private static Example.SkillParticle ExportSkillParticle(SkillParticle particle, List <Example.SkillParticle> particles) { Example.SkillParticle skillParticle = new Example.SkillParticle(); List <Example.SkillAction> skillActions = new List <Example.SkillAction> (); var actions = particle.GetComponentsInChildren <SkillAction> (); foreach (var action in actions) { ExportSkillAction(action, skillActions); } Example.SkillPath skillPath = new Example.SkillPath(); skillPath.pathType = particle.path.pathType; skillPath.Args = ArrayToList(particle.path.arguments); Example.SkillShapeNew skillShape = ExportSkillShape(particle.hitShape); skillParticle.Id = particles.Count; skillParticle.StartTime = particle.startFrame; skillParticle.Duration = particle.duration; skillParticle.Effect = particle.effectName; skillParticle.HitShape = skillShape; skillParticle.Path = skillPath; skillParticle.Actions = skillActions; particles.Add(skillParticle); return(skillParticle); }
protected override void OnUpdateParticle(SkillParticle particle, int index) { if (emitterType == Example.SkillParticleEmitter.EmitterType.FIXED) { //particle.transform.position = transform.position; } else if (emitterType == Example.SkillParticleEmitter.EmitterType.RANDOM) { } }
public static SkillHitAction CreateSkillHit(SkillParticle skillParticle, params string[] buffIDs) { var root = GetSkillActionRoot(skillParticle); var go = CreateGameObject(root, "Hit"); var skillEvent = go.AddComponent <SkillHitAction> (); //skillEvent.particle = skillParticle; skillEvent.buffIDs = buffIDs; return(skillEvent); }
protected virtual void OnUpdateParticle(SkillParticle particle, int index) { }