屏幕射线

using UnityEngine;
using System.Collections;

public class fire_yu : MonoBehaviour {
public GameObject yu;
public Camera c;
public Camera c1;
public Transform ui;
public Transform player;
public float speed=8;
bool ismove;
GameObject g;
float dt;
bool isfire;
// Use this for initialization
//  IEnumerator Start () {
//      yield return new WaitForSeconds (speed);
//
//
//  }

// Update is called once per frame
void Update () {
//      if(player!=null)
//          transform.position = Vector3.Lerp (transform.position,new Vector3(transform.position.x,player.position.y,transform.position.z),Time.deltaTime);
    if (ismove&&g!=null) {
        g.transform.position=new Vector3(g.transform.position.x,transform.position.y,g.transform.position.z);
        float y = c.WorldToScreenPoint (transform.position).y;
        ui.position = c1.ScreenToWorldPoint (new Vector3(c1.WorldToScreenPoint(ui.position).x,y,0));
    }
    if(!isfire){
        dt += Time.deltaTime;
        if (dt > speed) {
            fire();
            dt=0;
            isfire=true;
        }
    }
}
public void fire(){
    if(player!=null){
        transform.position = new Vector3(transform.position.x,player.position.y,transform.position.z);
    }
    float y = c.WorldToScreenPoint (transform.position).y;
    ui.position = c1.ScreenToWorldPoint (new Vector3(c1.WorldToScreenPoint(ui.position).x,y,0));
    ui.gameObject.SetActive (true);
    g=(GameObject)Instantiate (yu,transform.position,Quaternion.identity);
    StartCoroutine (yed_fire());

}
IEnumerator yed_fire(){
    yield return new WaitForSeconds (1.5f);
//      ismove = false;
    ui.gameObject.SetActive (false);
    isfire = false;
} 
public void addFireYu(){
    speed = 0;
    if(gameObject.activeSelf)
        StartCoroutine(yed_addFireYu());
}
IEnumerator yed_addFireYu(){
    yield return new WaitForSeconds (5);
    speed = 8;
}
}
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