private void AddEquipFX(uint fxId) { Debug.LogError("@@@@@@@@AddEquipFX " + fxId); if (vocation != Vocation.Warrior) { return; } if (fxId == m_oldEquipFXID) { return; } int fxResId = EquipSpecialEffectData.dataMap[(int)fxId].fxid; m_oldEquipFXID = loadedEquipId; if (fxId != 0) { AssetCacheMgr.GetResource("equip_warrior_01_fx_5_mat.mat", (obj) => { Debug.LogError(fxId + " @@@@@@@@@@@@@@@"); Material fxMat = (Material)obj; GameObject.transform.FindChild("101_00").GetComponentsInChildren <SkinnedMeshRenderer>(true)[0].material = null; GameObject.transform.FindChild("101_00").GetComponentsInChildren <SkinnedMeshRenderer>(true)[0].material = fxMat; UVAnim anim = GameObject.transform.FindChild("101_00").gameObject.AddComponent <UVAnim>(); anim.Direction.x = 0.5f; anim.Direction.y = 0.13f; anim.speed = 1.5f; }); } else { //AssetCacheMgr.GetResource(Actor.EquipOnDic, (obj) => //{ // Debug.LogError(fxId + " @@@@@@@@@@@@@@@"); // Material fxMat = (Material)obj; // GameObject.transform.FindChild("101_00").GetComponentsInChildren<SkinnedMeshRenderer>(true)[0].material = null; // GameObject.transform.FindChild("101_00").GetComponentsInChildren<SkinnedMeshRenderer>(true)[0].material = fxMat; // UVAnim anim = GameObject.transform.FindChild("101_00").gameObject.AddComponent<UVAnim>(); // anim.Direction.x = 0.5f; // anim.Direction.y = 0.13f; // anim.speed = 1.5f; //}); } }
private void AddJewelFX(uint fxId) { //Debug.Log("@@@@@@@@AddJewelFX(" + fxId+")"); if (vocation != Vocation.Warrior) { return; } if (fxId == m_oldJewelFXID) { return; } int fxResId = EquipSpecialEffectData.dataMap[(int)fxId].fxid; m_oldJewelFXID = loadedJewelId; if (fxId != 0) { AssetCacheMgr.GetResource("blade_01_fx_6_mat.mat", (obj) => { Material fxMat = (Material)obj; System.Collections.Generic.List <GameObject> listGo = GameObject.GetComponent <ActorParent>().WeaponObj; for (int i = 0; i < listGo.Count; ++i) { int index = i; listGo[index].GetComponentsInChildren <MeshRenderer>(true)[0].material = null; listGo[index].GetComponentsInChildren <MeshRenderer>(true)[0].material = fxMat; UVAnim anim = listGo[index].AddComponent <UVAnim>(); anim.Direction.x = 0.5f; anim.Direction.y = 0.13f; anim.speed = 1.5f; } }); } else { } }