Commit f59ef243 authored by 18신대성's avatar 18신대성

더블클릭 안전하게 바꿈

parent a5c48c59
...@@ -558,5 +558,9 @@ PrefabInstance: ...@@ -558,5 +558,9 @@ PrefabInstance:
propertyPath: m_Color.a propertyPath: m_Color.a
value: 0.8745098 value: 0.8745098
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 12888245, guid: 8115fd4d1a1025b4fb05e45fc5fa6578, type: 3}
propertyPath: m_IsActive
value: 1
objectReference: {fileID: 0}
m_RemovedComponents: [] m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: 8115fd4d1a1025b4fb05e45fc5fa6578, type: 3} m_SourcePrefab: {fileID: 100100000, guid: 8115fd4d1a1025b4fb05e45fc5fa6578, type: 3}
...@@ -166,7 +166,7 @@ public class PlayerController : SingletonBehaviour<PlayerController> ...@@ -166,7 +166,7 @@ public class PlayerController : SingletonBehaviour<PlayerController>
//Control player only if camera is not zooming in to or out from the current player //Control player only if camera is not zooming in to or out from the current player
if (!GameManager.inst.isZooming && !GameManager.inst.isBulletFlying) if (!GameManager.inst.isZooming && !GameManager.inst.isBulletFlying)
{ {
if (Input.GetMouseButtonDown(0)) if (Input.GetMouseButtonDown(0) && zoomReady == null)
{ {
//Move the current player. //Move the current player.
if (!GameManager.inst.isPlayerMoving && !GameManager.inst.isPlayerShooting) if (!GameManager.inst.isPlayerMoving && !GameManager.inst.isPlayerShooting)
...@@ -180,7 +180,7 @@ public class PlayerController : SingletonBehaviour<PlayerController> ...@@ -180,7 +180,7 @@ public class PlayerController : SingletonBehaviour<PlayerController>
currentPlayer.ResetCurrentPlayer(); currentPlayer.ResetCurrentPlayer();
currentPlayer = hit.transform.gameObject.GetComponent<Player>(); currentPlayer = hit.transform.gameObject.GetComponent<Player>();
StartCoroutine(currentPlayer.SetCurrentPlayer()); StartCoroutine(currentPlayer.SetCurrentPlayer());
if (zoomReady == null) zoomReady = StartCoroutine(currentPlayer.CountPlayerClick(Time.time)); zoomReady = StartCoroutine(currentPlayer.CountPlayerClick(Time.time));
//Debug.Log(hit.collider.gameObject.tag); //Debug.Log(hit.collider.gameObject.tag);
} }
else if (Physics.Raycast(mouseRay, out hit, float.MaxValue, layerMask) && hit.collider.gameObject.tag.Equals("floor")) else if (Physics.Raycast(mouseRay, out hit, float.MaxValue, layerMask) && hit.collider.gameObject.tag.Equals("floor"))
......
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