Beispiel #1
0
        private void InitAll()
        {
            for (int i = 0; i < SwitchList.Count; i++)
            {
                SwitchEffectNode n = SwitchList[i];
                n.res = AssetBundleManager.GetAssets(AssetType.Asset_Prefab, n.guid, true);
                if (null != n.res && n.res.IsValid())
                {
                    AssetBundleManager.SaveMemory(n.res);
                    n.effect      = n.res.InstanceMainRes <Effect.EffectNode>();
                    SwitchList[i] = n;
                    if (n.effect)
                    {
                        n.effect.transform.SetParent(transform);
                        n.effect.transform.localPosition = Vector3.zero;

                        n.effect.isStaticEffect = false;
                        n.effect.PlayOnAwake    = false;
                        n.effect.Init();
                    }
                    else
                    {
                        Debug.LogWarning("SwitchEffectWithHeroDistance有非特效结点,请[--策划--]检查皮肤预制体:" + transform.parent.name);
                    }
                }
                else
                {
                    Debug.LogWarning("SwitchEffectWithHeroDistance有特效加载失败,原因可能是预制体为空或者预制体加载失败,请[--策划--]检查皮肤预制体:" + transform.parent.name);
                }
            }
        }
Beispiel #2
0
 public void Clear()
 {
     for (int i = 0; i < SwitchList.Count; i++)
     {
         SwitchEffectNode n = SwitchList[i];
         AssetBundleManager.DeleteAssets(ref n.res, true);
     }
 }
Beispiel #3
0
 public void ResetLayer()
 {
     if (null != SwitchList && SwitchList.Count > 0)
     {
         for (int i = 0; i < SwitchList.Count; i++)
         {
             SwitchEffectNode n = SwitchList[i];
             if (n.effect)
             {
                 GameUtil.SetLayer(LayerMask.NameToLayer(Config.LayerLightingEffectOnly), n.effect.gameObject, true);
             }
         }
     }
 }
Beispiel #4
0
        public void DisableAll()
        {
            if (!bInit)
            {
                return;
            }

            for (int i = 0; i < SwitchList.Count; i++)
            {
                SwitchEffectNode n = SwitchList[i];
                if (n.effect)
                {
                    n.effect.StopEffect();
                }
            }
            OldDistanceLevel = -1;
        }