public void GoldCoinEffect(int num, int count) { for (int i = 0; i < num; i++) { Vector3 pos = MapGrid.GetMG(m_Attr.Pos).pos; //+new Vector3(Random.Range(1,m_Attr.Size*0.5f-2),-0.5f,1f); pos += new Vector3(0, 0.25f, 1.2f); pos = BattleEnvironmentM.Local2WorldPos(pos); int n = (int)count / num; if (i == 0) { n += count - num * ((int)count / num); } GameObjectActionExcute gae = EffectM.LoadEffect("effect/prefab/", "2000041", EffectCamera.GetEffectPos(pos), BattleEnvironmentM.GetLifeMBornNode(true)); //EffectCamera.AddFollowList(gae.transform,pos); if (gae != null) { GameObjectActionResourceDrop gaw = new GameObjectActionResourceDrop(2f, pos, pos + new Vector3(Random.Range(-1.5f, 1.5f), 0, 0)); gae.AddAction(gaw); GameObjectActionResourceFlyToUI gar = new GameObjectActionResourceFlyToUI(); gar.SetData(EffectCamera.camera, WndManager.GetNGUICamera(), n, ResourceType.Gold); gae.AddAction(gar); GameObject coin = U3DUtil.FindChild(gae.gameObject, "coin"); if (coin != null) { coin.GetComponent <ParticleSystem>().startDelay = Random.Range(1f, 1.5f); } } } }
static void DropResourceEffect(string name, ResourceType t, int num, int count, Vector3 pos) { pos = BattleEnvironmentM.Local2WorldPos(pos); pos.x -= num / 2f; for (int i = 0; i < num; i++) { int n = (int)count / num; if (i == 0) { n += count - num * ((int)count / num); } pos.x += 1; //Random.Range(0,2) == 0 ? - Random.Range(0,0.5f*num):Random.Range(0,0.5f*num); pos.z = 0; GameObjectActionExcute gae = EffectM.LoadEffect("effect/prefab/", name, EffectCamera.GetEffectPos(pos), BattleEnvironmentM.GetLifeMBornNode(true)); //EffectCamera.AddFollowList(gae.transform,pos); if (gae != null) { Random.seed++; GameObjectActionResourceDrop gaw = new GameObjectActionResourceDrop(2f, pos, pos + new Vector3(Random.Range(-1.5f, 1.5f), 0, 0)); gae.AddAction(gaw); GameObjectActionResourceFlyToUI gar = new GameObjectActionResourceFlyToUI(); gar.SetData(EffectCamera.camera, WndManager.GetNGUICamera(), n, t); gae.AddAction(gar); Animator ani = gae.gameObject.GetComponent <Animator>(); if (null != ani) { int nValue = (int)Random.value % 2; if (nValue == 0) { nValue = 2; } ani.SetInteger("iState", nValue); } } } }