private void parseEffect(string str) { string[] strEffects = str.Split('#'); effects = new bloodEffect[strEffects.Length]; for (int i = 0; i < strEffects.Length; i++) { effects[i] = new bloodEffect(strEffects[i]); } }
/// <summary> /// 更新节点的特效 只有属性节点才有特效 技能节点没有特效 如果又有技能 又提升属性 那么按配置表的第一个效果来 /// </summary> void updateEffect() { bloodEffect bloodEffects = bloodItemSample.effects[0]; //第一个属性 if (bloodEffects.type == 5 || bloodEffects.type == 6) //只有增加新技能才显示技能图标 { skillMask.gameObject.SetActive(false); bloodItemBg.gameObject.SetActive(true); SkillSample newSk = SkillSampleManager.Instance.getSkillSampleBySid(bloodEffects.skillSid); SkillSample oldSk = SkillSampleManager.Instance.getSkillSampleBySid(bloodEffects.drSkillSid); if (bloodEffects.type == 5) { if (newSk != null) { ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + newSk.iconId, skillIconTexture); } } else { if (oldSk != null) { if (newSk != null) { ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + newSk.iconId, skillIconTexture); } else { ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + oldSk.iconId, skillIconTexture); //如果实在没有图标就只有显示特效了哇 } //skillBg.SetActive(true); return; } } if (pointType != 2) { skillMask.gameObject.SetActive(true); } } //skillBg.SetActive(false); bloodItemBg.gameObject.SetActive(false); updateCrlcirEffect(); }
void updateBgEffect() { bloodEffect bloodEffects = bloodItemSample.effects[0]; //第一个属性 if (bloodEffects.type == 5 || bloodEffects.type == 6) //只有增加新技能才显示技能图标 { skillMask.gameObject.SetActive(false); bgPoint.SetActive(false); bloodItemBg.SetActive(false); SkillSample newSk = SkillSampleManager.Instance.getSkillSampleBySid(bloodEffects.skillSid); SkillSample oldSk = SkillSampleManager.Instance.getSkillSampleBySid(bloodEffects.drSkillSid); if (bloodEffects.type == 5) { if (newSk != null) { ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + newSk.iconId, skillIconTexture); } } else { if (oldSk != null) { if (newSk != null) { ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + newSk.iconId, skillIconTexture); } else { ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + oldSk.iconId, skillIconTexture); //如果实在没有图标就只有显示特效了哇 } //skillBg.SetActive(true); } } if (pointType != 2) { skillMask.gameObject.SetActive(true); } } else { //skillBg.SetActive(false); if (pointType == 1) { NGUITools.AddChild(bgPoint, huiEffectCtrls[bloodItemSample.itemType - 1].gameObject); if (bloodItemSample.itemType == 1) { skillBg.SetActive(false); } else if (bloodItemSample.itemType == 3) { skillBg.SetActive(true); } bloodItemBg.gameObject.SetActive(false); } else if (pointType != 2) { NGUITools.AddChild(bloodItemBg, huiEffectnotGuang[bloodItemSample.itemType - 1].gameObject); if (bloodItemSample.itemType == 1) { skillBg.SetActive(false); } else if (bloodItemSample.itemType == 3) { skillBg.SetActive(true); } bloodItemBg.gameObject.SetActive(true); } } }