private EffectController CreateEffect(string effectName)
        {
            //创建特效
            //TODO:RES
            EffectController effect = null;

            foreach (var item in effects)
            {
                if (item.effectName == effectName)
                {
                    effect = item;
                    break;
                }
            }

            GameObject clone = ClonePrefab(string.Format("resources/prefabs/effect/{0}.unity3d", effectName), effectName);

            if (clone != null)
            {
                effect = clone.GetComponent <EffectController>();
                effect.transform.SetParent(worldRoot);
                effect.transform.SetUnused(false, effectName);
            }

            return(effect);
        }
 public void ReturnEffect(EffectController effect)
 {
     if (effect != null)
     {
         effect.transform.SetParent(worldRoot);
         effect.transform.SetUnused(false, effect.effectName);
         effectDic[effect.effectName.ToLower()].Return(effect);
     }
 }
        //快速创建一个在世界位置播放的定时回收特效
        public EffectController CreateWorldPositionEffect(string effectName, Vector3 worldPosition)
        {
            EffectController effect = CreateEffectByName <EffectController>(effectName, EffectPlayType.WorldPosition);

            if (effect != null)
            {
                effect.transform.position = worldPosition;
                effect.Play();
            }
            return(effect);
        }
Exemple #4
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        //移除特效
        public void RemoveEffect(EffectController effect)
        {
            if (effect == null)
            {
                return;
            }

            //不做判断直接从列表中移除
            effectList.Remove(effect);

            //避免循环调用
            if (effect.effectHolder != null && effect.effectHolder.Equals(this))
            {
                effect.Return();
            }
        }
Exemple #5
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        //添加特效
        public void AddEffect(EffectController effect)
        {
            if (effectNode == null)
            {
                UtilityHelper.LogError("Add effect failed. Node is null.");
                return;
            }

            if (effect != null)
            {
                effect.transform.SetParent(effectNode);
                effect.transform.Normalize();
                effect.gameObject.SetActive(true);
                effect.effectHolder = this;
                effectList.Add(effect);
            }
        }