bool CreateCurrentInstanceEffect(GameObject gameObj) { NgUtil.LogDevelop("CreateCurrentInstanceEffect() - gameObj - " + gameObj); GameObject parentObj = GetInstanceRoot(); // 이전거 삭제 NgObject.RemoveAllChildObject(parentObj, true); // 새로 생성 if (gameObj != null) { GameObject createObj = (GameObject)Instantiate(gameObj); NsEffectManager.PreloadResource(createObj); createObj.transform.parent = parentObj.transform; m_InstanceEffectObject = createObj; #if (UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9) NgObject.SetActiveRecursively(createObj, true); #endif m_FXMakerControls.SetStartTime(); return(true); } m_InstanceEffectObject = null; return(false); }
bool CreateCurrentInstanceEffect(GameObject gameObj) { NgUtil.LogDevelop("CreateCurrentInstanceEffect() - gameObj - " + gameObj); GameObject parentObj = GetInstanceRoot(); // 이전거 삭제 NgObject.RemoveAllChildObject(parentObj, true); // 새로 생성 if (gameObj != null) { GameObject createObj = (GameObject)Instantiate(gameObj); NcEffectBehaviour.PreloadTexture(createObj); createObj.transform.parent = parentObj.transform; m_InstanceEffectObject = createObj; m_FXMakerControls.SetStartTime(); return(true); } m_InstanceEffectObject = null; return(false); }