private void onSFX(int id) { bool flag = this.m_linkProfessionRole.getShowSkillEff() == 3; if (!flag) { bool flag2 = id == 2003; if (flag2) { bool flag3 = base.transform.FindChild(this.fx_2003_name) != null; if (!flag3) { base.CancelInvoke("SFX_2003_hide"); base.Invoke("SFX_2003_hide", 3.5f); GameObject gameObject = UnityEngine.Object.Instantiate <GameObject>(P2Warrior.WARRIOR_SFX1); UnityEngine.Object.Destroy(gameObject, 5f); this.fx_2003_name = gameObject.name; gameObject.transform.SetParent(base.transform, false); } } else { this.SFX_2003_hide(); SceneFXMgr.Instantiate("FX/warrior/SFX_" + id.ToString(), base.transform.position, base.transform.rotation, 4f); } } }
//自身特效 private void onSFX(int id) { if (m_linkProfessionRole.getShowSkillEff() == 2) { return; } if (id == 5003) {//刺客5003技能特效特殊处理。 if (transform.FindChild(fx_5003_name) != null) { return; } CancelInvoke("SFX_5003_hide"); Invoke("SFX_5003_hide", 2.5f); GameObject fx_inst = GameObject.Instantiate(P5Assassin.ASSASSIN_SFX1) as GameObject; GameObject.Destroy(fx_inst, 4f); fx_5003_name = fx_inst.name; fx_inst.transform.SetParent(transform, false); return; } else { SFX_5003_hide(); } SceneFXMgr.Instantiate("FX_assa_SFX_" + id.ToString(), transform.position, transform.rotation, 4f); }
private void onSFX(int id) { bool flag = this.m_monRole is M000P2 || this.m_monRole is ohterP2Warrior; if (flag) { bool flag2 = id == 2003; if (flag2) { bool flag3 = base.transform.FindChild(this.fx_2003_name) != null; if (!flag3) { base.CancelInvoke("SFX_2003_hide"); base.Invoke("SFX_2003_hide", 3.5f); GameObject gameObject = UnityEngine.Object.Instantiate <GameObject>(P2Warrior.WARRIOR_SFX1); UnityEngine.Object.Destroy(gameObject, 5f); this.fx_2003_name = gameObject.name; gameObject.transform.SetParent(base.transform, false); } } else { SceneFXMgr.Instantiate("FX/warrior/SFX_" + id.ToString(), base.transform.position, base.transform.rotation, 4f); } } else { bool flag4 = this.m_monRole is M000P3 || this.m_monRole is ohterP3Mage; if (flag4) { SceneFXMgr.Instantiate("FX/mage/SFX_" + id.ToString(), base.transform.position, base.transform.rotation, 6f); } else { bool flag5 = this.m_monRole is M000P5 || this.m_monRole is ohterP5Assassin; if (flag5) { bool flag6 = id == 5003; if (flag6) { bool flag7 = base.transform.FindChild(this.fx_5003_name) != null; if (!flag7) { base.CancelInvoke("SFX_5003_hide"); base.Invoke("SFX_5003_hide", 2.5f); GameObject gameObject2 = UnityEngine.Object.Instantiate <GameObject>(P5Assassin.ASSASSIN_SFX1); UnityEngine.Object.Destroy(gameObject2, 4f); this.fx_5003_name = gameObject2.name; gameObject2.transform.SetParent(base.transform, false); } } else { SceneFXMgr.Instantiate("FX/assa/SFX_" + id.ToString(), base.transform.position, base.transform.rotation, 4f); } } } } }
//自身特效 private void onSFX(int id) { if (m_linkProfessionRole.getShowSkillEff() == 2) { return; } SceneFXMgr.Instantiate("FX_mage_SFX_" + id.ToString(), transform.position, transform.rotation, 6f); }
