void ActiveEffect(XffectComponent xft)
 {
     QuadExplode.DeActive();
     SphericalExplode.DeActive();
     QuadFogs.DeActive();
     SphericalFogs.DeActive();
     xft.Active();
 }
예제 #2
0
 void Reset()
 {
     explode_energy.DeActive();
     ice_impact.DeActive();
     suckblood.DeActive();
     firestorm.DeActive();
     phantomsword.DeActive();
     cyclonestorm.DeActive();
     radial_energy.DeActive();
     lightning_storm.DeActive();
     glow_per_obj.DeActive();
 }
예제 #3
0
 void Update()
 {
     ElapsedTime += Time.deltaTime;
     if (ElapsedTime > Life)
     {
         ElapsedTime = 0f;
         Xffect.DeActive();
         if (ExplodeXftName != "")
         {
             EffectCache.ReleaseEffect(ExplodeXftName, transform.position);
         }
     }
     Velocity           += Accelaration * Time.deltaTime;
     transform.position -= transform.forward * Velocity * Time.deltaTime;
 }
예제 #4
0
    void OnGUI()
    {
        if (GUI.Button(new Rect(0, 0, 350, 30), "Reset"))
        {
            SampleLoop.Active();
        }

        if (GUI.Button(new Rect(0, 30, 350, 30), "stop effect immediately"))
        {
            SampleLoop.DeActive();
        }

        if (GUI.Button(new Rect(0, 60, 350, 30), "stop effect softly"))
        {
            SampleLoop.StopSmoothly(1f);
        }
    }
예제 #5
0
    //useful for only-one effect cache and the effect is looping.
    public void DeActiveEffect(string eftName)
    {
        List <XffectComponent> cache = EffectDic[eftName];

        if (cache == null)
        {
            Debug.LogError(name + ": cache doesnt exist!");
            return;
        }
        if (cache.Count > 1)
        {
            Debug.LogWarning("DeActive() only support one Xffect cache!");
        }
        XffectComponent xft = cache[0];

        if (!XffectComponent.IsActive(xft.gameObject))
        {
            return;
        }
        xft.DeActive();
        xft.Reset();
        XffectComponent.SetActive(xft.gameObject, false);
    }
    //useful for only-one effect cache and the effect is looping.
    public void DeActiveEffect(string eftName)
    {
        ArrayList cache = EffectDic[eftName];

        if (cache == null)
        {
            Debug.LogError(name + ": cache doesnt exist!");
            return;
        }
        if (cache.Count > 1)
        {
            Debug.LogWarning("DeActive() only support one Xffect cache!");
        }
        XffectComponent xft = (XffectComponent)cache[0];

        if (xft.gameObject.active == false)
        {
            return;
        }
        xft.DeActive();
        xft.Reset();
        xft.gameObject.active = false;
    }
예제 #7
0
    void Update()
    {
        if (ShowLightBeams)
        {
            XLightBeams.Active();
        }
        else
        {
            XLightBeams.DeActive();
        }
        if (ShowRaining)
        {
            XRaining.Active();
        }
        else
        {
            XRaining.DeActive();
        }

        if (ShowPortalCone)
        {
            XPortalCone.Active();
        }
        else
        {
            XPortalCone.DeActive();
        }

        if (ShowVolumetricLight1)
        {
            XVolumetricLight1.Active();
        }
        else
        {
            XVolumetricLight1.DeActive();
        }
    }
예제 #8
0
    void Update()
    {
        if (ShowLightBeams)
        {
            XLightBeams.Active();
        }
        else
        {
            XLightBeams.DeActive();
        }
        if (ShowRaining)
        {
            XRaining.Active();
        }
        else
        {
            XRaining.DeActive();
        }

        if (ShowVolumeFog)
        {
            XffectComponent.SetActive(XVolumeFog.gameObject, true);
        }
        else
        {
            XffectComponent.SetActive(XVolumeFog.gameObject, false);
        }

        if (ShowWaterfall)
        {
            XWaterfall.Active();
        }
        else
        {
            XWaterfall.DeActive();
        }
        if (ShowPortalCone)
        {
            XPortalCone.Active();
        }
        else
        {
            XPortalCone.DeActive();
        }

