//target描述,此特效的主调者 //timePlayed用于同步动作和特效。快速出招时,特效要加一个已经播放时间,否则特效跟不上动作的播放步骤 public SFXEffectPlay PlayEffect(string file, CharacterLoader target, float timePlayed = 0.0f) { if (!EffectList.ContainsKey(file)) { SfxFile f = new SfxFile(); try { if (f.ParseFile(file)) { EffectList.Add(file, f); //Debug.LogError("effect file:" + file); return(f.Play(target, timePlayed)); } } catch { Debug.LogError(file + " parse error"); } } else { //Debug.LogError("effect file:" + file); return(EffectList[file].Play(target, timePlayed)); } return(null); }
//target描述,此特效的主调者 //timePlayed用于同步动作和特效。快速出招时,特效要加一个已经播放时间,否则特效跟不上动作的播放步骤 public SFXEffectPlay PlayEffect(string file, CharacterLoader target, float timePlayed = 0.0f) { if (!EffectList.ContainsKey(file)) { SfxFile f = new SfxFile(); try { f.ParseFile(file); EffectList[file] = f; //Debug.LogError("effect file:" + file); return(f.Play(target, timePlayed)); } catch (Exception exp) { Debug.LogError(string.Format("{0} parse error {1}", file, exp.Message)); EffectList[file] = f; } } else { //Debug.LogError("effect file:" + file); if (EffectList[file].error) { return(null); } return(EffectList[file].Play(target, timePlayed)); } return(null); }
//一些环境特效,例如风之类的音效. public SFXEffectPlay PlayEffect(string file, GameObject obj, bool once = false) { if (!EffectList.ContainsKey(file)) { SfxFile f = new SfxFile(); try { if (f.ParseFile(file)) { EffectList.Add(file, f); //Debug.LogError("effect file:" + file); return(f.Play(obj, once)); } else { Debug.LogError(file + " parse error445"); } } catch { Debug.LogError(file + " parse error449"); } } else { //Debug.LogError("effect file:" + file + " 455"); return(EffectList[file].Play(obj, once)); } return(null); }
//一些环境特效,例如风之类的音效. public SFXEffectPlay PlayEffect(string file, GameObject obj, bool once = false, bool preload = false) { if (!EffectList.ContainsKey(file)) { SfxFile f = new SfxFile(); try { f.ParseFile(file); EffectList[file] = f; if (!f.error) { return(f.Play(obj, once, preload)); } } catch { EffectList[file] = f; Debug.LogError(string.Format("{0} parse error", file)); } } else { if (EffectList[file].error) { return(null); } //Debug.LogError("effect file:" + file + " 455"); return(EffectList[file].Play(obj, once, preload)); } return(null); }
public SFXEffectPlay PlayEffect(string file, Vector3 position, bool once = false, bool preload = false) { GameObject obj = new GameObject(file); obj.transform.position = position; obj.transform.rotation = Quaternion.identity; obj.transform.localScale = Vector3.one; if (!Effect.ContainsKey(file)) { SfxFile f = LoadSfx(file); if (f != null) { return(f.Play(obj, once, preload)); } } else { if (Effect[file].error) { return(null); } //Debug.LogError("effect file:" + file + " 455"); return(Effect[file].Play(obj, once, preload)); } return(null); }
//一些环境特效,例如风之类的音效. public SFXEffectPlay PlayEffect(string file, GameObject obj, bool once = false, bool preload = false) { if (!Effect.ContainsKey(file)) { SfxFile f = LoadSfx(file); if (f != null) { return(f.Play(obj, once, preload)); } } else { if (Effect[file].error) { return(null); } //Debug.LogError("effect file:" + file + " 455"); return(Effect[file].Play(obj, once, preload)); } return(null); }
//target描述,此特效的主调者 //timePlayed用于同步动作和特效。快速出招时,特效要加一个已经播放时间,否则特效跟不上动作的播放步骤 public SFXEffectPlay PlayEffect(string file, MonoBehaviour target, float timePlayed) { //Debug.Log("timePlayed:" + timePlayed); if (!Effect.ContainsKey(file)) { SfxFile f = LoadSfx(file); if (f != null) { return(f.Play(target, timePlayed)); } } else { //Debug.LogError("effect file:" + file); if (Effect[file].error) { return(null); } return(Effect[file].Play(target, timePlayed)); } return(null); }
public SFXEffectPlay PlayEffect(string file, Vector3 position, bool once = false, bool preload = false) { GameObject obj = new GameObject(file); obj.transform.position = position; obj.transform.rotation = Quaternion.identity; obj.transform.localScale = Vector3.one; if (!EffectList.ContainsKey(file)) { SfxFile f = new SfxFile(); try { f.ParseFile(file); EffectList[file] = f; if (!f.error) { return(f.Play(obj, once, preload)); } } catch { EffectList[file] = f; Debug.LogError(string.Format("{0} parse error", file)); } } else { if (EffectList[file].error) { return(null); } //Debug.LogError("effect file:" + file + " 455"); return(EffectList[file].Play(obj, once, preload)); } return(null); }