private async void Start() { await HUDConfigAsset.Load(); HUDManager.Init(); HUDBloodRender render = HUDManager.BloodPool.Alloc() as HUDBloodRender; render.SetTransform(Target1); render.PushBlood(); //list.Add //m_mesh = new Mesh(); //combines = new CombineInstance[10]; //Mesh mesh = new Mesh(); //var _combineInstance = new CombineInstance(); //_combineInstance.mesh = mesh; //_combineInstance.transform = Matrix4x4.identity; //for (int i = 0; i < combines.Length; i++) // combines[i] = _combineInstance; //TimelineAsset asset = null; //director.playableAsset = asset; //IEnumerable<PlayableBinding> bindings = asset.outputs; //foreach (var item in bindings) //{ // SkillTrack skillTrack = item.sourceObject as SkillTrack; // if (skillTrack != null) // { // foreach (var item2 in skillTrack.GetClips()) // { // var skillShot = item2.asset as SkillShot; // var explore = new ExposedReference<Transform>(); // explore.defaultValue = new GameObject().transform; // skillShot.template.Self = explore; // } // } //} //director.Play(); //director.Stop(); }
public static void Init() { MainCamera = Camera.main; Command = new CommandBuffer(); m_HUDConfig = HUDConfigAsset.Get(); List <HUDNumberAnimation> list = HUDConfigAsset.Get().HUDNumberAnimationAttributesList; for (int i = 0; i < list.Count; i++) { m_HUDNumberAnimationAttributes.Add(list[i].Name, list[i]); } List <HUDNumberAttributes> list2 = HUDConfigAsset.Get().HUDNumberAttributesList; for (int i = 0; i < list2.Count; i++) { m_HUDNumberAttributes.Add(list2[i].Type, list2[i]); } m_material = new Material(Shader.Find("UI/UIHUD")); m_material.SetInt("unity_GUIZTestMode", (int)CompareFunction.Always); MainCamera.AddCommandBuffer(CameraEvent.AfterImageEffects, Command); m_mesh = new Mesh(); }