/// <summary> /// 显示/删除 状态特效 /// </summary> /// <param name="type">眩晕、冰冻、压扁、击飞、麻痹、死亡</param> public void ShowStatusEffect(StatusType type, float duration) { if (CombatScheduler.State == CSState.End) { return; } string name = ""; switch (type) { case StatusType.Vertigo: //眩晕 U3DUtil.DestroyAllChild(MyHead.StatusEffectParent, true); name = "2000691_02"; break; case StatusType.IceBuild: //冰冻 U3DUtil.DestroyAllChild(MyHead.StatusEffectParent, true); name = "2000691_01"; break; case StatusType.Squash: //压扁 U3DUtil.DestroyAllChild(MyHead.StatusEffectParent, true); name = "2000691_05"; break; case StatusType.ClickFly: //击飞 U3DUtil.DestroyAllChild(MyHead.StatusEffectParent, true); name = "2000691_03"; break; case StatusType.paralysis: //麻痹 U3DUtil.DestroyAllChild(MyHead.StatusEffectParent, true); name = "2000691_04"; break; case StatusType.Die: //死亡 U3DUtil.DestroyAllChild(MyHead.StatusEffectParent, true); NGUIUtil.Change2DSpriteGray(m_soldierItem.MyHead.SprRolePhoto); break; case StatusType.None: U3DUtil.DestroyAllChild(MyHead.StatusEffectParent, true); break; default: break; } if (name != "") { GameObjectActionExcute gae = EffectM.LoadEffect("effect/prefab/", name, MyHead.StatusEffectParent.transform.position, MyHead.StatusEffectParent.transform); gae.gameObject.AddComponent <SetRenderQueue>(); GameObjectActionDelayDestory delay = new GameObjectActionDelayDestory(duration); gae.AddAction(delay); } }
public void SetDead() { MyHead.BtnSelect.enabled = false; NGUIUtil.Change2DSpriteGray(MyHead.SprRolePhoto); }