/// <summary> /// 在指定位置创造该颜色的VFX /// </summary> /// <param name="location"></param> /// <param name="color"></param> public static void Create(Vector2 location, Color color, bool creatrQuad = true) { Vector3 position = new Vector3(location.x, GridManager.instance.chessOffset + 0.55f + Random.Range(0, 0.05f), location.y); var main = Instantiate(PrefabManager.instance.paintingParticle, position, PrefabManager.instance.paintingParticle.transform.rotation).GetComponent <ParticleSystem>().main; main.startColor = color; if (creatrQuad) { PaintingQuad target = Instantiate(PrefabManager.instance.paintingQuadPrefab, position, PrefabManager.instance.paintingQuadPrefab.transform.rotation).GetComponent <PaintingQuad>(); target.color = color; } }
public static void Create(Vector2 location, Color color, ProjectileType projectileType) { Vector3 position = new Vector3(location.x, GridManager.instance.chessOffset + 0.55f + Random.Range(0, 0.05f), location.y); GameObject particle = projectileType == ProjectileType.RawMaterial ? PrefabManager.instance.dustParticle: PrefabManager.instance.paintingParticle; var main = Instantiate(particle, position, particle.transform.rotation).GetComponent <ParticleSystem>().main; main.startColor = color; if (projectileType == ProjectileType.NormalBullet) { PaintingQuad target = Instantiate(PrefabManager.instance.paintingQuadPrefab, position, PrefabManager.instance.paintingQuadPrefab.transform.rotation).GetComponent <PaintingQuad>(); target.color = color; } }