Exemple #1
0
        IEnumerator WaitEnable(XffectComponent xft)
        {
            yield return(new WaitForSeconds(0.05f));

            xft.enabled = true;
            xft.Reset();
        }
Exemple #2
0
    //useful for only-one effect cache and the effect is looping.
    public void DeActiveEffect(string eftName)
    {
        List <XffectComponent> cache = EffectDic[eftName];

        if (cache == null)
        {
            Debug.LogError(name + ": cache doesnt exist!");
            return;
        }
        if (cache.Count > 1)
        {
            Debug.LogWarning("DeActive() only support one Xffect cache!");
        }
        XffectComponent xft = cache[0];

        if (!XffectComponent.IsActive(xft.gameObject))
        {
            return;
        }
        xft.DeActive();
        xft.Reset();
        XffectComponent.SetActive(xft.gameObject, false);
    }
    //useful for only-one effect cache and the effect is looping.
    public void DeActiveEffect(string eftName)
    {
        ArrayList cache = EffectDic[eftName];

        if (cache == null)
        {
            Debug.LogError(name + ": cache doesnt exist!");
            return;
        }
        if (cache.Count > 1)
        {
            Debug.LogWarning("DeActive() only support one Xffect cache!");
        }
        XffectComponent xft = (XffectComponent)cache[0];

        if (xft.gameObject.active == false)
        {
            return;
        }
        xft.DeActive();
        xft.Reset();
        xft.gameObject.active = false;
    }