コード例 #1
0
    /// <summary>
    /// 开启剧情模式
    /// </summary>
    /// <param name="luaState"></param>
    /// <returns></returns>
    public static int StartDialog(ILuaState luaState)
    {
        int funcRef = luaState.L_Ref(LuaDef.LUA_REGISTRYINDEX);

        STGStageManager.GetInstance().StartDialog(funcRef);
        return(luaState.Yield(0));
    }
コード例 #2
0
 /// <summary>
 /// 更新STG主线程
 /// </summary>
 private void OnSTGMainUpdate()
 {
     // 录像状态中,检测是否进行到了录像的最后一帧
     if (Global.IsInReplayMode)
     {
         if (_isReplayFinish)
         {
             return;
         }
         int curFrame = STGStageManager.GetInstance().GetFrameSinceStageStart();
         if (curFrame >= ReplayManager.GetInstance().GetReplayLastFrame())
         {
             _isReplayFinish = true;
             PauseGame(ePauseViewState.PauseAfterReplayFinished);
             return;
         }
         // 检测是否在游戏进行中按下Esc进行暂停
         if (!Global.IsPause && Input.GetKeyDown(KeyCode.Escape))
         {
             PauseGame(ePauseViewState.PauseInReplay);
         }
         else if (!Global.IsPause && !Global.IsApplicationFocus)
         {
             PauseGame(ePauseViewState.PauseInReplay);
         }
     }
     else
     {
         if (_isGameOver)
         {
             if (!Global.IsPause)
             {
                 _gameOverTimeCounter++;
                 if (_gameOverTimeCounter >= 30)
                 {
                     PauseGame(ePauseViewState.PauseAfterGameOver);
                     return;
                 }
             }
         }
         // 检测是否在游戏进行中按下Esc进行暂停
         if (!Global.IsPause && Input.GetKeyDown(KeyCode.Escape))
         {
             PauseGame(ePauseViewState.PauseInGame);
         }
         else if (!Global.IsPause && !Global.IsApplicationFocus)
         {
             PauseGame(ePauseViewState.PauseInGame);
         }
     }
     if (_resumeSTGSE)
     {
         _resumeSTGSE = false;
         SoundManager.GetInstance().ResumeAllSTGSound();
     }
     if (!Global.IsPause)
     {
         _stgMain.Update();
     }
 }
コード例 #3
0
    public void SaveReplay(int index, string name, STGData data)
    {
        if (Global.IsInReplayMode)
        {
            return;
        }
        ReplayInfo info = new ReplayInfo
        {
            replayIndex    = index,
            name           = name,
            dateTick       = System.DateTime.Now.Ticks,
            lastFrame      = STGStageManager.GetInstance().GetFrameSinceStageStart(),
            stageName      = data.stageName,
            characterIndex = data.characterIndex,
        };
        ReplayData repData = new ReplayData();

        repData.info      = info;
        repData.keyList   = OperationController.GetInstance().GetOperationKeyList();
        repData.lastFrame = STGStageManager.GetInstance().GetFrameSinceStageStart();
        repData.seed      = data.seed;
        // 写入info文件
        WriteRepInfoFile(info);
        WriteRepDataFile(repData);
    }
コード例 #4
0
    /// <summary>
    /// 角色立绘淡出
    /// <para>string name 索引名称</para>
    /// </summary>
    /// <param name="luaState"></param>
    /// <returns></returns>
    public static int FadeOutDialogCG(ILuaState luaState)
    {
        string name = luaState.ToString(-1);

        STGStageManager.GetInstance().DelDialogCG(name);
        return(0);
    }
コード例 #5
0
    /// <summary>
    /// 加载Stage.lua
    /// </summary>
    private void OnStateLoadStageLuaUpdate()
    {
        if (Global.IsInReplayMode)
        {
            _isReplayFinish = false;
            _curStageName   = _stgData.stageName;
        }
        else
        {
            if (Global.DebugStageName != "")
            {
                _curStageName = Global.DebugStageName;
            }
            else
            {
                _curStageName = _nextStageName;
            }
        }
        _stgData.stageName = _curStageName;
#if DEBUG_GAMESTATE
        Logger.Log(string.Format("Create task of stage \"{0}\"", _stgData.stageName));
#endif
        _curState = eSTGMainState.StateWait;
        CommandManager.GetInstance().Register(CommandConsts.STGLoadStageLuaComplete, this);

