public static void Preload(ref ActorPreloadTab preloadTab) { for (int i = 0; i < 3; i++) { preloadTab.AddParticle("Prefab_Characters/Prefab_Organ/AroundEffect/" + ((OrganAroundEffect)i).ToString()); } preloadTab.AddParticle("Prefab_Characters/Prefab_Organ/AroundEffect/AttackLinker"); }
public static void Preload(ref ActorPreloadTab preloadTab) { preloadTab.AddParticle("Prefab_Skill_Effects/tongyong_effects/Indicator/select_02"); preloadTab.AddParticle("Prefab_Skill_Effects/tongyong_effects/Indicator/lockt_01"); preloadTab.AddParticle("Prefab_Skill_Effects/tongyong_effects/Siwang_tongyong/siwang_tongyong_01"); preloadTab.AddParticle("Prefab_Skill_Effects/tongyong_effects/Indicator/lockt_01"); preloadTab.AddParticle("Prefab_Skill_Effects/tongyong_effects/Indicator/select_b_01"); }
public static void Preload(ref ActorPreloadTab preloadTab) { preloadTab.AddParticle(s_heroSoulLevelUpEftPath); preloadTab.AddParticle(s_heroSuckEftPath); preloadTab.AddParticle(s_heroHunHurtPath); preloadTab.AddParticle("Prefab_Skill_Effects/Systems_Effects/GoldenCoin_UI_01"); preloadTab.AddParticle("Prefab_Skill_Effects/tongyong_effects/Indicator/Arrow_3_move"); preloadTab.AddParticle("Prefab_Skill_Effects/tongyong_effects/Indicator/Arrow_2_move"); preloadTab.AddParticle("Prefab_Skill_Effects/tongyong_effects/Indicator/Arrow_3_move_red"); preloadTab.AddParticle("Prefab_Skill_Effects/Systems_Effects/huangguan_buff_01"); }
public static void Preload(ref ActorPreloadTab preloadTab) { preloadTab.AddParticle(EffectPlayComponent.s_heroSoulLevelUpEftPath); preloadTab.AddParticle(EffectPlayComponent.s_heroSuckEftPath); preloadTab.AddParticle(EffectPlayComponent.s_heroHunHurtPath); preloadTab.AddParticle("Prefab_Skill_Effects/Systems_Effects/GoldenCoin_UI_01"); preloadTab.AddParticle("Prefab_Skill_Effects/tongyong_effects/Indicator/Arrow_3_move"); preloadTab.AddParticle("Prefab_Skill_Effects/tongyong_effects/Indicator/Arrow_2_move"); preloadTab.AddParticle("Prefab_Skill_Effects/tongyong_effects/Indicator/Arrow_3_move_red"); preloadTab.AddParticle("Prefab_Skill_Effects/Systems_Effects/huangguan_buff_01"); preloadTab.AddParticle("Prefab_Skill_Effects/tongyong_effects/Huanling_Effect/fuhuodun_buff_01"); preloadTab.AddParticle(EffectPlayComponent.s_IntimacyStateGuy); preloadTab.AddParticle(EffectPlayComponent.s_IntimacyStateLover); preloadTab.AddParticle(EffectPlayComponent.s_IntimacyStateSidekick); preloadTab.AddParticle(EffectPlayComponent.s_IntimacyStateBesite); string text = "Prefab_Skill_Effects/tongyong_effects/Indicator/"; preloadTab.AddParticle(text + "blin_01"); preloadTab.AddParticle(text + "blin_01_a"); preloadTab.AddParticle(text + "blin_01_b"); preloadTab.AddParticle(text + "blin_01_c"); }
public static void Preload(ref ActorPreloadTab preloadTab) { preloadTab.AddParticle("Text/FloatText/FloatText.prefab"); }
public static void Preload(ref ActorPreloadTab preloadTab) { preloadTab.AddParticle("Prefab_Skill_Effects/Common_Effects/EnemyHeroAttack.prefab"); }
public static void Preload(ref ActorPreloadTab preloadTab) { preloadTab.AddParticle(EffectPlayComponent.s_heroSoulLevelUpEftPath); preloadTab.AddParticle(EffectPlayComponent.s_heroSuckEftPath); preloadTab.AddParticle(EffectPlayComponent.s_heroHunHurtPath); preloadTab.AddParticle("Prefab_Skill_Effects/Systems_Effects/GoldenCoin_UI_01"); preloadTab.AddParticle("Prefab_Skill_Effects/tongyong_effects/Indicator/Arrow_3_move"); preloadTab.AddParticle("Prefab_Skill_Effects/tongyong_effects/Indicator/Arrow_2_move"); preloadTab.AddParticle("Prefab_Skill_Effects/tongyong_effects/Indicator/Arrow_3_move_red"); preloadTab.AddParticle("Prefab_Skill_Effects/Systems_Effects/huangguan_buff_01"); preloadTab.AddParticle("Prefab_Skill_Effects/tongyong_effects/Huanling_Effect/fuhuodun_buff_01"); preloadTab.AddParticle("Prefab_Skill_Effects/tongyong_effects/tongyong_hurt/born_back_reborn/chusheng_JY_01"); preloadTab.AddParticle("Prefab_Skill_Effects/tongyong_effects/tongyong_hurt/born_back_reborn/chusheng_LR_01"); string text = "Prefab_Skill_Effects/tongyong_effects/Indicator/"; preloadTab.AddParticle(text + "blin_01"); preloadTab.AddParticle(text + "blin_01_a"); preloadTab.AddParticle(text + "blin_01_b"); preloadTab.AddParticle(text + "blin_01_c"); }