void StopModlues(GameObject ModluesObj, EffectModules moudles) { if (ModluesObj) { if (null != moudles) { moudles.Stop(); } } }
private void RestModluesScale(GameObject modluesObj, EffectModules moudlues) { if (modluesObj) { if (!modluesObj.activeSelf) { Debug.LogWarning("物体没有激活,:" + gameObject.name); return; } if (null != moudlues && moudlues.isBaked) { moudlues.ResetScale(); } else { Debug.LogWarning(name + "没有bake,请重新点击bake"); return; } } }
private void SetParticleModluesSpeed(GameObject modluesObj, EffectModules moudlues, float Speed) { if (modluesObj) { if (!modluesObj.activeSelf) { Debug.LogWarning("物体没有激活,失败:" + gameObject.name); return; } if (null != moudlues && moudlues.isBaked) { moudlues.SetParticleSpeed(Speed); } else { Debug.LogWarning(name + "没有bake,请重新点击bake"); return; } } }
void PlayModlues(GameObject ModluesObj, EffectModules moudles, bool bEnemy, int mask) { if (ModluesObj) { if (!ModluesObj.activeSelf) { Debug.LogWarning("物体没有激活:" + ModluesObj.name); return; } if (null != moudles && moudles.isBaked) { DispatchRender(moudles); moudles.Play(bEnemy, mask); } else { Debug.LogWarning(name + "没有bake,请重新点击bake"); return; } } }
/// <summary> /// 分发渲染器,分发到对应的glow、DissloveGlow、GlowOutLine中 /// </summary> void DispatchRender(EffectModules modules) { foreach (Renderer r in modules.m_Normal_Renders) { if (!r) { Debug.LogWarning(name + ",bake信息已经改变,请美术重新bake!"); continue; } //层级不对,一边去 if (r.gameObject.layer != LayerMask.NameToLayer(Config.LayerLightingEffectOnly)) { continue; } Material mat = r.sharedMaterial; if (!EffectUtily.DispatchRenderToGlow(r, mat, 0)) { if (!EffectUtily.DispatchRenderToDissolveGlow(r, mat, 0)) { if (EffectUtily.DispatchRenderToGlowOutLine(r, mat, 0)) { m_DispatchedRender.Add(r, mat); } } else { m_DispatchedRender.Add(r, mat); } } else { m_DispatchedRender.Add(r, mat); } } }