        if (ShowTadpoleGate)
        {
            XTadpoleGate.Active();
        }
        else
        {
            XTadpoleGate.DeActive();
        }

        if (ShowCrystalEnergy)
        {
            XCrystalEnergy.Active();
        }
        else
        {
            XCrystalEnergy.DeActive();
        }

        if (ShowSurroundSoul)
        {
            XSurroundSoul.Active();
        }
        else
        {
            XSurroundSoul.DeActive();
        }

        if (ShowPhantomSwordSlash)
        {
            XPhantomSwordSlash.Active();
        }
        else
        {
            XPhantomSwordSlash.DeActive();
        }

        if (ShowPhantomSword)
        {
            XPhantomSword.Active();
        }
        else
        {
            XPhantomSword.DeActive();
        }

        if (ShowTransformSpell)
        {
            XTransformSpell.Active();
        }
        else
        {
            XTransformSpell.DeActive();
        }

        if (ShowSpreadSlash)
        {
            XSpreadSlash.Active();
        }
        else
        {
            XSpreadSlash.DeActive();
        }

        if (ShowPinkSoul)
        {
            XPinkSoul.Active();
        }
        else
        {
            XPinkSoul.DeActive();
        }

        if (ShowSakura)
        {
            XSakura.Active();
        }
        else
        {
            XSakura.DeActive();
        }

        if (ShowIceImpact)
        {
            XIceImpact.Active();
        }
        else
        {
            XIceImpact.DeActive();
        }

        if (ShowWindowLight)
        {
            XWindowLight.Active();
        }
        else
        {
            XWindowLight.DeActive();
        }

        if (ShowVolumetricLight1)
        {
            XVolumetricLight1.Active();
        }
        else
        {
            XVolumetricLight1.DeActive();
        }

        if (ShowVolumetricLight2)
        {
            XVolumetricLight2.Active();
        }
        else
        {
            XVolumetricLight2.DeActive();
        }

        if (ShowSuckBlood)
        {
            XSuckBlood.Active();
        }
        else
        {
            XSuckBlood.DeActive();
        }

        if (ShowCyclone2)
        {
            Cyclone2.Active();
        }
        else
        {
            Cyclone2.DeActive();
        }

        if (ShowCyclone3)
        {
            Cyclone3.Active();
        }
        else
        {
            Cyclone3.DeActive();
        }

        if (ShowDevilTrigger)
        {
            DevilTrigger.Active();
        }
        else
        {
            DevilTrigger.DeActive();
        }

        if (ShowMeshFogVolume)
        {
            MeshFogVolume.Active();
        }
        else
        {
            MeshFogVolume.DeActive();
        }

        if (ShowGlowTrails)
        {
            GlowTrails.Active();
        }
        else
        {
            GlowTrails.DeActive();
        }
    }
예제 #9
0
    void Update()
    {
        if (ShowLightBeams)
        {
            XLightBeams.Active();
        }
        else
        {
            XLightBeams.DeActive();
        }
        if (ShowRaining)
        {
            XRaining.Active();
        }
        else
        {
            XRaining.DeActive();
        }

        if (ShowVolumeFog)
        {
            XVolumeFog.gameObject.active = true;
        }
        else
        {
            XVolumeFog.gameObject.active = false;
        }

        if (ShowWaterfall)
        {
            XWaterfall.Active();
        }
        else
        {
            XWaterfall.DeActive();
        }
        if (ShowPortalCone)
        {
            XPortalCone.Active();
        }
        else
        {
            XPortalCone.DeActive();
        }

        if (ShowTadpoleGate)
        {
            XTadpoleGate.Active();
        }
        else
        {
            XTadpoleGate.DeActive();
        }

        if (ShowCrystalEnergy)
        {
            XCrystalEnergy.Active();
        }
        else
        {
            XCrystalEnergy.DeActive();
        }

        if (ShowSurroundSoul)
        {
            XSurroundSoul.Active();
        }
        else
        {
            XSurroundSoul.DeActive();
        }

