public EffectNode dummyNode;//will not be added to the activenode list. so will not be rendered, just to calc uv anim. public void Init(EffectLayer owner) { Owner = owner; Vertexsegment = owner.GetVertexPool().GetRopeVertexSeg(owner.MaxENodes); dummyNode = new EffectNode(0, owner.ClientTransform, false, owner); List<Affector> afts = owner.InitAffectors(dummyNode); dummyNode.SetAffectorList(afts); dummyNode.SetRenderType(4); //use infinite life. dummyNode.Init(Vector3.zero, 0f, -1f, 0, 1f, 1f, Color.clear, Vector2.zero, Vector2.one); }
public EffectNode dummyNode;//will not be added to the activenode list. so will not be rendered, just to calc uv anim. public void Init(EffectLayer owner) { Owner = owner; Vertexsegment = owner.GetVertexPool().GetRopeVertexSeg(owner.MaxENodes); dummyNode = new EffectNode(0, owner.ClientTransform, false, owner); List <Affector> afts = owner.InitAffectors(dummyNode); dummyNode.SetAffectorList(afts); dummyNode.SetRenderType(4); //use infinite life. dummyNode.Init(Vector3.zero, 0f, -1f, 0, 1f, 1f, Color.clear, Vector2.zero, Vector2.one); }
protected void Init() { //added 2012.6.24 InitCollision(); Owner = transform.parent.gameObject.GetComponent <XffectComponent>(); if (Owner == null) { Debug.LogError("you must set EffectLayer to be XffectComponent's child."); } //fixed 2012.6.2. ignoring the red errors. if (ClientTransform == null) { Debug.LogWarning("effect layer: " + gameObject.name + " haven't assign a client transform, automaticly set to itself."); ClientTransform = transform; } AvailableENodes = new EffectNode[MaxENodes]; ActiveENodes = new EffectNode[MaxENodes]; for (int i = 0; i < MaxENodes; i++) { EffectNode n = new EffectNode(i, ClientTransform, SyncClient, this); List <Affector> afts = InitAffectors(n); n.SetAffectorList(afts); n.SetRenderType(RenderType); AvailableENodes[i] = n; } if (RenderType == 4) { RopeDatas.Init(this); } AvailableNodeCount = MaxENodes; emitter = new Emitter(this); mStopped = false; }
public void Init(XffectComponent parent) { Owner = parent; if (Owner == null) { Debug.Log("you must set EffectLayer to be XffectComponent's child."); } if (ClientTransform == null) { Debug.Log("effect layer: " + gameObject.name + " haven't assign a client transform, automaticly set to itself."); ClientTransform = transform; } if (RenderType < 0 || RenderType > (int)ERenderType.Max) { Debug.Log("unspported RenderType."); } _RenderType = (ERenderType)RenderType; AvailableENodes = new EffectNode[MaxENodes]; for (int i = 0; i < MaxENodes; i++) { EffectNode n = new EffectNode(i, ClientTransform, SyncClient, this); var afts = InitAffectors(n); n.SetAffectorList(afts); n.SetRenderType(_RenderType); AvailableENodes[i] = n; } ActiveENodes = new EffectNode[MaxENodes]; AvailableNodeCount = MaxENodes; emitter = new Emitter(this); mStopped = false; mElapsedTime = 0f; LastClientPos = ClientTransform.position; }
protected void Init() { //added 2012.6.24 InitCollision(); Owner = transform.parent.gameObject.GetComponent<XffectComponent>(); if (Owner == null) Debug.LogError("you must set EffectLayer to be XffectComponent's child."); //fixed 2012.6.2. ignoring the red errors. if (ClientTransform == null) { Debug.LogWarning("effect layer: " + gameObject.name + " haven't assign a client transform, automaticly set to itself."); ClientTransform = transform; } AvailableENodes = new EffectNode[MaxENodes]; ActiveENodes = new EffectNode[MaxENodes]; for (int i = 0; i < MaxENodes; i++) { EffectNode n = new EffectNode(i, ClientTransform, SyncClient, this); List<Affector> afts = InitAffectors(n); n.SetAffectorList(afts); n.SetRenderType(RenderType); AvailableENodes[i] = n; } if (RenderType == 4) { RopeDatas.Init(this); } AvailableNodeCount = MaxENodes; emitter = new Emitter(this); mStopped = false; }