/// <summary> lz-2016.10.09 尝试添加怪物攻城特效</summary> void TryAddMonsterSiegeEffect(UIMapLabel uiLabel) { ILabel label = uiLabel._ILabel; //lz-2016.09.06 如果是怪物攻城,就添加一个攻城效果 if (null != label && label is MonsterBeaconMark) { MonsterBeaconMark mark = label as MonsterBeaconMark; if (mark.IsMonsterSiege) { TryRemoveMonsterSiegeEffect(uiLabel); GameObject go = (GameObject)Instantiate(m_SiegeEffectPrefab.gameObject); go.transform.parent = uiLabel.transform; go.transform.localPosition = Vector3.zero; go.transform.localScale = Vector3.one; go.transform.localRotation = Quaternion.identity; go.GetComponent <MaplabelMonsterSiegeEffect>().Run = true; } } }
/// <summary> lz-2016.10.09 尝试移除怪物攻城特效</summary> void TryRemoveMonsterSiegeEffect(UIMapLabel uiLabel) { ILabel label = uiLabel._ILabel; //lz-2016.09.06 如果是怪物攻城,就移除掉效果 if (null != label && label is MonsterBeaconMark) { MonsterBeaconMark mark = label as MonsterBeaconMark; if (mark.IsMonsterSiege) { MaplabelMonsterSiegeEffect[] effects = uiLabel.GetComponentsInChildren <MaplabelMonsterSiegeEffect>(true); if (null != effects && effects.Length > 0) { for (int i = 0; i < effects.Length; i++) { effects[i].Run = false; Destroy(effects[i].gameObject); } } } } }