        if (ShowPhantomSwordSlash)
        {
            XPhantomSwordSlash.Active();
        }
        else
        {
            XPhantomSwordSlash.DeActive();
        }

        if (ShowPhantomSword)
        {
            XPhantomSword.Active();
        }
        else
        {
            XPhantomSword.DeActive();
        }

        if (ShowTransformSpell)
        {
            XTransformSpell.Active();
        }
        else
        {
            XTransformSpell.DeActive();
        }

        if (ShowSpreadSlash)
        {
            XSpreadSlash.Active();
        }
        else
        {
            XSpreadSlash.DeActive();
        }

        if (ShowPinkSoul)
        {
            XPinkSoul.Active();
        }
        else
        {
            XPinkSoul.DeActive();
        }

        if (ShowSakura)
        {
            XSakura.Active();
        }
        else
        {
            XSakura.DeActive();
        }

        if (ShowIceImpact)
        {
            XIceImpact.Active();
        }
        else
        {
            XIceImpact.DeActive();
        }

        if (ShowWindowLight)
        {
            XWindowLight.Active();
        }
        else
        {
            XWindowLight.DeActive();
        }

        if (ShowVolumetricLight1)
        {
            XVolumetricLight1.Active();
        }
        else
        {
            XVolumetricLight1.DeActive();
        }

        if (ShowVolumetricLight2)
        {
            XVolumetricLight2.Active();
        }
        else
        {
            XVolumetricLight2.DeActive();
        }

        if (ShowSuckBlood)
        {
            XSuckBlood.Active();
        }
        else
        {
            XSuckBlood.DeActive();
        }
    }
예제 #10
0
    void Update()
    {
        if (ShowLightBeams)
        {
            XLightBeams.Active();
        }
        else
        {
            XLightBeams.DeActive();
        }
        if (ShowRaining)
        {
            XRaining.Active();
        }
        else
        {
            XRaining.DeActive();
        }

        //removed since ver 1.2.3
        //if (ShowSnowing)
        //    XSnowing.Active();
        //else
        //    XSnowing.DeActive();

        if (ShowVolumeFog)
        {
            XVolumeFog.gameObject.active = true;
        }
        else
        {
            XVolumeFog.gameObject.active = false;
        }

        if (ShowWaterfall)
        {
            XWaterfall.Active();
        }
        else
        {
            XWaterfall.DeActive();
        }

        if (ShowSeaWave)
        {
            XSeaWave.Active();
        }
        else
        {
            XSeaWave.DeActive();
        }

        if (ShowPortalCone)
        {
            XPortalCone.Active();
        }
        else
        {
            XPortalCone.DeActive();
        }

        if (ShowTadpoleGate)
        {
            XTadpoleGate.Active();
        }
        else
        {
            XTadpoleGate.DeActive();
        }

        if (ShowCrystalEnergy)
        {
            XCrystalEnergy.Active();
        }
        else
        {
            XCrystalEnergy.DeActive();
        }

        if (ShowSurroundSoul)
        {
            XSurroundSoul.Active();
        }
        else
        {
            XSurroundSoul.DeActive();
        }

        if (ShowPhantomSwordSlash)
        {
            XPhantomSwordSlash.Active();
        }
        else
        {
            XPhantomSwordSlash.DeActive();
        }

        if (ShowPhantomSword)
        {
            XPhantomSword.Active();
        }
        else
        {
            XPhantomSword.DeActive();
        }

        if (ShowTransformSpell)
        {
            XTransformSpell.Active();
        }
        else
        {
            XTransformSpell.DeActive();
        }

        if (ShowSpreadSlash)
        {
            XSpreadSlash.Active();
        }
        else
        {
            XSpreadSlash.DeActive();
        }

        if (ShowPinkSoul)
        {
            XPinkSoul.Active();
        }
        else
        {
            XPinkSoul.DeActive();
        }

        if (ShowSakura)
        {
            XSakura.Active();
        }
        else
        {
            XSakura.DeActive();
        }

        if (ShowIceImpact)
        {
            XIceImpact.Active();
        }
        else
        {
            XIceImpact.DeActive();
        }
    }