        STGStageManager.GetInstance().LoadStage(_stgData.stageName);

        //_stgMain.EnterStage(_curStageName);
    }
コード例 #6
0
ファイル: LuaLib.cs プロジェクト: LostTemple1990/BarrageDemo
 /// <summary>
 /// 关卡主线程挂起等待符卡结束
 /// </summary>
 /// <param name="luaState"></param>
 /// <returns></returns>
 public static int WaitForSpellCardFinish(ILuaState luaState)
 {
     STGStageManager.GetInstance().SetStageTaskWaitingForSpellCardFinish(true);
     luaState.PushInteger(1);
     luaState.Yield(1);
     return(0);
 }
コード例 #7
0
    public void Init()
    {
        // 游戏本体边界
        Global.GameLBBorderPos = new Vector2(-Consts.GameWidth / 2, -Consts.GameHeight / 2);
        Global.GameRTBorderPos = new Vector2(Consts.GameWidth / 2, Consts.GameHeight / 2);
        // 弹幕边界
        Global.BulletLBBorderPos = new Vector2(Global.GameLBBorderPos.x - 100, Global.GameLBBorderPos.y - 100);
        Global.BulletRTBorderPos = new Vector2(Global.GameRTBorderPos.x + 100, Global.GameRTBorderPos.y + 100);
        // 玩家坐标边界
        Global.PlayerLBBorderPos = new Vector2(Global.GameLBBorderPos.x + 10, Global.GameLBBorderPos.y + 10);
        Global.PlayerRTBorderPos = new Vector2(Global.GameRTBorderPos.x - 10, Global.GameRTBorderPos.y - 10);

        InterpreterManager.GetInstance().Init();
        STGStageManager.GetInstance().Init();
        AnimationManager.GetInstance().Init();
        BulletsManager.GetInstance().Init();
        EnemyManager.GetInstance().Init();
        ItemManager.GetInstance().Init();
        ColliderManager.GetInstance().Init();

        ExtraTaskManager.GetInstance().Init();

        EffectsManager.GetInstance().Init();
        STGEliminateEffectManager.GetInstance().Init();
        BackgroundManager.GetInstance().Init();
#if ShowCollisionViewer
        CollisionViewer.Instance.Init();
#endif
    }
コード例 #8
0
    public static int LogFrameSinceStageStart(ILuaState luaState)
    {
        int frame = STGStageManager.GetInstance().GetFrameSinceStageStart();

        Logger.Log("Frame Since Stage Start = " + frame);
        return(0);
    }
コード例 #9
0
    /// <summary>
    /// 设置关卡当前是否允许射击
    /// <para>isEnable</para>
    /// </summary>
    /// <param name="luaState"></param>
    /// <returns></returns>
    public static int SetStageIsEnableToShoot(ILuaState luaState)
    {
        bool isEnable = luaState.ToBoolean(-1);

        luaState.Pop(1);
        STGStageManager.GetInstance().SetIsEnableToShoot(isEnable);
        return(0);
    }
コード例 #10
0
    public static int GetSpellCardTimeLeftRate(ILuaState luaState)
    {
        SpellCard sc   = STGStageManager.GetInstance().GetSpellCard();
        float     rate = sc.GetTimeRate();

        luaState.PushNumber(rate);
        return(1);
    }
コード例 #11
0
    /// <summary>
    /// 高亮角色立绘CG
    /// <para>string name 索引名称</para>
    /// <para>bool highlight 高亮/取消高亮</para>
    /// </summary>
    /// <param name="luaState"></param>
    /// <returns></returns>
    public static int HighlightDialogCG(ILuaState luaState)
    {
        string name      = luaState.ToString(-2);
        bool   highlight = luaState.ToBoolean(-1);

