public void PlayJudgeEffect(float fPositionX, E_PARTICLE_INSTANT_EFFECT eJudge) { PlayInstantEffect(new Vector3(fPositionX, 1, 1), eJudge); if (eJudge != E_PARTICLE_INSTANT_EFFECT.RP_JUDGE_POOR) { PlayInstantEffect(new Vector3(fPositionX, 0, 0), E_PARTICLE_INSTANT_EFFECT.RP_EXP); } }
public void AddInstantEffect(E_PARTICLE_INSTANT_EFFECT eId, string sResourceName, int nCount) { if (m_dicEffect.ContainsKey(eId) == false) { m_dicEffect.Add(eId, new EffectSet()); for (int i = 0; i < nCount; i++) { GameObject obj = GameObject.Instantiate(Resources.Load(sResourceName), new Vector3(0.0f, -1000.0f, 0.0f), Quaternion.identity) as GameObject; obj.isStatic = true; obj.transform.parent = m_objParticleEffectGroup.transform; m_dicEffect[eId].m_listParticleSystem.Add(obj.GetComponent <ParticleSystem>()); } } }
public void PlayInstantEffect(Vector3 vPos, E_PARTICLE_INSTANT_EFFECT eId) { EffectSet cRes = m_dicEffect[eId]; List <ParticleSystem> listParticleSystem = cRes.m_listParticleSystem; listParticleSystem[cRes.m_nIdx].transform.position = vPos; listParticleSystem[cRes.m_nIdx].Play(); cRes.m_nIdx++; if (cRes.m_nIdx >= listParticleSystem.Count) { cRes.m_nIdx = 0; } }