public void SetEffectParticle(Object _BaseObj, float _ImageSize) { ReleaseParticleList(); if (m_objParticleList == null) { m_objParticleList = new List <GameObject>(DefineBaseManager.inst.EffectParticleMax); } if (m_renParticleList == null) { m_renParticleList = new List <ControlMesh>(DefineBaseManager.inst.EffectParticleMax); } for (int i = 0; i < DefineBaseManager.inst.EffectParticleMax; i++) { m_objParticleList.Add((GameObject)Instantiate(_BaseObj)); m_objParticleList[i].name = "EffectParticle_" + i; m_objParticleList[i].layer = m_LayerMask; m_objParticleList[i].transform.parent = this.transform; // m_renParticleList.Add(m_objParticleList[i].AddComponent<ControlMesh>()); ControlMesh tmpControlMesh = new ControlMesh(); tmpControlMesh.Create(m_objParticleList[i]); tmpControlMesh.Anchor = SpriteRoot.ANCHOR_METHOD.MIDDLE_CENTER; tmpControlMesh.SetSize(_ImageSize, _ImageSize); m_renParticleList.Add(tmpControlMesh); } }
public void SetKittyObject() { SetTmpEffectZero(); gameObject.layer = m_LayerMask; // m_renBackground = gameObject.AddComponent<ControlMesh>(); m_renBackground = new ControlMesh(); m_renBackground.Create(gameObject); m_renBackground.Anchor = SpriteRoot.ANCHOR_METHOD.MIDDLE_CENTER; m_renBackground.SetSize(DefineBaseManager.inst.KittyGap + 0.5f, DefineBaseManager.inst.KittyGap + 0.5f); }
public void SetEffectTurnBack(Object _BaseObj) { ReleaseTurnBack(); m_objTurnBack = (GameObject)Instantiate(_BaseObj); m_objTurnBack.name = "EffectTurnBack"; m_objTurnBack.layer = m_LayerMask; m_objTurnBack.transform.parent = this.transform; m_objTurnBack.transform.localPosition = m_posTurnBack; m_objTurnBack.transform.eulerAngles = Vector3.zero; SetTmpEffectZero(); m_objTurnBack.transform.localScale = m_vecTmp; // m_renTurnBack = m_objTurnBack.AddComponent<ControlMesh>(); m_renTurnBack = new ControlMesh(); m_renTurnBack.Create(m_objTurnBack); m_renTurnBack.Anchor = SpriteRoot.ANCHOR_METHOD.MIDDLE_CENTER; m_renTurnBack.SetSize(DefineBaseManager.inst.KittyGap, DefineBaseManager.inst.KittyGap); }
protected void SetResources() { m_imgLoading.Anchor = SpriteRoot.ANCHOR_METHOD.MIDDLE_CENTER; m_imgLoading.SetSize(m_imgLoading.spriteMesh.texture.width, m_imgLoading.spriteMesh.texture.height); m_imgLoading.gameObject.layer = LayerMask.NameToLayer("GUI"); }