void DestroyEfx() { if (m_actionEfx != null) { m_actionEfx.DetachObject(); } for (int i = 0; i < m_attachEfxObjectlist.Count; ++i) { //Destroy(m_attachEfxObjectlist[i].gameObject); CoreEntry.gGameObjPoolMgr.Destroy(m_attachEfxObjectlist[i].gameObject); } m_attachEfxObjectlist.Clear(); for (int i = 0; i < m_skillCellObjectlist.Count; ++i) { if (m_skillCellObjectlist[i] != null) { CoreEntry.gGameObjPoolMgr.Destroy(m_skillCellObjectlist[i].gameObject); } } m_skillCellObjectlist.Clear(); //技能结束,显示模型 ShowSelf(); CancelInvoke("HideSelf"); }
void DestoryEfx() { CancelInvoke("DestoryEfx"); if (m_RemainEfx != null) { m_RemainEfx.DetachObject(); } }
void EndDamage() { CancelInvoke("CalculateDamage"); if (m_RemainEfx != null) { m_RemainEfx.DetachObject(); } }
void DestroyEfx() { if (m_actionEfx != null) { m_actionEfx.DetachObject(); } for (int i = 0; i < m_attachEfxObjectlist.Count; ++i) { Destroy(m_attachEfxObjectlist[i].gameObject); //CoreEntry.gGameObjPoolMgr.Destroy(m_attachEfxObjectlist[i].gameObject); } m_attachEfxObjectlist.Clear(); }
//删除特效 void OnDestroy() { if (m_actionEfx != null) { //退出后,自己处理 m_actionEfx.DetachObject(); } if (m_WarningefxObj != null) { Destroy(m_WarningefxObj); m_WarningefxObj = null; } if (m_attachEfxObjectlist != null) { for (int i = 0; i < m_attachEfxObjectlist.Count; ++i) { Destroy(m_attachEfxObjectlist[i].gameObject); } m_attachEfxObjectlist.Clear(); } }