Example #1
0
        public EffectNode dummyNode;//will not be added to the activenode list. so will not be rendered, just to calc uv anim.

        public void Init(EffectLayer owner)
        {
            Owner = owner;
            Vertexsegment = owner.GetVertexPool().GetRopeVertexSeg(owner.MaxENodes);

            dummyNode = new EffectNode(0, owner.ClientTransform, false, owner);
            List<Affector> afts = owner.InitAffectors(dummyNode);
            dummyNode.SetAffectorList(afts);
            dummyNode.SetRenderType(4);

            //use infinite life.
            dummyNode.Init(Vector3.zero, 0f, -1f, 0, 1f, 1f, Color.clear, Vector2.zero, Vector2.one);
        }
Example #2
0
        public EffectNode dummyNode;//will not be added to the activenode list. so will not be rendered, just to calc uv anim.

        public void Init(EffectLayer owner)
        {
            Owner         = owner;
            Vertexsegment = owner.GetVertexPool().GetRopeVertexSeg(owner.MaxENodes);

            dummyNode = new EffectNode(0, owner.ClientTransform, false, owner);
            List <Affector> afts = owner.InitAffectors(dummyNode);

            dummyNode.SetAffectorList(afts);
            dummyNode.SetRenderType(4);

            //use infinite life.
            dummyNode.Init(Vector3.zero, 0f, -1f, 0, 1f, 1f, Color.clear, Vector2.zero, Vector2.one);
        }
Example #3
0
        protected void Init()
        {
            //added 2012.6.24
            InitCollision();

            Owner = transform.parent.gameObject.GetComponent <XffectComponent>();
            if (Owner == null)
            {
                Debug.LogError("you must set EffectLayer to be XffectComponent's child.");
            }

            //fixed 2012.6.2. ignoring the red errors.
            if (ClientTransform == null)
            {
                Debug.LogWarning("effect layer: " + gameObject.name + " haven't assign a client transform, automaticly set to itself.");
                ClientTransform = transform;
            }
            AvailableENodes = new EffectNode[MaxENodes];
            ActiveENodes    = new EffectNode[MaxENodes];
            for (int i = 0; i < MaxENodes; i++)
            {
                EffectNode      n    = new EffectNode(i, ClientTransform, SyncClient, this);
                List <Affector> afts = InitAffectors(n);
                n.SetAffectorList(afts);

                n.SetRenderType(RenderType);

                AvailableENodes[i] = n;
            }


            if (RenderType == 4)
            {
                RopeDatas.Init(this);
            }

            AvailableNodeCount = MaxENodes;
            emitter            = new Emitter(this);

            mStopped = false;
        }
Example #4
0
        public void Init(XffectComponent parent)
        {
            Owner = parent;
            if (Owner == null)
            {
                Debug.Log("you must set EffectLayer to be XffectComponent's child.");
            }


            if (ClientTransform == null)
            {
                Debug.Log("effect layer: " + gameObject.name + " haven't assign a client transform, automaticly set to itself.");
                ClientTransform = transform;
            }

            if (RenderType < 0 || RenderType > (int)ERenderType.Max)
            {
                Debug.Log("unspported RenderType.");
            }

            _RenderType = (ERenderType)RenderType;

            AvailableENodes = new EffectNode[MaxENodes];
            for (int i = 0; i < MaxENodes; i++)
            {
                EffectNode n    = new EffectNode(i, ClientTransform, SyncClient, this);
                var        afts = InitAffectors(n);
                n.SetAffectorList(afts);

                n.SetRenderType(_RenderType);
                AvailableENodes[i] = n;
            }

            ActiveENodes       = new EffectNode[MaxENodes];
            AvailableNodeCount = MaxENodes;
            emitter            = new Emitter(this);
            mStopped           = false;
            mElapsedTime       = 0f;
            LastClientPos      = ClientTransform.position;
        }
Example #5
0
        protected void Init()
        {
            //added 2012.6.24
            InitCollision();

            Owner = transform.parent.gameObject.GetComponent<XffectComponent>();
            if (Owner == null)
                Debug.LogError("you must set EffectLayer to be XffectComponent's child.");

            //fixed 2012.6.2. ignoring the red errors.
            if (ClientTransform == null)
            {
                Debug.LogWarning("effect layer: " + gameObject.name + " haven't assign a client transform, automaticly set to itself.");
                ClientTransform = transform;
            }
            AvailableENodes = new EffectNode[MaxENodes];
            ActiveENodes = new EffectNode[MaxENodes];
            for (int i = 0; i < MaxENodes; i++)
            {
                EffectNode n = new EffectNode(i, ClientTransform, SyncClient, this);
                List<Affector> afts = InitAffectors(n);
                n.SetAffectorList(afts);

                n.SetRenderType(RenderType);

                AvailableENodes[i] = n;
            }


            if (RenderType == 4)
            {
                RopeDatas.Init(this);
            }

            AvailableNodeCount = MaxENodes;
            emitter = new Emitter(this);

            mStopped = false;
        }