using UnityEngine; using UnityEngine.EventSystems; using System.Collections; using System.Collections.Generic; public class DropGold : Drop { #region 变量 public static string CoinFml; #endregion public override void RegistImmed() { if (RegistFlag) { return; } else { RegistFlag = true; } base.RegistImmed(); ObjType = ObjType.DropGold; } public override void OnPointerClick(PointerEventData eventData) { base.OnPointerClick(eventData); int coin = Mathf.CeilToInt((float) Auxiliary.FmlParse(CoinFml, "l", Mathf.Clamp(ManaData.Level, 1, Mathf.Infinity).ToString(), "r", Random.Range(0f, 1f).ToString())); Award.BonusCoin += coin; ManaReso.GetHudText("+" + coin, Color.white, 90, transform, ManaReso.Get("D_Status"), true); } }