public NormalEffect CreateNormalEffect(string res, Vector3 position, Vector3 dir) { if (res.EndsWith("/0")) { return(null); } NormalEffect effect = new NormalEffect(); //加载特效信息 effect.resPath = res; effect.cehuaTime = 0; //创建 effect.Create(); if (effect.obj == null) { return(null); } effect.obj.transform.position = position; effect.obj.transform.rotation = Quaternion.LookRotation(dir); AddEffect(effect.projectID, effect); return(effect); }
//6.创建普通引导特效 public NormalEffect CreateLeadingEffect(UInt64 owner, UInt32 skillModelID, UInt32 projectid) { SkillLeadingonfig skillconfig = ConfigReader.GetSkillLeadingConfig(skillModelID); //判断路径是否有效 if (skillconfig == null || skillconfig.effect == "0") { return(null); } string resourcePath = GameConstDefine.LoadGameSkillEffectPath + "release/" + skillconfig.effect; NormalEffect effect = new NormalEffect(); //加载特效信息 effect.projectID = projectid; effect.NEType = NormalEffect.NormalEffectType.eNE_Leading; effect.resPath = resourcePath; Ientity entity = null; EntityManager.AllEntitys.TryGetValue(owner, out entity); //创建 if (entity != null) { effect.Create(); if (effect.obj == null) { return(null); } if (null != entity.RealEntity.objPoint) { effect.obj.transform.parent = entity.RealEntity.objPoint.transform; effect.obj.transform.localPosition = new Vector3(0.0f, 0.0f, 0.0f); } } AddEffect(effect.projectID, effect); return(effect); }
//5.普通特效 public NormalEffect CreateNormalEffect(string res, GameObject parent) { if (res.EndsWith("/0")) { return(null); } NormalEffect effect = new NormalEffect(); //加载特效信息 effect.Target = parent; effect.resPath = res; //创建 effect.Create(); if (effect.obj == null) { return(null); } AddEffect(effect.projectID, effect); return(effect); }