protected virtual void OnStateWaitRebornEnter()
    {
        _waitRebornTime  = 0;
        _stateUpdateFunc = StateWaitRebornUpdate;
        // 创建死亡特效
        STGPlayerDeadEffect effect = EffectsManager.GetInstance().CreateEffectByType(EffectType.PlayerDeadEffect) as STGPlayerDeadEffect;

        effect.SetPosition(_curPos.x, _curPos.y);
    }
Beispiel #2
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    /// <summary>
    /// 创建boss死亡特效(暂用
    /// <para>posX</para>
    /// <para>posY</para>
    /// </summary>
    /// <param name="luaState"></param>
    /// <returns></returns>
    public static int CreateBossDeadEffect(ILuaState luaState)
    {
        STGPlayerDeadEffect effect = EffectsManager.GetInstance().CreateEffectByType(EffectType.PlayerDeadEffect) as STGPlayerDeadEffect;
        float posX = (float)luaState.ToNumber(-2);
        float posY = (float)luaState.ToNumber(-1);

        effect.SetPosition(posX, posY);
        luaState.PushLightUserData(effect);
        return(1);
    }