        STGStageManager.GetInstance().HighlightDialogCG(name, highlight);
        return(0);
    }
コード例 #12
0
    public void Update()
    {
        int curFrame = STGStageManager.GetInstance().GetFrameSinceStageStart();

        if (_currentBg != null)
        {
            _currentBg.Update(curFrame);
        }
    }
コード例 #13
0
    //"Current Frame : {0}\n" +
    //"Current Frame : {0}\n" +
    //"Current Frame : {0}\n" +
    //"Current Frame : {0}\n" +
    //"Current Frame : {0}\n";
    private void UpdateDebugInfo()
    {
        string info = String.Format(DebugInfo,
                                    STGStageManager.GetInstance().GetFrameSinceStageStart(),
                                    BulletsManager.GetInstance().GetEnemyBulletsCount()
                                    );

        _debugInfoText.text = info;
    }
コード例 #14
0
    /// <summary>
    /// 创建剧情人物CG
    /// <para>string name 索引名称</para>
    /// <para>string spName 立绘文件名称</para>
    /// <para>float posX</para>
    /// <para>float posY</para>
    /// </summary>
    /// <param name="luaState"></param>
    /// <returns></returns>
    public static int CreateDialogCG(ILuaState luaState)
    {
        string name   = luaState.ToString(-4);
        string spName = luaState.ToString(-3);
        float  posX   = (float)luaState.ToNumber(-2);
        float  posY   = (float)luaState.ToNumber(-1);

        STGStageManager.GetInstance().CreateDialogCG(name, spName, posX, posY);
        return(0);
    }
コード例 #15
0
ファイル: LuaLib.cs プロジェクト: LostTemple1990/BarrageDemo
    /// <summary>
    /// 设置符卡的基本属性
    /// <para>name 符卡名称</para>
    /// <para>duration 单位:秒,符卡持续时间</para>
    /// <para>conditon 符卡的条件</para>
    /// <para> finishFunc 可以为nil,符卡结束时候的函数</para>
    /// </summary>
    /// <param name="luaState"></param>
    /// <returns></returns>
    public static int SetSpellCardProperties(ILuaState luaState)
    {
        SpellCard sc          = STGStageManager.GetInstance().GetSpellCard();
        string    scName      = luaState.ToString(-luaState.GetTop());
        float     duration    = (float)luaState.ToNumber(-3);
        int       condition   = luaState.ToInteger(-2);
        bool      isSpellCard = luaState.ToBoolean(-1);

        sc.SetProperties(scName, duration, (eSpellCardCondition)condition, isSpellCard);
        return(0);
    }
コード例 #16
0
 public bool CanShoot()
 {
     if (!STGStageManager.GetInstance().GetIsEnableToShoot())
     {
         return(false);
     }
     if (!_isShootAvailable)
     {
         return(false);
     }
     return(true);
 }
コード例 #17
0
    /// <summary>
    /// 创建剧情对话框
    /// <para>int style 对话框类型</para>
    /// <para>string text 对话框文本</para>
    /// <para>float posX</para>
    /// <para>float posY</para>
    /// <para>int duration 对话框持续时间</para>
    /// <para>float scale 对话框高度缩放</para>
    /// </summary>
    /// <param name="luaState"></param>
    /// <returns></returns>
    public static int CreateDialogBox(ILuaState luaState)
    {
        int    style    = luaState.ToInteger(-6);
        string text     = luaState.ToString(-5);
        float  posX     = (float)luaState.ToNumber(-4);
        float  posY     = (float)luaState.ToNumber(-3);
        int    duration = luaState.ToInteger(-2);
        float  scale    = (float)luaState.ToNumber(-1);

