Esempio n. 1
0
    private void SynchronizeEffectPropertyToPrefab()
    {
        string effectPathFormat = "Assets/Resources/{0}.prefab";
        int    recordCount      = CDataMgr.Effects.GetRecordCount();

        for (int i = 0; i < recordCount; ++i)
        {
            int id = CDataMgr.Effects.GetDataByNumber <int>(i, 0);

            ModelEffects modelEffects = new ModelEffects();
            modelEffects.LoadConfig(id);

            string     effectPathName   = string.Format(effectPathFormat, modelEffects.name_);
            GameObject effectGameObject = AssetDatabase.LoadAssetAtPath(effectPathName, typeof(GameObject)) as GameObject;
            if (effectGameObject != null)
            {
                EffectController effectController = effectGameObject.GetComponent <EffectController>();
                if (effectController == null)
                {
                    effectController = effectGameObject.AddComponent <EffectController>();
                }

                effectController.bindPosition = modelEffects.bind_pos_;
                effectController.canBreakOff  = modelEffects.can_break_off_;
                effectController.canHitPause  = modelEffects.can_hit_pause_;
                effectController.effectType   = (int)modelEffects.effect_type_;
            }
        }
    }
Esempio n. 2
0
    private void TransferInt2Field(SimpleStateMachineData.SimpleAnimationEventData simpleAnimationEventData)
    {
        if (simpleAnimationEventData != null)
        {
            ValidateInt2AssetPathNames(simpleAnimationEventData);

            int length = simpleAnimationEventData.intVals2.Length;
            for (int i = 0; i < length; ++i)
            {
                if (simpleAnimationEventData.funcNames[i] == "PlayEffect" && simpleAnimationEventData.intVals2[i] != 0)
                {
                    ModelEffects modelEffects = new ModelEffects();
                    if (modelEffects.LoadConfig(simpleAnimationEventData.intVals2[i]))
                    {
                        simpleAnimationEventData.objectAssetPathNames[i] = modelEffects.name_;
                    }
                    else
                    {
                        Debug.Log(simpleAnimationEventData.intVals2[i] + "doesn't exist in table");
                    }
                }
            }
        }
    }