public void InitPS() { SceneBaseManager sceneBaseManager = GameScenesHandler.Instance.manager.GetSceneManager <SceneBaseManager>(); ParticleSystem.ShapeModule shapeModule = psFog.shape; shapeModule.scale = sceneBaseManager.scaleRangeForFog; }
public T GetSceneManager <T>() where T : SceneBaseManager { if (_sceneManager == null) { _sceneManager = FindWithTag <T>(TagInfo.Tag_SceneManager); } return(_sceneManager as T); }
public void InitPS() { SceneBaseManager sceneBaseManager = GameScenesHandler.Instance.manager.GetSceneManager <SceneBaseManager>(); ParticleSystem.ShapeModule shapeModule = psCloudy.shape; shapeModule.scale = sceneBaseManager.scaleForSunny; shapeModule.position = sceneBaseManager.positionForSunny; }
/// <summary> /// 设置大风 /// </summary> public void SetWind() { if (objWind_1) { objWind_1.SetActive(true); } SceneBaseManager sceneManager = GameScenesHandler.Instance.manager.GetSceneManager <SceneBaseManager>(); ParticleSystem.ShapeModule shapeModuleWind_1 = psWind_1.shape; shapeModuleWind_1.position = sceneManager.positionForWind; shapeModuleWind_1.scale = sceneManager.scaleForWind; if (objWind_2) { objWind_2.SetActive(true); } ParticleSystem.ShapeModule shapeModuleWind_2 = psWind_1.shape; shapeModuleWind_2.scale = sceneManager.scaleRangeForWind; }
/// <summary> /// 设置落叶 /// </summary> public void SetDefoliation() { if (objWind_1) { objWind_1.SetActive(true); } SceneBaseManager sceneManager = GameScenesHandler.Instance.manager.GetSceneManager <SceneBaseManager>(); ParticleSystem.ShapeModule shapeModule = psWind_1.shape; shapeModule.position = sceneManager.positionForWind; shapeModule.scale = sceneManager.scaleForWind; if (objDefoliation_1) { objDefoliation_1.SetActive(true); } ParticleSystem.ShapeModule shapeModuleDefoliation = psDefoliation_1.shape; shapeModuleDefoliation.position = sceneManager.positionForWind; shapeModuleDefoliation.scale = sceneManager.scaleForWind; }
bool CreateScenePrefab(int sceneID) { if (sceneID == 0) { Debug.Log("SceneID is 0!"); return(false); } SceneBaseManager smBase = GameObject.FindObjectOfType <SceneBaseManager>(); if (null != smBase) { smBase.gameObject.SetActive(false); } GameObject game = new GameObject("SceneCtrl"); SceneBaseManager scene = null; SceneNode node = FSDataNodeTable <SceneNode> .GetSingleton().FindDataByType(sceneID); if (null == node) { return(false); } int type = node.game_type; if (type == 6) { return(false); } switch (type) { case 1: if (sceneID == 10000) { if (!GameLibrary.isNetworkVersion) { Globe.isFightGuide = true; } scene = game.AddComponent <SceneNewbieGuide>(); } else { scene = game.AddComponent <SceneDungeons>(); } scene.sceneType = SceneType.KM; break; case 2: scene = game.AddComponent <SceneMoba1>(); scene.sceneType = SceneType.Dungeons_MB1; break; case 3: scene = game.AddComponent <SceneTotalPoints>(); scene.sceneType = SceneType.TP; break; case 4: scene = game.AddComponent <SceneEscort>(); scene.sceneType = SceneType.KV; break; case 5: scene = game.AddComponent <SceneTowerDefence>(); scene.sceneType = SceneType.TD; break; } scene.CreateScenePrefab(game); return(true); }