Esempio n. 1
0
        private static void CreateEffect(AnimClipData.EffectData animClipEffect)
        {
            EffectConf.EffectData data = LuaEffectConfModel.GetEffectData(animClipEffect.id);
            string     path            = Tool.GetAssetProjectPath(data.resourceName, Config.PrefabExtension, Config.SkillEffectPath);
            GameObject effectNode      = LoadPrefab(Tool.ProjectPathToFullPath(path));

            SetEffectTransform(data, effectNode);
            SetEffectParticle(animClipEffect.id, effectNode);
            m_dicIDEffectObject.Add(animClipEffect.id, effectNode);
        }
Esempio n. 2
0
        private static void SetPlayEffectTime(float sampleTime)
        {
            var listEffect = LuaAnimClipModel.ListEffect;

            for (ushort pairIndex = 0; pairIndex < listEffect.Count; pairIndex++)
            {
                float time = listEffect[pairIndex].Key;
                if (sampleTime < time)
                {
                    break;
                }
                AnimClipData.EffectData[] datas = listEffect[pairIndex].Value;
                for (ushort dataIndex = 0; dataIndex < datas.Length; dataIndex++)
                {
                    AnimClipData.EffectData data = datas[dataIndex];
                    if (data.type == AnimClipData.EffectType.Hit)
                    {
                        continue;
                    }
                    if (m_dicIDEffectObject.ContainsKey(data.id) && !m_dicIDEffectObject[data.id].activeSelf)
                    {
                        m_dicIDEffectObject[data.id].SetActive(true);
                    }
                    if (m_dicIDEffects.ContainsKey(data.id) && m_dicIDObjectNameDelay.ContainsKey(data.id))
                    {
                        Dictionary <string, float> dicParticleNameTime = m_dicIDObjectNameDelay[data.id];
                        ParticleSystem[]           particles           = m_dicIDEffects[data.id];
                        for (ushort particleIndex = 0; particleIndex < particles.Length; particleIndex++)
                        {
                            ParticleSystem particle = particles[particleIndex];
                            if (!dicParticleNameTime.ContainsKey(particle.name))
                            {
                                continue;
                            }
                            float simulateTime = time + dicParticleNameTime[particle.name] - Config.RuntimeEffectDelay;
                            if (sampleTime >= simulateTime)
                            {
                                particle.Simulate(sampleTime - simulateTime);
                            }
                            else
                            {
                                particle.Simulate(0);
                            }
                        }
                    }
                    if (m_dicIDEffectAnimation.ContainsKey(data.id))
                    {
                        SkillAnimator animation = m_dicIDEffectAnimation[data.id];
                        animation.SetStateAnimationPlayTime(sampleTime - time);
                    }
                }
            }
        }