        STGStageManager.GetInstance().CreateDialogBox(style, text, posX, posY, duration, scale);
        return(0);
    }
コード例 #18
0
 private void GetInput()
 {
     _curInput = eSTGKey.None;;
     if (Global.IsInReplayMode)
     {
         int curFrame = STGStageManager.GetInstance().GetFrameSinceStageStart();
         _curInput = _keyList[curFrame];
     }
     else
     {
         if (Input.GetKey(_pLeft))
         {
             _curInput |= eSTGKey.KeyLeft;
         }
         if (Input.GetKey(_pRight))
         {
             _curInput |= eSTGKey.KeyRight;
         }
         if (Input.GetKey(_pUp))
         {
             _curInput |= eSTGKey.KeyUp;
         }
         if (Input.GetKey(_pDown))
         {
             _curInput |= eSTGKey.KeyDown;
         }
         if (Input.GetKey(_pShift))
         {
             _curInput |= eSTGKey.KeyShift;
         }
         if (Input.GetKey(_pZ))
         {
             _curInput |= eSTGKey.KeyZ;
         }
         if (Input.GetKey(_pX))
         {
             _curInput |= eSTGKey.KeyX;
         }
         if (Input.GetKey(_pC))
         {
             _curInput |= eSTGKey.KeyC;
         }
         if (Input.GetKey(_pCtrl))
         {
             _curInput |= eSTGKey.KeyCtrl;
         }
         // 添加到keyList中
         _keyList.Add(_curInput);
     }
 }
コード例 #19
0
    private void RefStageTable()
    {
        _luaState.GetField(-1, "Stage");
        string stageName;

        if (!_luaState.IsTable(-1))
        {
            Logger.Log("Return value Stage is not a table!");
            _luaState.Pop(1);
            return;
        }
        _luaState.PushNil();
        while (_luaState.Next(-2))
        {
            stageName = _luaState.ToString(-2);
            if (!_luaState.IsTable(-1))
            {
                Logger.LogError("Stage " + stageName + " in StageTable is invalid");
                continue;
            }
            // 读取关卡信息
            StageInfo info = new StageInfo();
            info.stageName = stageName;
            _luaState.GetField(-1, "bg");
            info.bg = _luaState.ToString(-1);
            _luaState.GetField(-2, "bgm");
            info.bgm = _luaState.ToString(-1);
            _luaState.GetField(-3, "fixedFPS");
            info.fixedFps = _luaState.ToBoolean(-1);
            _luaState.Pop(3);
            // 读取关卡task
            _luaState.GetField(-1, "task");
            if (!_luaState.IsFunction(-1))
            {
                Logger.Log("Stage task of " + stageName + " in StageTable is invalid");
            }
            info.taskFuncRef = _luaState.L_Ref(LuaDef.LUA_REGISTRYINDEX);
            // 添加到stageTask中
            STGStageManager.GetInstance().AddStageInfo(info);
            // 弹出table--Stage[stageName]
            _luaState.Pop(1);
#if LogLuaFuncRef
            _luaRefDic.Add(initRef, initRef);
            Logger.Log("Stage " + stageName + " is ref.Task funcRef = " + stageTaskFuncRef);
#endif
        }
        //弹出StageTable
        _luaState.Pop(1);
    }
コード例 #20
0
    /// <summary>
    /// 获取boss当前符卡的hp比例
    /// </summary>
    /// <param name="luaState"></param>
    /// <returns></returns>
    public static int GetBossSpellCardHpRate(ILuaState luaState)
    {
        int index = luaState.ToInteger(-1);

        luaState.Pop(1);
        SpellCard sc   = STGStageManager.GetInstance().GetSpellCard();
        Boss      boss = sc.GetBossByIndex(index);
        float     rate = 0f;

