ClickEffectView = class("ClickEffectView", BaseView) ClickEffectView.ViewType = UIViewType.TouchLayer local tempVector3 = LuaVector3.zero function ClickEffectView:Init() self.gameObject.name = "ClickEffectView" self.collider = self:FindGO("Collider"); ClickEffectView.Instance = self end function ClickEffectView.ShowClickEffect( ) -- body local instance = ClickEffectView.getInstance() local uiCamera = NGUIUtil:GetCameraByLayername("UI"); if not uiCamera then return end if(Input.touchCount > 1)then printRed(Input.touchCount) for i=1,Input.touchCount do local single = Input.GetTouch(i-1) if(single.phase == TouchPhase.Ended)then local x,y = LuaGameObject.GetTouchPosition(i-1,false) tempVector3:Set(x,y,0) break end end else local x,y,z = LuaGameObject.GetMousePosition() tempVector3:Set(x,y,z) end local x,y,z = LuaGameObject.ScreenToWorldPointByVector3(uiCamera,tempVector3); tempVector3:Set(x, y, z) x,y,z = LuaGameObject.InverseTransformPointByVector3(instance.gameObject.transform,tempVector3) tempVector3:Set(x, y, z) instance.lPos = tempVector3 instance:PlayUIEffect(EffectMap.UI.UIPoint, instance.gameObject, true,instance.resourceLoadSus,instance) end function ClickEffectView.resourceLoadSus( eObj,instance ) -- body -- LogUtility.Info("resourceLoadSus") eObj.transform.localPosition = instance.lPos end function ClickEffectView:OnExit( ) -- body ClickEffectView.super.OnExit(self) ClickEffectView.Instance = nil end function ClickEffectView.getInstance() -- body if(ClickEffectView.Instance == nil)then GameFacade.Instance:sendNotification(UIEvent.JumpPanel,{view = PanelConfig.ClickEffectView}) end return ClickEffectView.Instance end function ClickEffectView.close( ) -- body if(ClickEffectView.Instance ~= nil)then ClickEffectView.Instance:CloseSelf() end end function ClickEffectView:EnterHandUpMode() self.collider:SetActive(true); end function ClickEffectView:ExitHandUpMode() self.collider:SetActive(false); end