离的蚂蚁就不连接   
                &&suoObj[antNum-1]!=go
                &&go.GetComponent<AntTool>().ifSuoLian==false
                &&go.GetComponent<AntTool>().ifEnterScreen
                    &&getAngle(suoObj[antNum-2].transform.position,suoObj[antNum-1].transform.position,go.transform.position))
            {
                suoObj[antNum]=go;
                break;
            }
            else if (minAntLongNew>=dataAll.suolianNormalLong)
            {    
                if (minAntLongOld>=minAntLongNew&&suoObj[antNum-1]!=go
                    &&(minAntLongNew>dataAll.suolianMinLong) //锁链连接的两只蚂蚁的最小距离,小于该距离的蚂蚁就不连接   
                    &&go.GetComponent<AntTool>().ifSuoLian==false
                    &&go.GetComponent<AntTool>().ifEnterScreen
                    &&getAngle(suoObj[antNum-2].transform.position,suoObj[antNum-1].transform.position,go.transform.position))
                {
                    minAntLongOld=minAntLongNew;
                    suoObj[antNum]=go;
                }    
            }             
        }
        if (suoObj[antNum]==null)
        {
            //Destroy(gameObject);
            print("no 3 ant");
            transform.renderer.enabled=false;
            transform.collider.enabled=false;
            Destroy(gameObject,2);
            StartCoroutine("DL");
            return;
        }
        suolianAntScript = suoObj[2].GetComponent<AntTool>(); 
        suolianAntScript.ifSuoLian=true;    
        suolianAntScript.inSuoLian=2;
        //suoObj[2].transform.SendMessage("suolianEvent",SendMessageOptions.DontRequireReceiver);
        
            antNum++;  //第4个点 第3个ant
            gos = GameObject.FindGameObjectsWithTag("Ant");
            minAntLongOld=4;
            foreach (GameObject go in gos) 
            {            
                minAntLongNew=Vector3.Distance(suoObj[2].transform.position,go.transform.position);
                print("name "+go.name+" minAntLongNew "+minAntLongNew);
                if ((minAntLongNew<dataAll.suolianNormalLong) //遍历中发现一只蚂蚁的距离小于该距离,就可以视为下一个要连接的点
                    &&(minAntLongNew>dataAll.suolianMinLong) //锁链连接的两只蚂蚁的最小距离,小于该距离的蚂蚁就不连接   
                    &&suoObj[antNum-1]!=go
                     &&suoObj[antNum-2]!=go
                     &&go.GetComponent<AntTool>().ifSuoLian==false
                    &&go.GetComponent<AntTool>().ifEnterScreen
                    &&getAngle(suoObj[antNum-2].transform.position,suoObj[antNum-1].transform.position,go.transform.position))
                {
                    suoObj[antNum]=go;
                    break;
                }
                else if (minAntLongNew>=dataAll.suolianNormalLong)
                {    
                    if (minAntLongOld>=minAntLongNew
                    &&(minAntLongNew>dataAll.suolianMinLong) //锁链连接的两只蚂蚁的最小距离,小于该距离的蚂蚁就不连接   
                        &&suoObj[antNum-1]!=go
                        &&suoObj[antNum-2]!=go
                        &&go.GetComponent<AntTool>().ifSuoLian==false
                        &&go.GetComponent<AntTool>().ifEnterScreen
                        &&getAngle(suoObj[antNum-2].transform.position,suoObj[antNum-1].transform.position,go.transform.position))
                    {
                        minAntLongOld=minAntLongNew;
                        suoObj[antNum]=go;
                    }    
                }             
            }
            if (suoObj[antNum]==null)
            {
                //Destroy(gameObject);
                print("no 3 ant");
                transform.renderer.enabled=false;
                transform.collider.enabled=false;
                Destroy(gameObject,2);
                StartCoroutine("DL");
                return;
            }
        suolianAntScript = suoObj[3].GetComponent<AntTool>(); 
        suolianAntScript.ifSuoLian=true;    
        suolianAntScript.inSuoLian=3;
        
        print("suoObj "+suoObj[1].transform.position);
        print("suoObj "+suoObj[2].transform.position);
        print("suoObj "+suoObj[3].transform.position);        
        
        
        //suoObj[3].transform.SendMessage("suolianEvent",SendMessageOptions.DontRequireReceiver);
        
            //Instantiate(suolianPre,transform.position,Quaternion.identity);     
            //dataAll.ifBaoxianmo=true;
        
        //GameObject.Find("suolian").transform.localScale+=new Vector3(GameObject.Find("suolian").transform.localScale.x*3,0,0);
        //GameObject.Find("suolian").transform.renderer.material.mainTextureScale = new Vector2 (4f,1f);
        
