public static SpawnAnimateObjectDeathEvent ( RuntimeAnimatorController anim, int orderLayer = 15, int loopTimes = 1 ) : GameObject | ||
anim | RuntimeAnimatorController | animation u want to play |
orderLayer | int | sorting order |
loopTimes | int | loop times |
return | GameObject |
/// <summary> /// Spawn a support animation. /// </summary> private void SpawnSupAnim() { for (int index = 0; index < mAnimDesity; ++index) { // get a random animate from pool RuntimeAnimatorController anim = mAnimPoolSupAnim.GetRandomAnim(); GameObject obj = JCS_Util.SpawnAnimateObjectDeathEvent(anim, mOrderLayer); #if (UNITY_EDITOR) obj.name = "JCS_2DFullScreenAtkAction"; #endif if (mSamePosition) { obj.transform.position = this.transform.position; } if (mSameRotation) { obj.transform.rotation = this.transform.rotation; } if (mSameScale) { obj.transform.localScale = this.transform.localScale; } AddHitSound(ref obj); SetToRandomPos(ref obj); } }
/// <summary> /// Spawn a animation for jumping effect. /// </summary> /// <param name="index"></param> private void DoJumpAnimEffect(int index) { if (mJumpAnim.Length < index) { return; } if (mJumpAnim.Length != mJumpAnimOffset.Length) { return; } if (mJumpAnim.Length == 0) { return; } if (mJumpAnim[index] == null) { return; } GameObject gameObject = JCS_Util.SpawnAnimateObjectDeathEvent( mJumpAnim[index], mOrderLayerObject.sortingOrder - 1); Vector3 newPos = Vector3.zero; Vector3 tempOffset = mJumpAnimOffset[index]; // change the position depends on the scale. if (this.transform.localScale.x < 0) { tempOffset.x = -tempOffset.x; } // assign new position for the effect. newPos = this.transform.localPosition + tempOffset; // assign to effect's transform. gameObject.transform.localPosition = newPos; gameObject.transform.localScale = this.transform.localScale; }