Esempio n. 1
0
        /// <summary>
        /// 在uuid的玩家身上播放物品gid对应的烟火特效资源
        /// </summary>
        /// <param name="uuid"></param>
        /// <param name="gid"></param>
        public void Ignite(uint uuid, uint gid)
        {
            var info = DBMarryFirework.Instance.GetInfo(gid);

            if (info == null)
            {
                GameDebug.LogError("[Ignite]get firework info failed, id:" + gid);
                return;
            }

            /*var actor = ActorManager.Instance.GetActor(uuid);
             * if (actor == null || actor.IsDestroy)
             * {
             *  GameDebug.LogError("[Ignite]get actor info failed, id:" + uuid);
             *  return;
             * }*/

            var isLocalPlayer = uuid == LocalPlayerManager.Instance.LocalActorAttribute.UnitId.obj_idx;

            if (isLocalPlayer)
            {
                // 停止之前正在播放的特效
                if (mEmitInfo != null && !mEmitInfo.IsFinish)
                {
                    mEmitInfo.Stop();
                }
            }
            else
            {
                // 如果当前有正在播放的特效,则直接返回
                if (mEmitInfo != null && !mEmitInfo.IsFinish)
                {
                    return;
                }
            }

            if (mEmitId == 0)
            {
                mEmitId++;
            }
            mCurEmitId = mEmitId;

            if (mEmitInfo == null)
            {
                mEmitInfo = new EmitInfo(mCurEmitId, info.Time, info.AssetPath);
            }
            else
            {
                mEmitInfo.Reset(mCurEmitId, info.Time, info.AssetPath);
            }

            MainGame.HeartBehavior.StartCoroutine(PlayEffect(info.AssetPath, mEmitInfo, mCurEmitId));
            MainGame.HeartBehavior.StartCoroutine(PlayAudio("Assets/Res/" + info.AudioPath, mEmitInfo, mCurEmitId));
            mEmitId++;
        }
Esempio n. 2
0
        /// <summary>
        /// 在指定位置播放特效
        /// </summary>
        /// <param name="effectPath"></param>
        /// <param name="pos"></param>
        /// <returns></returns>
        public IEnumerator PlayEffect(string effectPath, EmitInfo emitInfo, uint emitId)
        {
            var objectWrapper = new ObjectWrapper();

            yield return(MainGame.HeartBehavior.StartCoroutine(ObjCachePoolMgr.Instance.LoadPrefab(effectPath, ObjCachePoolType.SFX, effectPath, objectWrapper)));

            if (objectWrapper.obj == null)
            {
                yield break;
            }

            var effectObject = objectWrapper.obj as GameObject;

            if (effectObject == null)
            {
                yield break;
            }

            GameDebug.Log("emit:" + emitInfo.EmitID + "," + emitId);

            // 如果当前ID发生变化,说明之前的特效播放已经被终止
            if (emitId != mCurEmitId)
            {
                ObjCachePoolMgr.Instance.RecyclePrefab(effectObject, ObjCachePoolType.SFX, effectPath);
                yield break;
            }

            emitInfo.SetObject(effectObject);

            // 如果找不到当前主相机,则停止特效的播放
            Camera mainCam = Camera.main;

            if (mainCam == null)
            {
                if (!emitInfo.IsFinish)
                {
                    emitInfo.Stop();
                }
                yield break;
            }

            var effectTrans = effectObject.transform;

            effectTrans.parent        = mainCam.transform;
            effectTrans.localPosition = Vector3.zero;
            effectTrans.localScale    = Vector3.one;
            effectTrans.localRotation = Quaternion.identity;
        }