//$yde
	private void _OneFingerHold()
	{
		Transform CharTransform = CameraMgr.Instance.GetPlayerCharacterTransform();
		if( null == CharTransform)
			return;
		
		m_AutoMoveEff = AsEffectManager.Instance.GetEffectEntity( m_nAutoMoveEffIndexBuf);
		if( null == m_AutoMoveEff)
		{
			m_nAutoMoveEffIndexBuf = AsEffectManager.Instance.PlayEffect( m_strAutoMoveEffPath, CharTransform.position, true, 0.0f);
			m_AutoMoveEff = AsEffectManager.Instance.GetEffectEntity( m_nAutoMoveEffIndexBuf);
			if( null != m_AutoMoveEff)
				m_AutoMoveEff.EffectPrefab.AutoDel = false;
		}
		else
		{
			m_AutoMoveEff.PlayOnce();
		}

		Quaternion lookAt = Quaternion.LookRotation(AsInputManager.Instance.GetAutoRunPickPos() - CharTransform.position);
		float fAngle = lookAt.eulerAngles.y - 90.0f;
		AsEffectManager.Instance.SetAngleY( m_nAutoMoveEffIndexBuf, fAngle);	
	}
Esempio n. 2
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	public bool AddEffectEntity( AsEffectEntity _entity)
	{
		if( !m_EffectsList.ContainsKey( _entity.Id))
		{
			m_EffectsList.Add( _entity.Id,  _entity);
			return true;
		}
		else
		{
			Debug.Log( "AddEffectEntity() Key Crash!!!");
			return false;
		}
	}
	private void _TwoFingerTouch()
	{
		// Show Two Finger Touch Mark
		Vector3 vBuf1 = AsInputManager.Instance.GetTwoFingerTouchScreenPos(0);
		Vector3 vBuf2 = AsInputManager.Instance.GetTwoFingerTouchScreenPos(1);
		singleMark1.Show( vBuf1);
		if(Application.platform == RuntimePlatform.IPhonePlayer)
			singleMark2.Show( vBuf2);
		
		// Player Character Direction Effect
		Transform CharTransform = CameraMgr.Instance.GetPlayerCharacterTransform();
		m_AutoMoveEff = AsEffectManager.Instance.GetEffectEntity( m_nAutoMoveEffIndexBuf);
		if( null == m_AutoMoveEff)
		{
			m_nAutoMoveEffIndexBuf = AsEffectManager.Instance.PlayEffect( m_strAutoMoveEffPath, CharTransform.position, true, 0.0f);
			m_AutoMoveEff = AsEffectManager.Instance.GetEffectEntity( m_nAutoMoveEffIndexBuf);
			if( null != m_AutoMoveEff)
				m_AutoMoveEff.EffectPrefab.AutoDel = false;
		}
		else
		{
			m_AutoMoveEff.PlayOnce();
			m_AutoMoveEff.SetAngleY( 0.0f, true);
		}
		
		//$yde
		Quaternion lookAt = Quaternion.LookRotation(AsInputManager.Instance.GetAutoRunPickPos() - CharTransform.position);
		float fAngle = lookAt.eulerAngles.y - 90.0f;
		AsEffectManager.Instance.SetAngleY( m_nAutoMoveEffIndexBuf, fAngle);	
	}