/// <summary> /// 复活特效加载完毕后的回调 /// </summary> /// <param name="effect_object"></param> /// <param name="parent_trans"></param> /// <param name="bind_node"></param> bool OnEffectResLoad(GameObject effect_object, string bind_node) { if (mIsDestroy || this.transform == null) { return(false); } Transform parent_trans = transform; Transform effect_trans = effect_object.transform; if (string.IsNullOrEmpty(bind_node)) { effect_trans.parent = parent_trans; } else { Transform link_node = CommonTool.FindChildInHierarchy(parent_trans, bind_node); if (link_node != null) { effect_trans.parent = link_node; } else { effect_trans.parent = parent_trans; } } effect_trans.localPosition = new Vector3(0, 0.1f, 0); effect_trans.localRotation = Quaternion.identity; effect_object.SetActive(true); return(true); }