        if (boss != null)
        {
            rate = (float)boss.GetCurHp() / boss.GetMaxHp();
        }
        luaState.PushNumber(rate);
        return(1);
    }
コード例 #21
0
    public void Clear()
    {
        PlayerInterface.GetInstance().Clear();
        _char = null;
        OperationController.GetInstance().Clear();
        ColliderManager.GetInstance().Clear();
        BulletsManager.GetInstance().Clear();
        EnemyManager.GetInstance().Clear();
        ItemManager.GetInstance().Clear();
        EffectsManager.GetInstance().Clear();
        ExtraTaskManager.GetInstance().Clear();
        BackgroundManager.GetInstance().Clear();
        STGStageManager.GetInstance().Clear();
        InterpreterManager.GetInstance().Clear();
        SoundManager.GetInstance().Clear(true);
#if ShowCollisionViewer
        CollisionViewer.Instance.Clear();
#endif
        STGEliminateEffectManager.GetInstance().Clear();
    }
コード例 #22
0
ファイル: LuaLib.cs プロジェクト: LostTemple1990/BarrageDemo
    /// <summary>
    /// 符卡开始
    /// </summary>
    /// <param name="luaState"></param>
    /// <returns></returns>
    public static int StartSpellCard(ILuaState luaState)
    {
        int         bossCount = 0;
        List <Boss> bossList  = new List <Boss>();
        Boss        boss;
        // 获取符卡对应的table
        int index = -1;

        while (!luaState.IsTable(index))
        {
            boss = luaState.ToUserData(-1) as Boss;
            bossList.Add(boss);
            bossCount++;
            index--;
        }
        // 获取Init函数
        luaState.GetField(index, "Init");
        if (!luaState.IsFunction(-1))
        {
            Logger.Log("field \"Init\" of spell card is not a function!");
            luaState.Pop(1);
            return(0);
        }
        int initFuncRef = InterpreterManager.GetInstance().RefLuaFunction(luaState);

        // 获取OnFinish函数
        luaState.GetField(index, "OnFinish");
        int finishFuncRef = 0;

        if (!luaState.IsFunction(-1))
        {
            luaState.Pop(1);
        }
        else
        {
            finishFuncRef = InterpreterManager.GetInstance().RefLuaFunction(luaState);
        }
        STGStageManager.GetInstance().StartSpellCard(initFuncRef, finishFuncRef, bossList);
        return(0);
    }
コード例 #23
0
    private void RenderLaser()
    {
        //Logger.Log("Laser len = " + _curLaserLen);
        if (_preLaserLen != _curLaserLen)
        {
            _laserSr.material.SetFloat("_CurLaserLen", _curLaserLen);
            _preLaserLen = _curLaserLen;
        }
        int curFrame = STGStageManager.GetInstance().GetFrameSinceStageStart();

        _laserSr.material.SetFloat("_TimeSinceCreated", curFrame);
        if (_hitObject)
        {
            _trans.localScale = new Vector3(1, 0.75f, 1);
            _laserSr.color    = new Color(0.25f, 0.08f, 1f, 1f);
        }
        else
        {
            _trans.localScale = new Vector3(1, 1, 1);
            _laserSr.color    = new Color(1, 1, 1, 1);
        }
    }
コード例 #24
0
    private void CollidedByObject(IAffectedMovableObject affectedObject)
    {
        int curTime = STGStageManager.GetInstance().GetFrameSinceStageStart();
        GravitationParas paras;

        if (_affectedObjectDic.TryGetValue(affectedObject, out paras))
        {
            if (curTime - paras.lastUpdateTime == 1)
            {
                // 每帧重新计算向心力、离心力的角度
                if (_fieldType == GravitationType.Centripetal)
                {
                    paras.vAngle   = MathUtil.GetAngleBetweenXAxis(_curPos - affectedObject.GetPosition());
                    paras.accAngle = paras.vAngle;
                }
                else if (_fieldType == GravitationType.Centrifugal)
                {
                    paras.vAngle   = MathUtil.GetAngleBetweenXAxis(affectedObject.GetPosition() - _curPos);
                    paras.accAngle = paras.vAngle;
                }
                paras.timeInGravitationField++;
            }
            else
            {
                paras = CreateGravitationParas(affectedObject);
                paras.timeInGravitationField = 1;
            }
        }
        else
        {
            paras = CreateGravitationParas(affectedObject);
            paras.timeInGravitationField = 1;
        }
        paras.lastUpdateTime = curTime;
        _affectedObjectDic[affectedObject] = paras;
        // 设置额外运动参数
        affectedObject.AddExtraSpeedParas(paras.velocity, paras.vAngle, paras.acce * paras.timeInGravitationField, paras.accAngle);
    }
コード例 #25
0
    public void Update()
    {
        CommandManager.GetInstance().RunCommand(CommandConsts.STGFrameStart);

