//IEnumerator StopParticleLoop(ParticleSystem psm,float waitTime) { // yield return new WaitForSeconds(waitTime); // ParticleSystem.MainModule m = psm.main; // m.loop = false; // psm.Stop(); // normalCount = 0; //} /// <summary> /// 魔法攻击 /// </summary> /// <param name="posType">按键的位置</param> public void PlayerMagicAtk(SkillPosType posType, bool needParret) { anim.SetBool("skill1", true); PlaySoundManager._instance.PlayMusicByName("mai_free_05_hehehe"); switch (posType) { case SkillPosType.Basic: break; case SkillPosType.Magic1: _skillUtils.RealseMagic(magicFactory, "FireBall", needParret); break; case SkillPosType.Magic2: //Swamp _skillUtils.RealseMagic(FrontGroundPos, "Swamp", needParret); break; case SkillPosType.Magic3: //IceBall _skillUtils.RealseMagic(magicFactory, "IceBall", needParret); break; } StartCoroutine(LazyStopSkill()); }