public void Recycle(FUIFallBleed fuiFallBleed) { fuiFallBleed.self.visible = false; this.FuiFallBleedQue.Enqueue(fuiFallBleed); this.RunnningFuiFallBleedQue.Dequeue(); //ETModel.Log.Info($"回收了一个飘字特效,id:{fuiFallBleed.Name}"); }
/// <summary> /// 播放飘字特效 /// </summary> /// <param name="targetValue">目标值</param> public void Play(float targetValue) { if (FuiFallBleedQue.Count == 0) { ETModel.Game.Scene.GetComponent <FUIPackageComponent>().AddPackage(FUIPackage.FUIFallBleed); var hotfixui = FUIFallBleed.CreateInstance(); hotfixui.Name = hotfixui.Id.ToString(); hotfixui.MakeFullScreen(); Game.Scene.GetComponent <FUIComponent>().Add(hotfixui, true); this.Add(hotfixui); } FUIFallBleed fuiFallBleed = this.FuiFallBleedQue.Dequeue(); fuiFallBleed.Tex_ValueToFall.text = targetValue.ToString(); fuiFallBleed.self.visible = true; fuiFallBleed.FallingBleed.Play(CompleteCallBack); this.RunnningFuiFallBleedQue.Enqueue(fuiFallBleed); this.completedIdQueue.Enqueue(fuiFallBleed.Name); //ETModel.Log.Info($"新建了一个飘字特效,id:{fuiFallBleed.Name}"); }
public void Add(FUIFallBleed fuiFallBleed) { this.FuiFallBleedQue.Enqueue(fuiFallBleed); }