#if CheckSTGFrameTime
        int    index          = 0;
        long[] timeArr        = new long[20];
        long   frameBeginTime = Stopwatch.GetTimestamp();
        _opController.Update();
        STGStageManager.GetInstance().Update();
        timeArr[index++] = Stopwatch.GetTimestamp();
        ColliderManager.GetInstance().UpdateFields();
        timeArr[index++] = Stopwatch.GetTimestamp();
        ExtraTaskManager.GetInstance().Update();
        timeArr[index++] = Stopwatch.GetTimestamp();
        _char.Update();
        timeArr[index++] = Stopwatch.GetTimestamp();
        EnemyManager.GetInstance().Update();
        timeArr[index++] = Stopwatch.GetTimestamp();
        BulletsManager.GetInstance().Update();
        timeArr[index++] = Stopwatch.GetTimestamp();
        ItemManager.GetInstance().Update();
        timeArr[index++] = Stopwatch.GetTimestamp();
        ColliderManager.GetInstance().UpdateColliders();
        timeArr[index++] = Stopwatch.GetTimestamp();
        EffectsManager.GetInstance().Update();
        timeArr[index++] = Stopwatch.GetTimestamp();
        BulletsManager.GetInstance().Render();
        timeArr[index++] = Stopwatch.GetTimestamp();
        AnimationManager.GetInstance().Update();
        timeArr[index++] = Stopwatch.GetTimestamp();
        BackgroundManager.GetInstance().Update();
        timeArr[index++] = Stopwatch.GetTimestamp();
        frameNode++;
        long frameEndTime = Stopwatch.GetTimestamp();
        if (frameEndTime - frameBeginTime >= 50000)
        {
            string logStr = "Frame " + STGStageManager.GetInstance().GetFrameSinceStageStart() + " cost time " + (frameEndTime - frameBeginTime) * 0.0001d + "ms\n";
            index   = 0;
            logStr += "STGStageManager Update Cost Time = " + (timeArr[index] - frameBeginTime) * 0.0001d + "ms\n";
            logStr += "GravitationFields Update Cost Time = " + (timeArr[++index] - timeArr[index - 1]) * 0.0001d + "ms\n";
            logStr += "ExtraTaskManager Update Cost Time = " + (timeArr[++index] - timeArr[index - 1]) * 0.0001d + "ms\n";
            logStr += "Character Update Cost Time = " + (timeArr[++index] - timeArr[index - 1]) * 0.0001d + "ms\n";
            logStr += "EnemyManager Update Cost Time = " + (timeArr[++index] - timeArr[index - 1]) * 0.0001d + "ms\n";
            logStr += "BulletsManager Update Cost Time = " + (timeArr[++index] - timeArr[index - 1]) * 0.0001d + "ms\n";
            logStr += "ItemManager Update Cost Time = " + (timeArr[++index] - timeArr[index - 1]) * 0.0001d + "ms\n";
            logStr += "Colliders Update Cost Time = " + (timeArr[++index] - timeArr[index - 1]) * 0.0001d + "ms\n";
            logStr += "EffectsManager Update Cost Time = " + (timeArr[++index] - timeArr[index - 1]) * 0.0001d + "ms\n";
            logStr += "BulletsManager Render Cost Time = " + (timeArr[++index] - timeArr[index - 1]) * 0.0001d + "ms\n";
            logStr += "AnimationManager Update Cost Time = " + (timeArr[++index] - timeArr[index - 1]) * 0.0001d + "ms\n";
            logStr += "BackgroundManager Update Cost Time = " + (timeArr[++index] - timeArr[index - 1]) * 0.0001d + "ms\n";
            Logger.LogWarn(logStr);
            CommandManager.GetInstance().RunCommand(CommandConsts.LogFrameStatistics);
