Пример #1
0
    protected override void OnCreateManager()
    {
        base.OnCreateManager();

        m_entityManager = World.Active.GetOrCreateManager <EntityManager>();
        m_vfxSystem     = World.Active.GetOrCreateManager <VFXSystem>();
    }
Пример #2
0
        /// <summary>
        /// Gets the safe name of a VFXSystem (for serialization / enum).
        /// </summary>
        /// <param name="vfx">The VFXSystem to get the name for.</param>
        /// <returns>The actual, serialization-safe name.</returns>
        public static string GetSafeVFXName(VFXSystem vfx)
        {
            var safeName = vfx.transform.GetGameObjectPath().Trim();

            safeName = safeName.Replace("(Clone)", "").Replace(" (1)", "").Replace(" ", "_");
            safeName = Serializer.ReplaceInvalidChars(safeName);
            safeName = safeName.Substring(1, safeName.Length - 1);
            return(safeName);
        }
Пример #3
0
    private void DestroyRocket(int i)
    {
        if (GameManager.instance.PlayRocketVFX)
        {
            VFXSystem.PlayVFXExplode(m_rocketStateGroup.Positions[i].Value);
        }

        m_vfxSystem.RemoveRocketVFXAtEntity(i);
    }
Пример #4
0
        /// <summary>
        /// Helper to take a VFXSystem and get the VFXSystemPrefabs enum value for it (if valid).
        /// </summary>
        /// <param name="vfx">The vfx system</param>
        public static VFXPrefabs GetVFXSystemEnum(VFXSystem vfx)
        {
            if (Enum.TryParse(GetSafeVFXName(vfx), out VFXPrefabs name))
            {
                return(name);
            }

            SL.Log("PlayVFX: could not get name for " + vfx.name);

            return(VFXPrefabs.NONE);
        }
Пример #5
0
 // Update is called once per frame
 void Update()
 {
     if (curTime >= curInterval)
     {
         var vfx = VFXSystem.GetInstance();
         if (vfx)
         {
             var randomRange = Random.Range(rangeMin, rangeMax);
             var randomPos   = centerOfHost.transform.position + Random.insideUnitSphere * randomRange;
             vfx.PlayEffect(effectTag, randomPos, Quaternion.identity);
         }
         curInterval = Random.Range(randomIntervalMin, randomInvtervalMax);
         curTime     = 0;
     }
     curTime += Time.deltaTime;
 }