Exemplo n.º 1
0
    public GameEffect()
    {
        m_effectDic = new Dictionary <byte, EffectBase>
        {
            { (byte)EEffectType.Shield, new EffectShield(5f) },
            { (byte)EEffectType.BananaBall, new EffectBananaBall(10f) },
            { (byte)EEffectType.InkEffect, new EffectInk(6f) }
        };

        m_effectData = new GameEffectData();

        GameResModuel resModuel = GameStart.GetInstance().ResModuel;
        GameObject    prefab    = resModuel.LoadResources <GameObject>(EResourceType.Effect, "Warning");

        prefab           = CommonFunc.Instantiate(prefab);
        m_effectInstance = prefab.AddComponent <GameEffectInstance>();
        m_effectInstance.gameObject.SetActive(false);

        m_effecting      = false;
        m_createNextTime = Time.time + m_effectData.GetRandomTime();

        m_preEffectType = EEffectType.MaxType;
    }
Exemplo n.º 2
0
 public void SetEffectEnd()
 {
     m_effecting      = false;
     m_createNextTime = Time.time + m_effectData.GetRandomTime();
 }