            Logger.Log("------------------------------------------------");
        }
#else
        //if (frameNode == 200)
        //{
        //    _lastFrameTicks = System.DateTime.Now.Ticks;
        //}
        //else if (frameNode > 200 && frameNode <= 300)
        //{
        //    long currentTicks = System.DateTime.Now.Ticks;
        //    Logger.Log("Frame Interval = " + (currentTicks - _lastFrameTicks) * 0.0001f);
        //    _lastFrameTicks = currentTicks;
        //}
        // 每帧开始
        BulletsManager.GetInstance().OnSTGFrameStart();
        // 逻辑部分
        _opController.Update();
        STGStageManager.GetInstance().Update();
        ExtraTaskManager.GetInstance().Update();
        ColliderManager.GetInstance().UpdateFields();
        _char.Update();
        EnemyManager.GetInstance().Update();
        BulletsManager.GetInstance().Update();
        ItemManager.GetInstance().Update();
        ColliderManager.GetInstance().UpdateColliders();
        EffectsManager.GetInstance().Update();
        // 渲染部分
        BulletsManager.GetInstance().Render();
        EnemyManager.GetInstance().Render();
        STGEliminateEffectManager.GetInstance().Render();
        ItemManager.GetInstance().Render();
        AnimationManager.GetInstance().Update();
        BackgroundManager.GetInstance().Update();
#if ShowCollisionViewer
        CollisionViewer.Instance.Render();
#endif
        //if (frameNode == 0)
        //    FPSController.GetInstance().Restart(true);
        frameNode++;
        //if (frameNode % 60 == 0)
        //{
        //   STGBulletEliminateEffect1 effect =  EffectsManager.GetInstance().CreateEffectByType(EffectType.BulletEliminate) as STGBulletEliminateEffect1;
        //    effect.SetColor(1, 0, 0, 1);
        //}
#endif
        //if ( frameNode == 200 )
        //{
        //    List<object> datas = new List<object>();
        //    float centerX = -130;
        //    float centerY = 180;
        //    float radius = 70;
        //    float distortFactor = 0.1f;
        //    Color effectColor = new Color(0.62f, 0.22f, 0.61f, 1f);
        //    datas.Add(centerX);
        //    datas.Add(centerY);
        //    datas.Add(radius);
        //    datas.Add(distortFactor);
        //    datas.Add(effectColor);
        //    CommandManager.GetInstance().RunCommand(CommandConsts.UpdateBgDistortEffectProps, datas.ToArray());
        //}
        //if ( frameNode == 200 )
        //{
        //    STGBurstEffect effect = EffectsManager.GetInstance().CreateEffectByType(EffectType.BurstEffect) as STGBurstEffect;
        //    effect.SetSize(128);
        //    effect.SetToPos(0, 150);
        //}
        //if (frameNode == 200)
        //{
        //    TimeUtil.BeginSample();
        //    STGChargeEffect effect = EffectsManager.GetInstance().CreateEffectByType(EffectType.ChargeEffect) as STGChargeEffect;
        //    effect.SetToPos(0, 100);
        //    TimeUtil.EndSample();
        //}
        //if (frameNode >= 200 && frameNode % 2 == 0 )
        //{
        //    STGBulletEliminateEffect effect = EffectsManager.GetInstance().CreateEffectByType(EffectType.BulletEliminate) as STGBulletEliminateEffect;
        //    effect.SetToPos(Random.Range(-8, 8), Random.Range(-8, 8));
        //    effect.SetColor(Random.value, Random.value, Random.value, 1);
        //}
    }