private void onSFX(int id) { bool flag = this.m_linkProfessionRole.getShowSkillEff() == 3; if (!flag) { SceneFXMgr.Instantiate("FX/mage/SFX_" + id.ToString(), base.transform.position, base.transform.rotation, 6f); } }
private void onSFX(string id) { if (SceneCamera.m_nSkillEff_Level > 1 && m_monRole.masterid != PlayerModel.getInstance().cid) { return; } SceneFXMgr.Instantiate("FX_zhsFX_slef_FX_" + id, transform.position, transform.rotation, 1.5f); }
private void onSFX(int id) { if (m_monRole is M000P2 || m_monRole is ohterP2Warrior) { if (id == 2003) { if (transform.FindChild(fx_2003_name) != null) { return; } CancelInvoke("SFX_2003_hide"); Invoke("SFX_2003_hide", 3.5f); GameObject fx_inst = GameObject.Instantiate(P2Warrior.WARRIOR_SFX1) as GameObject; GameObject.Destroy(fx_inst, 5f); fx_2003_name = fx_inst.name; fx_inst.transform.SetParent(transform, false); return; } SceneFXMgr.Instantiate("FX_warrior_SFX_" + id.ToString(), transform.position, transform.rotation, 4f); } else if (m_monRole is M000P3 || m_monRole is ohterP3Mage) { SceneFXMgr.Instantiate("FX_mage_SFX_" + id.ToString(), transform.position, transform.rotation, 6f); } else if (m_monRole is M000P5 || m_monRole is ohterP5Assassin) { if (id == 5003) {//刺客5003技能特效特殊处理。 if (transform.FindChild(fx_5003_name) != null) { return; } CancelInvoke("SFX_5003_hide"); Invoke("SFX_5003_hide", 2.5f); GameObject fx_inst = GameObject.Instantiate(P5Assassin.ASSASSIN_SFX1) as GameObject; GameObject.Destroy(fx_inst, 4f); fx_5003_name = fx_inst.name; fx_inst.transform.SetParent(transform, false); return; } SceneFXMgr.Instantiate("FX_assa_SFX_" + id.ToString(), transform.position, transform.rotation, 4f); } }
public void onSFX_EFF(string id) { bool flag = !MonsterMgr._inst.dMonEff.ContainsKey(id); if (!flag) { MonEffData monEffData = MonsterMgr._inst.dMonEff[id]; Quaternion rotation = base.transform.rotation; Quaternion rotation2 = Quaternion.Euler(0f, monEffData.rotation, 0f); Vector3 position = base.transform.position + rotation2 * base.transform.forward * monEffData.f; position.y += monEffData.y; bool romote = monEffData.romote; if (romote) { bool flag2 = this.m_monRole.m_LockRole != null && this.m_monRole.m_LockRole.m_curModel != null; if (flag2) { this.m_monRole.TurnToRole(this.m_monRole.m_LockRole, false); GameObject original = Resources.Load <GameObject>(monEffData.file); GameObject bult = UnityEngine.Object.Instantiate(original, position, rotation) as GameObject; bult.transform.SetParent(U3DAPI.FX_POOL_TF, false); Transform real_track = bult.transform.FindChild("t"); bool flag3 = real_track != null; if (flag3) { bool flag4 = real_track.GetComponent <Animator>() != null; if (flag4) { real_track.GetComponent <Animator>().enabled = false; } real_track.gameObject.layer = EnumLayer.LM_BT_FIGHT; float num = Vector3.Distance(base.transform.position, this.m_monRole.m_LockRole.m_curModel.position); Vector3 position2 = this.m_monRole.m_LockRole.m_curModel.position; position2.y += this.m_monRole.m_LockRole.headOffset.y * 3f / 4f; Tweener t = bult.transform.DOLocalMove(position2, num * 0.03f / monEffData.speed, false); t.SetUpdate(true); switch (UnityEngine.Random.Range(0, 4)) { case 1: t.SetEase(Ease.InQuad); break; case 2: t.SetEase(Ease.InCirc); break; case 3: t.SetEase(Ease.InCubic); break; case 4: t.SetEase(Ease.InExpo); break; } t.OnComplete(delegate { bool flag6 = bult.transform != null && bult.transform.FindChild("t") != null; if (flag6) { Transform transform = real_track.FindChild("f"); bool flag7 = transform != null; if (flag7) { transform.GetComponent <Animator>().SetTrigger(EnumAni.ANI_T_FXDEAD); } UnityEngine.Object.Destroy(bult, 2f); } }); } } } else { bool lockpos = monEffData.Lockpos; if (lockpos) { SceneFXMgr.Instantiate(monEffData.file, this.m_monRole.m_LockRole.m_curModel.position, rotation, 4f); } else { SceneFXMgr.Instantiate(monEffData.file, position, rotation, 4f); } } bool flag5 = monEffData.sound != "null"; if (flag5) { MediaClient.instance.PlaySoundUrl("audio/eff/" + monEffData.sound, false, null); } } }
private void onSFX(string id) { SceneFXMgr.Instantiate("FX/zhsFX/slef_FX/" + id, base.transform.position, base.transform.rotation, 1.5f); }
static public void LoadAB_Res() { if (s_LoadABRes_OK) { return; } s_LoadABRes_OK = true; GameObject obj_la = new GameObject("LoadAsync"); SceneFXMgr loading_script = obj_la.AddComponent <SceneFXMgr>(); //ConnectionImpl.s_bShowNetLog = true; BaseRole.TEMP_SHADOW = GAMEAPI.ABFight_LoadPrefab("FX_monsterSFX_com_monster_fx_com_shader"); ProfessionRole.ROLE_LVUP_FX = GAMEAPI.ABFight_LoadPrefab("FX_comFX_FX_common_shengji"); P2Warrior_Event.WARRIOR_B1 = GAMEAPI.ABFight_LoadPrefab("bullet_warrior_SFX_9_1"); P3Mage_Event.MAGE_B1 = GAMEAPI.ABFight_LoadPrefab("bullet_mage_bt1_b1"); P3Mage_Event.MAGE_B2 = GAMEAPI.ABFight_LoadPrefab("bullet_mage_bt1_b2"); P3Mage_Event.MAGE_B3 = GAMEAPI.ABFight_LoadPrefab("bullet_mage_bt1_b3"); P3Mage_Event.MAGE_B4_1 = GAMEAPI.ABFight_LoadPrefab("bullet_mage_bt1_b4_1"); P3Mage_Event.MAGE_B4_2 = GAMEAPI.ABFight_LoadPrefab("bullet_mage_bt1_b4_2"); P3Mage_Event.MAGE_B6 = GAMEAPI.ABFight_LoadPrefab("bullet_mage_bt1_b6"); P3Mage_Event.MAGE_S3002 = GAMEAPI.ABFight_LoadPrefab("FX_mage_SFX_31"); P3Mage_Event.MAGE_S3011 = GAMEAPI.ABFight_LoadPrefab("FX_mage_SFX_3011_heiqiu"); P3Mage_Event.MAGE_S3011_1 = GAMEAPI.ABFight_LoadPrefab("FX_mage_SFX_3011_baodian"); P5Assassin_Event.ASSASSIN_S1 = GAMEAPI.ABFight_LoadPrefab("FX_assa_SFX_11_4"); P5Assassin_Event.ASSASSIN_S2 = GAMEAPI.ABFight_LoadPrefab("FX_assa_SFX_11_2"); M0x000_Role_Event.MAGE_B1 = P3Mage_Event.MAGE_B1; M0x000_Role_Event.MAGE_B2 = P3Mage_Event.MAGE_B2; M0x000_Role_Event.MAGE_B3 = P3Mage_Event.MAGE_B3; M0x000_Role_Event.MAGE_B4_1 = P3Mage_Event.MAGE_B4_1; M0x000_Role_Event.MAGE_B4_2 = P3Mage_Event.MAGE_B4_2; M0x000_Role_Event.MAGE_B6 = P3Mage_Event.MAGE_B6; M0x000_Role_Event.MAGE_S3002 = P3Mage_Event.MAGE_S3002; M0x000_Role_Event.MAGE_S3011 = P3Mage_Event.MAGE_S3011; M0x000_Role_Event.MAGE_S3011_1 = P3Mage_Event.MAGE_S3011_1; M0x000_Role_Event.WARRIOR_B1 = P2Warrior_Event.WARRIOR_B1; M0x000_Role_Event.ASSASSIN_S1 = P5Assassin_Event.ASSASSIN_S1; M0x000_Role_Event.ASSASSIN_S2 = P5Assassin_Event.ASSASSIN_S2; P2Warrior.WARRIOR_SFX1 = GAMEAPI.ABFight_LoadPrefab("FX_warrior_SFX_4"); P2Warrior.WARRIOR_SFX2 = GAMEAPI.ABFight_LoadPrefab("FX_warrior_SFX_101"); P2Warrior.WARRIOR_SFX3 = GAMEAPI.ABFight_LoadPrefab("FX_warrior_SFX_9"); P2Warrior.WARRIOR_SFX4 = GAMEAPI.ABFight_LoadPrefab("FX_warrior_SFX_9_1"); P2Warrior.WARRIOR_SFX5 = GAMEAPI.ABFight_LoadPrefab("FX_warrior_SFX_12"); ohterP2Warrior.WARRIOR_SFX1 = P2Warrior.WARRIOR_SFX1; ohterP2Warrior.WARRIOR_SFX2 = P2Warrior.WARRIOR_SFX2; ohterP2Warrior.WARRIOR_SFX3 = P2Warrior.WARRIOR_SFX3; ohterP2Warrior.WARRIOR_SFX4 = P2Warrior.WARRIOR_SFX4; ohterP2Warrior.WARRIOR_SFX5 = P2Warrior.WARRIOR_SFX5; P3Mage.P3MAGE_SFX1 = GAMEAPI.ABFight_LoadPrefab("FX_mage_FX_mage_buff_dun"); P3Mage.P3MAGE_SFX2 = GAMEAPI.ABFight_LoadPrefab("bullet_mage_bt1_s3003"); P3Mage.P3MAGE_SFX3 = GAMEAPI.ABFight_LoadPrefab("FX_mage_SFX_30081"); ohterP3Mage.P3MAGE_SFX1 = P3Mage.P3MAGE_SFX1; ohterP3Mage.P3MAGE_SFX2 = P3Mage.P3MAGE_SFX2; ohterP3Mage.P3MAGE_SFX3 = P3Mage.P3MAGE_SFX3; P5Assassin.ASSASSIN_SFX1 = GAMEAPI.ABFight_LoadPrefab("FX_assa_SFX_5"); P5Assassin.ASSASSIN_SFX2 = GAMEAPI.ABFight_LoadPrefab("FX_assa_SFX_9_1"); P5Assassin.ASSASSIN_SFX3 = GAMEAPI.ABFight_LoadPrefab("FX_assa_SFX_12_1"); ohterP5Assassin.ASSASSIN_SFX1 = P5Assassin.ASSASSIN_SFX1; ohterP5Assassin.ASSASSIN_SFX2 = P5Assassin.ASSASSIN_SFX2; ohterP5Assassin.ASSASSIN_SFX3 = P5Assassin.ASSASSIN_SFX3; worldmap.EFFECT_CHUANSONG1 = GAMEAPI.ABFight_LoadPrefab("FX_comFX_fx_player_cs_FX_com_player_cszhong"); worldmap.EFFECT_CHUANSONG2 = GAMEAPI.ABFight_LoadPrefab("FX_comFX_fx_player_cs_FX_com_player_chuxian"); }
public void onSFX_EFF(string id) { if (!MonsterMgr._inst.dMonEff.ContainsKey(id)) { return; } MonEffData one = MonsterMgr._inst.dMonEff[id]; Quaternion rotation = transform.rotation; Quaternion add_rotation = Quaternion.Euler(0, one.rotation, 0); Vector3 pos = transform.position + add_rotation * transform.forward * one.f; pos.y += one.y; if (one.romote) {//子弹类型 //技能eff展示子弹类型 (定点,必中) if (m_monRole.m_LockRole != null && m_monRole.m_LockRole.m_curModel != null) { m_monRole.TurnToRole(m_monRole.m_LockRole, false); GameObject bult_go = GAMEAPI.ABFight_LoadPrefab(one.file); GameObject bult = GameObject.Instantiate(bult_go, pos, rotation) as GameObject; Destroy(bult, desTime); bult.transform.SetParent(U3DAPI.FX_POOL_TF, false); Transform real_track = bult.transform.FindChild("t"); if (real_track != null) { if (real_track.GetComponent <Animator>() != null) { real_track.GetComponent <Animator>().enabled = false; } real_track.gameObject.layer = EnumLayer.LM_BT_FIGHT; float dis = Vector3.Distance(transform.position, m_monRole.m_LockRole.m_curModel.position); Vector3 end_pos = m_monRole.m_LockRole.m_curModel.position; end_pos.y += m_monRole.m_LockRole.headOffset.y * 3 / 4; Tweener tween1 = bult.transform.DOLocalMove(end_pos, dis * 0.03f / one.speed); tween1.SetUpdate(true); int rang = UnityEngine.Random.Range(0, 4); switch (rang) { case 1: tween1.SetEase(Ease.InQuad); break; case 2: tween1.SetEase(Ease.InCirc); break; case 3: tween1.SetEase(Ease.InCubic); break; case 4: tween1.SetEase(Ease.InExpo); break; } tween1.OnComplete(delegate() { if (bult.transform != null && bult.transform.FindChild("t") != null) { Transform real_fx = real_track.FindChild("f"); if (real_fx != null) { real_fx.GetComponent <Animator>().SetTrigger(EnumAni.ANI_T_FXDEAD); } GameObject.Destroy(bult, 2f); } }); } } } else if (one.Lockpos) {//目标位置特效 if (m_monRole.ismapfx && m_monRole.fxvec != Vector3.zero) { GameObject pre = GAMEAPI.ABFight_LoadPrefab(one.file); GameObject bult = GameObject.Instantiate(pre, m_monRole.fxvec, rotation) as GameObject; bult.transform.SetParent(U3DAPI.FX_POOL_TF, false); int ss = 0; Tweener tween1 = DOTween.To(() => ss, (float s) => { }, (float)0, 10f); tween1.OnComplete(delegate() { if (bult.GetComponent <Animator>() != null) { bult.GetComponent <Animator>().enabled = false; //bult.transform.FindChild("loop").gameObject.SetActive(false); //bult.transform.FindChild("end").gameObject.SetActive(true); } GameObject.Destroy(bult, 4f); }); // SceneFXMgr.Instantiate(one.file, m_monRole.fxvec, rotation, 4f); m_monRole.ismapfx = false; } else { SceneFXMgr.Instantiate(one.file, m_monRole.m_LockRole.m_curModel.position, rotation, 4f); } } else { SceneFXMgr.Instantiate(one.file, pos, rotation, 4f); } if (one.sound != "null") { MediaClient.instance.PlaySoundUrl("audio_eff_" + one.sound, false, null); } }
public void REV_RES_LIST_OK() { if (GameRoomMgr.getInstance().curRoom != null) { GameRoomMgr.getInstance().curRoom.clear(); } //MediaClient.instance.clearMusic(); NpcMgr.instance.clear(); MonsterMgr._inst.clear(); OtherPlayerMgr._inst.clear(); if (tragethead.instance != null) { tragethead.instance.resetTragethead(); } //LoaderBehavior.ms_HasAllLoaded = false; //if (m_map == null) //{ // setGraphImpl(g_mgr.createGraphMap(m_nCurMapSceneSettingID.ToString())); // //_map = m_mgr.createGraphMap( mapid ) as IGRMap; //} // m_map.loadConfig(m_CurLocalConf); // Application.LoadLevelAdditive("p" + 101); if (m_curAssetBundleScene != null) { m_curAssetBundleScene.Unload(false); m_curAssetBundleScene = null; } //Application.LoadLevel(curSvrConf["name"]._str); //URLReqImpl urlreq_localver = new URLReqImpl(); //urlreq_localver.dataFormat = "assetbundle"; //urlreq_localver.url = "scene/" + curLocalConf["Mesh"]._arr[0]["asset"]._arr[0]["file"] + ".unity"; //urlreq_localver.load((IURLReq local_r, object local_ret) => //{ // //debug.Log("加载A3地图成功:" + local_r.url); // //m_curAssetBundleScene = local_ret as AssetBundle; // //if (initedDontDestory == false) // //{ // // UnityEngine.Object[] initsObjects = GameObject.FindObjectsOfType(typeof(GameObject)); // // foreach (UnityEngine.Object go in initsObjects) // // { // // Application.DontDestroyOnLoad(go); // // } // // initedDontDestory = true; // //} // //Application.LoadLevel(m_nCurMapID.ToString()); //}, // null, // (IURLReq local_r, string err) => // { // debug.Log("加载A3地图失败:" + err); //MediaClient.instance.clearMusic(); DontDestroyBaseGameObject(); GameEventTrigger.clear(); debug.Log("开始加载地图"); SceneFXMgr.StartLoadScene(curSvrConf["name"]._str); //SceneManager.LoadScene(curSvrConf["name"]._str); //GAMEAPI.Unload_Asset(curSvrConf["name"] + ".assetbundle"); //if (debug.instance != null) //{ // debug.instance.LoadScene(curSvrConf["name"]._str); //} if (BaseRoomItem.instance != null) { BaseRoomItem.instance.clear(); } if (a3_RollItem.single != null) { InterfaceMgr.getInstance().close(InterfaceMgr.A3_ROLL_ITEM); } // }); //if (login.instance == null) // refreshLightMap(); //m_nCurMapSceneSettingID = 0; //m_CurLocalConf = null; }
void Awake() { _inst = this; Application.DontDestroyOnLoad(this.gameObject); }
private void onSFX(int id) { SceneFXMgr.Instantiate("FX/monsterSFX/10001/SFX_" + id.ToString(), base.transform.position, base.transform.rotation, 2f); }
//加入特效 private void onFX(int id) { SceneFXMgr.Instantiate("FX_FX_" + id.ToString(), transform.position, transform.rotation, 2f); }
public static void InitSDK() { GameObject gameObject = new GameObject("LoadAsync"); SceneFXMgr sceneFXMgr = gameObject.AddComponent <SceneFXMgr>(); ProfessionRole.ROLE_LVUP_FX = Resources.Load <GameObject>("FX/comFX/FX_common_shengji"); P2Warrior_Event.WARRIOR_B1 = Resources.Load <GameObject>("bullet/warrior/SFX_9_1"); P3Mage_Event.MAGE_B1 = Resources.Load <GameObject>("bullet/mage/bt1/b1"); P3Mage_Event.MAGE_B2 = Resources.Load <GameObject>("bullet/mage/bt1/b2"); P3Mage_Event.MAGE_B3 = Resources.Load <GameObject>("bullet/mage/bt1/b3"); P3Mage_Event.MAGE_B4_1 = Resources.Load <GameObject>("bullet/mage/bt1/b4_1"); P3Mage_Event.MAGE_B4_2 = Resources.Load <GameObject>("bullet/mage/bt1/b4_2"); P3Mage_Event.MAGE_B6 = Resources.Load <GameObject>("bullet/mage/bt1/b6"); P3Mage_Event.MAGE_S3002 = Resources.Load <GameObject>("FX/mage/SFX_31"); P3Mage_Event.MAGE_S3011 = Resources.Load <GameObject>("FX/mage/SFX_3011_heiqiu"); P3Mage_Event.MAGE_S3011_1 = Resources.Load <GameObject>("FX/mage/SFX_3011_baodian"); P5Assassin_Event.ASSASSIN_S1 = Resources.Load <GameObject>("FX/assa/SFX_11_4"); P5Assassin_Event.ASSASSIN_S2 = Resources.Load <GameObject>("FX/assa/SFX_11_2"); M0x000_Role_Event.MAGE_B1 = P3Mage_Event.MAGE_B1; M0x000_Role_Event.MAGE_B2 = P3Mage_Event.MAGE_B2; M0x000_Role_Event.MAGE_B3 = P3Mage_Event.MAGE_B3; M0x000_Role_Event.MAGE_B4_1 = P3Mage_Event.MAGE_B4_1; M0x000_Role_Event.MAGE_B4_2 = P3Mage_Event.MAGE_B4_2; M0x000_Role_Event.MAGE_B6 = P3Mage_Event.MAGE_B6; M0x000_Role_Event.MAGE_S3002 = P3Mage_Event.MAGE_S3002; M0x000_Role_Event.MAGE_S3011 = P3Mage_Event.MAGE_S3011; M0x000_Role_Event.MAGE_S3011_1 = P3Mage_Event.MAGE_S3011_1; M0x000_Role_Event.WARRIOR_B1 = P2Warrior_Event.WARRIOR_B1; M0x000_Role_Event.ASSASSIN_S1 = P5Assassin_Event.ASSASSIN_S1; M0x000_Role_Event.ASSASSIN_S2 = P5Assassin_Event.ASSASSIN_S2; P2Warrior.WARRIOR_SFX1 = Resources.Load <GameObject>("FX/warrior/SFX_4"); P2Warrior.WARRIOR_SFX2 = Resources.Load <GameObject>("FX/warrior/SFX_101"); P2Warrior.WARRIOR_SFX3 = Resources.Load <GameObject>("FX/warrior/SFX_9"); P2Warrior.WARRIOR_SFX4 = Resources.Load <GameObject>("FX/warrior/SFX_9_1"); P2Warrior.WARRIOR_SFX5 = Resources.Load <GameObject>("FX/warrior/SFX_12"); ohterP2Warrior.WARRIOR_SFX1 = P2Warrior.WARRIOR_SFX1; ohterP2Warrior.WARRIOR_SFX2 = P2Warrior.WARRIOR_SFX2; ohterP2Warrior.WARRIOR_SFX3 = P2Warrior.WARRIOR_SFX3; ohterP2Warrior.WARRIOR_SFX4 = P2Warrior.WARRIOR_SFX4; ohterP2Warrior.WARRIOR_SFX5 = P2Warrior.WARRIOR_SFX5; P3Mage.P3MAGE_SFX1 = Resources.Load <GameObject>("FX/mage/FX_mage_buff_dun"); P3Mage.P3MAGE_SFX2 = Resources.Load <GameObject>("bullet/mage/bt1/s3003"); P3Mage.P3MAGE_SFX3 = Resources.Load <GameObject>("FX/mage/SFX_30081"); ohterP3Mage.P3MAGE_SFX1 = P3Mage.P3MAGE_SFX1; ohterP3Mage.P3MAGE_SFX2 = P3Mage.P3MAGE_SFX2; ohterP3Mage.P3MAGE_SFX3 = P3Mage.P3MAGE_SFX3; P5Assassin.ASSASSIN_SFX1 = Resources.Load <GameObject>("FX/assa/SFX_5"); P5Assassin.ASSASSIN_SFX2 = Resources.Load <GameObject>("FX/assa/SFX_9_1"); P5Assassin.ASSASSIN_SFX3 = Resources.Load <GameObject>("FX/assa/SFX_12_1"); ohterP5Assassin.ASSASSIN_SFX1 = P5Assassin.ASSASSIN_SFX1; ohterP5Assassin.ASSASSIN_SFX2 = P5Assassin.ASSASSIN_SFX2; ohterP5Assassin.ASSASSIN_SFX3 = P5Assassin.ASSASSIN_SFX3; worldmap.EFFECT_CHUANSONG1 = Resources.Load <GameObject>("FX/comFX/fx_player_cs/FX_com_player_cszhong"); worldmap.EFFECT_CHUANSONG2 = Resources.Load <GameObject>("FX/comFX/fx_player_cs/FX_com_player_chuxian"); GameObject[] array = Resources.LoadAll <GameObject>("FX/monsterSFX/com_monster"); for (int i = 0; i < array.Length; i++) { GameObject gameObject2 = array[i]; Monster_Base_Event.bultList[gameObject2.name] = gameObject2; } bool flag = Application.platform == RuntimePlatform.IPhonePlayer; if (flag) { AnyPlotformSDK._inst = new IOSPlatformSDK(); } else { bool flag2 = Application.platform == RuntimePlatform.Android; if (flag2) { debug.Log("InitSDK"); AnyPlotformSDK._inst = new AndroidPlotformSDK(); } } }
//自身特效 private void onSFX(int id) { SceneFXMgr.Instantiate("FX_monsterSFX_10001_SFX_" + id.ToString(), transform.position, transform.rotation, 2f); }