void DoFinish() { this.gameObject.SetActive(false); #if UNITY_EDITOR if (!EditorApplication.isPlaying) { ClearEditModeMeshs(); foreach (EffectLayer el in EflList) { el.Reset(); } ElapsedTime = 0f; return; } #endif for (int i = 0; i < EflList.Count; i++) { EffectLayer el = EflList[i]; el.Reset(); } DeActive(); ElapsedTime = 0f; if (AutoDestroy) { GameObject.Destroy(gameObject); } }
void DoFinish() { mIsActive = false; #if UNITY_EDITOR if (!EditorApplication.isPlaying) { //if this xffect is in XffectCache, we need to set it to inactive. if (transform.parent != null && transform.parent.GetComponent <XffectCache>() != null) { DeActive(); } else { foreach (EffectLayer el in EflList) { el.Reset(); } foreach (XftEventComponent e in EventList) { e.ResetCustom(); } ClearEditModeMeshs(); ElapsedTime = 0f; return; } } #endif for (int i = 0; i < EflList.Count; i++) { EffectLayer el = EflList[i]; el.Reset(); } DeActive(); ElapsedTime = 0f; if (AutoDestroy) { switch (this.tag) { case "Mage": this.transform.parent.gameObject.GetComponent <Mage> ().remove(); GameObject.Destroy(gameObject); break; default: Destroy(this.gameObject); break; } } }
public void Reset() { mIsActive = true; ElapsedTime = 0f; //reset times Start(); for (int i = 0; i < EflList.Count; i++) { EffectLayer el = EflList[i]; el.Reset(); } for (int i = 0; i < EventList.Count; i++) { XftEventComponent e = EventList[i]; e.ResetCustom(); } }
void DoFinish() { mIsActive = false; #if UNITY_EDITOR if (!EditorApplication.isPlaying) { foreach (EffectLayer el in EflList) { el.Reset(); } foreach (XftEventComponent e in EventList) { e.ResetCustom(); } ClearEditModeMeshs(); ElapsedTime = 0f; return; } #endif for (int i = 0; i < EflList.Count; i++) { EffectLayer el = EflList[i]; el.Reset(); } DeActive(); ElapsedTime = 0f; if (AutoDestroy) { GameObject.Destroy(gameObject); } }
void DoFinish() { mIsActive = false; #if UNITY_EDITOR if (!EditorApplication.isPlaying) { //if this xffect is in XffectCache, we need to set it to inactive. if (transform.parent != null && transform.parent.GetComponent <XffectCache>() != null) { DeActive(); } else { foreach (EffectLayer el in EflList) { el.Reset(); } foreach (XftEventComponent e in EventList) { e.ResetCustom(); } ClearEditModeMeshs(); ElapsedTime = 0f; return; } } #endif for (int i = 0; i < EflList.Count; i++) { EffectLayer el = EflList[i]; el.Reset(); } DeActive(); ElapsedTime = 0f; if (AutoDestroy) { if (this.transform.parent) { switch (this.transform.parent.tag) { case "meteo": Destroy(this.transform.parent.gameObject); if (this.transform.parent.parent.gameObject.layer == LayerMask.NameToLayer("Player")) { this.GetComponentInParent <JobBase>().ReturnPos(); } if (this.transform.parent.parent.gameObject.layer == LayerMask.NameToLayer("Enemy")) { this.GetComponentInParent <EnemyBase>().ReturnPos(); } break; default: if (this.transform.parent.gameObject.layer == LayerMask.NameToLayer("Enemy")) { this.GetComponentInParent <EnemyBase>().ReturnPos(); } if (this.transform.parent.gameObject.layer == LayerMask.NameToLayer("Player")) { this.GetComponentInParent <JobBase>().ReturnPos(); } break; } } Destroy(this.gameObject); } }