Пример #1
0
    private void _ProcessReverseEffect(string effectKind, GameObject goEffect)
    {
        List <NkEffectUnit> list = null;

        if (!this.m_kReserveEffect.TryGetValue(effectKind, out list))
        {
            return;
        }
        foreach (NkEffectUnit current in list)
        {
            this._MakeEffect(current, goEffect);
            NkEffectReservationInfo nkEffectReservationInfo = null;
            if (this.m_kEffectReservationInfo.TryGetValue(current.RegistNum, out nkEffectReservationInfo))
            {
                current.EffectName = nkEffectReservationInfo.m_szEffectName;
                if (nkEffectReservationInfo.m_fEndTime != 0f)
                {
                    current.LifeTime = nkEffectReservationInfo.m_fEndTime;
                }
                current.SetRotate(nkEffectReservationInfo.m_fRotate);
                this.m_kEffectReservationInfo.Remove(current.RegistNum);
            }
        }
        list.Clear();
        this.m_kReserveEffect.Remove(effectKind);
    }
Пример #2
0
 public void SetReservationEffectData(uint nEffectRegisterNum, string szEffectName, float fEndTime, float fRotate)
 {
     if (!this.m_kEffectReservationInfo.ContainsKey(nEffectRegisterNum))
     {
         NkEffectReservationInfo nkEffectReservationInfo = new NkEffectReservationInfo();
         nkEffectReservationInfo.m_szEffectName = szEffectName;
         nkEffectReservationInfo.m_fEndTime     = fEndTime;
         nkEffectReservationInfo.m_fRotate      = fRotate;
         this.m_kEffectReservationInfo.Add(nEffectRegisterNum, nkEffectReservationInfo);
     }
 }