private void UpdateCheckSkillprompt() { if (skillCheckTimerLock.IsLocked) { return; } skillCheckTimerLock.IsLocked = true; if (currentSkillpromptmove != null || currentSkillprompt != null) { return; } int index = IsHaveFreeSkill(); if (index == -1) { return; } currentSkillpromptId = (GameSkill.SkillId)index; currentSkillprompt = LoadResource_UIPrefabs(string.Format("skillprompt{0}.prefab", index + 1)); currentSkillpromptmove = LoadResource_UIPrefabs("skillpromptmovein.prefab").GetComponent <GuiPlaneAnimationPlayer>(); currentSkillprompt.transform.parent = currentSkillpromptmove.transform; currentSkillpromptmove.Stop(); currentSkillpromptmove.Play(); currentSkillpromptmove.DelegateOnPlayEndEvent += CurrentSkillPromptMoveIn; }
private void EffectSkill(GameSkill.SkillId id) { skillEffect[(int)id] = true; //播放释放技能的光效 //GameObject obj = LoadResource_UIPrefabs("skillpanelfire.prefab"); //obj.transform.position = skillPosition[(int)id].transform.position; //obj = LoadResource_UIPrefabs("skillpanelstatus.prefab"); //obj.transform.position = skillPosition[(int)id].transform.position; //释放人物身上的技能释放光效 //释放人物身上的技能持续光效。 }