        //print("dis  "+Vector3.Distance(GameObject.Find("suolian").transform.position,GameObject.Find("suolianPrize").transform.position));
        
        //DL();
        //Destroy(gameObject);
        transform.renderer.enabled=false;
        transform.collider.enabled=false;
        Destroy(gameObject,2);
        StartCoroutine("DL");
    }
    
    //主要的画法。
      IEnumerator DL()
      {
         GameObject[] go; 
          go = new GameObject[3];
          int j;
          //draw line
          Vector3 centerPos = Vector3.zero;
          Vector3 startPoint,endPoint; 
        suolianDes suolianDesScript;
          for (j = 0; j < 3; j++)
          {
            if (suoObj[j + 1]==null)
            {
                break;
            }
              centerPos = (suoObj[j].transform.position + suoObj[j + 1].transform.position) / 2;
              go[j] = (GameObject)Instantiate(suolianPre, centerPos, Quaternion.identity);
               
  
              go[j].name = "Line" + j + 1;
              startPoint = new Vector3(go[j].transform.localPosition.x,0.7532558f,go[j].transform.localPosition.z);   
              endPoint = new Vector3(suoObj[j].transform.position.x,0.7532558f,suoObj[j].transform.position.z);  
              go[j].transform.up = (startPoint - endPoint).normalized;
            
              suolianDesScript = go[j].GetComponent<suolianDes>(); 
              suolianDesScript.endPointNew=suoObj[j + 1];
              suolianAntScript.ifSuoLian=true;    
              
              float distance = Vector3.Distance(suoObj[j].transform.position, suoObj[j + 1].transform.position);
                go[j].transform.renderer.material.mainTextureScale = new Vector2 (1f,distance/go[j].transform.localScale.z);
            
            suoObj[j + 1].transform.SendMessage("suolianEvent",SendMessageOptions.DontRequireReceiver);
//              key_StartGrow=j+1;
//            tempSuolian=go[j];
//            tempDis=distance;
            //go[j].transform.localScale = new Vector3(suolianPre.transform.localScale.x0.01f  , suolianPre.transform.localScale.y);
              
              go[j].transform.localScale = new Vector3(suolianPre.transform.localScale.x, distance  , suolianPre.transform.localScale.y);
            yield return new WaitForSeconds(0.5f);
          }
     }
    
    bool getAngle(Vector3 point1,Vector3 point2,Vector3 point3)  //以第2点为原点,第1点和第3点之间的夹角
    {
        Vector3 tempDir1=(point1 - point2);
        Vector3 tempDir2=(point3 - point2);
        float angle=Vector3.Angle(tempDir1,tempDir2);
        if (angle>45)
        {
            return true;
        }
        else
        {
            return false;
        }
        
    }
*/
    
    //主要的画法。
//      void DL()
//      {
//         GameObject[] go
//          go = new GameObject[3];
//          int j;
//          //draw line
//          Vector3 centerPos = Vector3.zero;
//          Vector3 startPoint,endPoint
//        suolianDes suolianDesScript;
//          for (j = 0j < 3j++)
//          {
//              centerPos = (suoObj[j].transform.position + suoObj[j + 1].transform.position) / 2;
//              go[j] = (GameObject)Instantiate(suolianPrecenterPosQuaternion.identity);
//               
//  
//              go[j].name = "Line" + j + 1;
//              //go[j].transform.up = (go[j].transform.localPosition - suoObj[j].transform.position).normalized;
//            //go[j].transform.up = (go[j].transform.position - suoObj[j].transform.position).normalized;
//              startPoint = new Vector3(go[j].transform.localPosition.x,0.7532558f,go[j].transform.localPosition.z);   
//              endPoint = new Vector3(suoObj[j].transform.position.x,0.7532558f,suoObj[j].transform.position.z);  
//              go[j].transform.up = (startPoint - endPoint).normalized;
//            
//              suolianDesScript = go[j].GetComponent<suolianDes>(); 
//              suolianDesScript.endPointNew=suoObj[j + 1];
//              suolianAntScript.ifSuoLian=true;    
//              
//              float distance = Vector3.Distance(suoObj[j].transform.positionsuoObj[j + 1].transform.position);
//                go[j].transform.renderer.material.mainTextureScale = new Vector2 (1f,distance/go[j].transform.localScale.z);
//              //go[j].transform.localScale+=new Vector3 (distancego[j].transform.localScale.x,    0,0);
//              //go[j].transform.localScale = new Vector3(suolianPre.transform.localScale.xdistance  , suolianPre.transform.localScale.y);
//          }
//     }
}

posted @ 2014-04-22 15:51  小薇林  阅读(363)  评论(0编辑  收藏  举报