Exemplo n.º 1
0
//	public void EmitDamageEffect(Transform target, int time = 300){
//		GameObject effect = GameObject.Instantiate (damagedEffectPrefab,effectLayer);
//		DamagedEffect e = effect.GetComponent<DamagedEffect> ();
//		e.init (target,time);
//	}

	public void EmitNormalEffectOnFixedPos(string effectName, Vector2Int targetPos, int lasting){

		GameObject effect;
		if (_componentPool.Count > 0)
			effect = _componentPool.Pop ();
		else
			effect = GameObject.Instantiate (effectBasePrefab,effectLayer);

		AnimatorOverrideController animator = getEffect (effectName);
		BaseEffect be = effect.GetComponent<BaseEffect> ();
		effect.GetComponentInChildren<SpriteRenderer> ().sprite = null;
		effect.GetComponentInChildren<Animator>().runtimeAnimatorController = animator;
		be.init (lasting,targetPos);
	}
Exemplo n.º 2
0
	public void EmitFollowingEffect(string effectName, int lasting, MapObject owner){
		GameObject effect;
		if (_componentPool.Count > 0)
			effect = _componentPool.Pop ();
		else
			effect = GameObject.Instantiate (effectBasePrefab,effectLayer);

		AnimatorOverrideController animator = getEffect (effectName);
		BaseEffect be = effect.GetComponent<BaseEffect> ();
		effect.GetComponentInChildren<SpriteRenderer> ().sprite = null;


		effect.GetComponentInChildren<Animator>().runtimeAnimatorController = animator;

		be.init ((int)(animator["effect_default"].length*1000),owner);
	}