public void StopStaticEffect(E_PARTICLE_STATIC_EFFECT eId, int nIndex) { EffectSet cRes = m_dicStaticEffect[eId]; List <ParticleSystem> listParticleSystem = cRes.m_listParticleSystem; listParticleSystem[nIndex].Stop(); }
public void SetStaticEffectPosition(E_PARTICLE_STATIC_EFFECT eId, int nIndex, Vector3 vWorldPos) { if (m_dicStaticEffect.ContainsKey(eId) == false) { return; } EffectSet cRes = m_dicStaticEffect[eId]; List <ParticleSystem> listParticleSystem = cRes.m_listParticleSystem; listParticleSystem[nIndex].transform.position = vWorldPos; }
public void AddStaticEffect(E_PARTICLE_STATIC_EFFECT eId, string sResourceName, int nCount) { if (m_dicStaticEffect.ContainsKey(eId) == false) { m_dicStaticEffect.Add(eId, new EffectSet()); for (int i = 0; i < nCount; i++) { GameObject obj = GameObject.Instantiate(Resources.Load(sResourceName), new Vector3(0.0f, -1000.0f, 0.0f), Quaternion.identity) as GameObject; obj.isStatic = true; obj.transform.parent = m_objParticleEffectGroup.transform; m_dicStaticEffect[eId].m_listParticleSystem.Add(obj.GetComponent <ParticleSystem>()); } } }