using System; using System.Collections; using System.Collections.Generic; using Unity.Mathematics; using UnityEngine; using UnityEngine.UI; public class PathSign : MonoBehaviour { public GameObject bindObj; public Vector3 bindPos; public void SetIndex(int index) { this.GetComponentInChildren().text = index.ToString(); } // Update is called once per frame void LateUpdate() { if (bindObj != null) { this.GetComponent().anchoredPosition = CameraManager.instance.secondCamera.WorldToScreenPoint(bindPos) / Screen.width * 1920.0f; float alpha = this.GetComponent().anchoredPosition.y < 1000 ? 1 : (1 - (this.GetComponent().anchoredPosition.y - 1000) / 16); this.GetComponent().color = new Color(1, 1, 1, alpha); float dyScale = 72 / CameraManager.instance.secondCamera.GetComponent().currentDistance; dyScale = math.clamp(dyScale, 1, 4); this.transform.localScale = new Vector3(dyScale, dyScale, dyScale); if (!bindObj.activeSelf || !bindObj.transform.parent.gameObject.activeSelf || !bindObj.transform.parent.parent.gameObject.activeSelf) { this.GetComponent().enabled = false; this.GetComponentInChildren().enabled = false; if(this.GetComponentInChildren