コード例 #1
0
    void Start()
    {
        BattleFactory.AddUnitToLayer(gameObject, layer);

        lifeCycleSec = ParticleHelper.GetlifeCycleSec(transform);
        if (lifeCycleSec < 0)
        {
            isLoop = true;
        }
    }
コード例 #2
0
    // 播放粒子效果
    IEnumerator PlayEffect(GameObject go)
    {
        go = go.GetComponent <FormationDragItemUI> ().attachSlotUI.gameObject;
        GameObject prefab      = Resources.Load(DUST_PARTICLE_PATH) as GameObject;
        GameObject instanceObj = NGUITools.AddChild(go,prefab);

        instanceObj.transform.localScale = AppConfig.UNITY_SCALE_UI;

        battlePanel.particleList.Add(instanceObj);

        float leftTime = ParticleHelper.GetlifeCycleSec(instanceObj.transform);

        yield return(new WaitForSeconds(leftTime));

        if (instanceObj != null)
        {
            battlePanel.particleList.Remove(instanceObj);
            DestroyImmediate(instanceObj);
        }
    }
コード例 #3
0
    // 播放粒子效果
    IEnumerator PlayEffect(string name, Vector3 v)
    {
        string DUST_PARTICLE_PATH = "profab/ui/effect/" + name;

        GameObject parent      = this.gameObject;
        GameObject instanceObj = ResourceHelper.Load(DUST_PARTICLE_PATH);

        Vector3 ui_world_pos = transform.TransformPoint(v);

        instanceObj.transform.localPosition = ui_world_pos;
        instanceObj.transform.parent        = transform;

        // 添加粒子对象到UI管理容器
        UIParticleManager.instance.AddParticle(instanceObj);

        float leftTime = ParticleHelper.GetlifeCycleSec(instanceObj.transform);

        yield return(new WaitForSeconds(leftTime));

        if (instanceObj != null)
        {
            DestroyImmediate(instanceObj);
        }
    }