protected virtual void OnStateWaitRebornEnter() { _waitRebornTime = 0; _stateUpdateFunc = StateWaitRebornUpdate; // 创建死亡特效 STGPlayerDeadEffect effect = EffectsManager.GetInstance().CreateEffectByType(EffectType.PlayerDeadEffect) as STGPlayerDeadEffect; effect.SetPosition(_curPos.x, _curPos.y); }
/// <summary> /// 创建boss死亡特效(暂用 /// <para>posX</para> /// <para>posY</para> /// </summary> /// <param name="luaState"></param> /// <returns></returns> public static int CreateBossDeadEffect(ILuaState luaState) { STGPlayerDeadEffect effect = EffectsManager.GetInstance().CreateEffectByType(EffectType.PlayerDeadEffect) as STGPlayerDeadEffect; float posX = (float)luaState.ToNumber(-2); float posY = (float)luaState.ToNumber(-1); effect.SetPosition(posX, posY); luaState.PushLightUserData(effect); return(1); }