void OnEnable() { for (int i = 0; i < DelayEffects.Length; ++i) { EffectDelay effectDelay = DelayEffects[i]; effectDelay.played = false; } }
// Update is called once per frame void Update() { //Application.targetFrameRate = 30; //if (gfxobj == null) { //pos = transform.position; pos = GfxPos_obj.transform.position; rot = GfxPos_obj.transform.rotation; // } //else { // pos = gfxobj.transform.position; // } //string strAnim = anim.ToString(); if (Input.GetButtonDown("Jump")) { if (GetComponent <Animation>() != null) { GetComponent <Animation>()[AnimationName].time = 0.0f; GetComponent <Animation>().CrossFade(AnimationName, 0.1f); } } //if (UseTime&&AnimationName != null && animation [AnimationName].time != AniTime) //if (AnimationName != null) { //animation [AnimationName].time = AniTime; if (UseTime) { if (GetComponent <Animation>() != null) { if (Mathf.Abs(GetComponent <Animation>()[AnimationName].time - AniTime) < Mathf.Epsilon) { return; } GetComponent <Animation>() [AnimationName].time = AniTime; } } float fCurTime = AniTime; //animation [AnimationName].time; if (GetComponent <Animation>() != null) { fCurTime = GetComponent <Animation>() [AnimationName].time; } for (int i = 0; i < DelayEffects.Length; ++i) { EffectDelay effectDelay = DelayEffects[i]; Transform trans = effectDelay.effect; if (trans != null) { if (fCurTime >= effectDelay.delayTime * 0.001f) { if (!effectDelay.played) { if (effectDelay.effectInstance != null) { GameObject.Destroy(effectDelay.effectInstance.gameObject); } effectDelay.effectInstance = Instantiate(trans, pos, rot) as Transform; File.WriteAllText("特效偏移角度配置.txt", "位置" + pos.ToString() + "角度" + rot.eulerAngles.ToString()); if (/*!effectDelay.bindname.IsNullOrEmpty() ||*/ effectDelay.bindbone != null) { //Transform bindbone = null; //if(effectDelay.bindbone != null) //{ // bindbone = effectDelay.bindbone; //} //else //{ // GameObject goaltemp = GameObject.Find (effectDelay.bindname); // if(goaltemp != null) // { // bindbone = goaltemp.transform; // } //} //if(bindbone != null) { effectDelay.effectInstance.position = effectDelay.bindbone.position; effectDelay.effectInstance.rotation = effectDelay.bindbone.rotation; effectDelay.effectInstance.transform.parent = effectDelay.bindbone; } } effectDelay.played = true; } } else { effectDelay.played = false; } } } if (!UseTime) { AniTime += Time.deltaTime; } } }