public void PlayRenderEffect(int render_effect_cfg_id, FixPoint play_time) { //ZZWTODO 为了精准识别每一个effect,可以考虑在逻辑端生成一个id RenderEffectData config = GetRenderWorld().GetRenderEffectData(render_effect_cfg_id); if (config == null) { return; } RenderEffectNode node; if (!m_nodes.TryGetValue(config.m_binding, out node)) { string path; if (!m_binding_name_to_path.TryGetValue(config.m_binding, out path)) { return; } ModelComponent model_component = ParentObject.GetComponent(ModelComponent.ID) as ModelComponent; if (model_component == null) { return; } Transform tr = model_component.GetUnityGameObject().transform.FindChild(path); if (tr == null) { return; } node = new RenderEffectNode(); node.m_parent_tr = tr; m_nodes[config.m_binding] = node; } //RenderEffectInfo info = null; //for (int i = 0; i < node.m_render_effects.Count; ++i) //{ // if (node.m_render_effects[i].m_render_effect_cfgid == render_effect_cfg_id) // { // info = node.m_render_effects[i]; // break; // } //} //if (info != null) //{ //} GameObject effect_go = UnityResourceManager.Instance.CreateGameObject(config.m_prefab); if (effect_go == null) { return; } effect_go.transform.parent = node.m_parent_tr; effect_go.transform.localPosition = Vector3.zero; effect_go.transform.localScale = Vector3.one; effect_go.transform.localEulerAngles = Vector3.zero; RenderEffectInfo info = RecyclableObject.Create <RenderEffectInfo>(); info.m_render_effect_cfgid = render_effect_cfg_id; info.m_go = effect_go; if (play_time > FixPoint.Zero) { var task_scheduler = GetRenderWorld().GetTaskScheduler(); RemoveRenderEffectTask task = RenderTask.Create <RemoveRenderEffectTask>(); task.Construct(this, render_effect_cfg_id); task_scheduler.Schedule(task, GetRenderWorld().CurrentTime, play_time); info.m_task = task; } node.m_render_effects.Add(info); }
public void Reset() { m_render_effect_cfgid = 0; m_go = null; m_task = null; }