void OnEnable() { if (_FxProxy != null) { _FxProxy.Active(EFxLODLevel.L3); } }
public void DoRealPlay() { if (_RealFxGameObject == null) { return; } SetScale(RealScale); if (_FxProxy != null) { var lodLv = GFXConfig.Instance.GetFxLODLevel(); _FxProxy.Active(lodLv); } if (_PlaySpeed > 0) { ChangePlaySpeed(_PlaySpeed); } // 是闪电链特效 #region ArcReactor if (ArcReactor != null && ArcReactor.IsValid() && _FxProxy != null) { var arcComp = _FxProxy.GetArcReactor(); if (null != arcComp) { arcComp.SetData(ArcReactor.StartTrans, ArcReactor.EndTrans); arcComp.SetActive(true); } } #endregion // 是预警特效 #region EarlyWarning if (EntryPoint.Instance.DebugOptionShowProjector && EarlyWarning != null && EarlyWarning.IsValid() && _FxProxy != null) { var ew = _FxProxy.GetYujingProgressComp(); if (null != ew) { ew.SetData(EarlyWarning.Scale, EarlyWarning.StartTime, EarlyWarning.Duration, EarlyWarning.Scale.x, EarlyWarning.Scale.z, EarlyWarning.DoNotUseProjector); ew.SetActive(true); } } #endregion // 特效Blur #region RadialBlurBoot if (RadialBlurBoot != null && RadialBlurBoot.IsValid()) { EnableRadialBlur(); } #endregion // 如果处于顿帧中 if (_CorrectBluntSpeed > 0) { if (_FxProxy != null) { _FxProxy.Pause(); } } }