void OnLoadEffect(ResLoadParams param, Object obj) { bool open = (bool)param.userdata1; Transform parent = param.userdata0 as Transform; GameObject gObj = GameObject.Instantiate(obj, parent.position, parent.rotation) as GameObject; if (gObj != null) { gObj.transform.parent = parent; if (open) { sdAutoDestory auto = gObj.AddComponent <sdAutoDestory>(); } } if (door != null) { GameObject.Destroy(door); door = null; } if (!open) { door = gObj; } }
static void OnLoadHitEffect(ResLoadParams param, UnityEngine.Object obj) { if (obj == null) { return; } GameObject gObj = null; Transform parent = (Transform)param.userdata0; if (parent != null) { gObj = GameObject.Instantiate(obj, parent.position, parent.rotation) as GameObject; } else { gObj = GameObject.Instantiate(obj, param.pos, param.rot) as GameObject; } if (gObj != null) { if (parent != null) { bool bRotate = (bool)param.userdata2; if (!bRotate) { gObj.transform.parent = null; gObj.transform.localPosition = Vector3.zero; gObj.transform.localRotation = Quaternion.identity; sdAdjustPosition adjust = gObj.AddComponent <sdAdjustPosition>(); adjust.parent = parent; } else { gObj.transform.parent = parent; gObj.transform.localPosition = param.pos; gObj.transform.localRotation = param.rot; } } gObj.transform.localScale = param.scale; sdAutoDestory auto = gObj.AddComponent <sdAutoDestory>(); if (auto != null) { auto.Life = (float)param.userdata1; } } }
public static void OnLoadAlarmEffect(ResLoadParams param, Object obj) { if (obj == null) { Debug.Log("arlarm effect is null"); return; } GameObject alarmEffect = GameObject.Instantiate(obj) as GameObject; if (alarmEffect != null) { float fScale = (float)param.userdata1; alarmEffect.transform.position = param.pos; alarmEffect.transform.localScale = new Vector3(fScale, fScale, fScale); sdAutoDestory autoDestory = alarmEffect.AddComponent <sdAutoDestory>(); if (autoDestory != null) { autoDestory.Life = (float)param.userdata0; } } }
void OnFxLoaded(ResLoadParams param, UnityEngine.Object obj) { if (obj != null) { GameObject gobj = sdGameObject.Instantiate(obj) as GameObject; sdAutoDestory auto = gobj.AddComponent <sdAutoDestory>(); if ((EffectType)param.userdata0 == EffectType.EFFECT_TYPE_QIDAO1) { gobj.transform.parent = this.transform; gobj.transform.localPosition = new Vector3(0, -190.0f, -200.0f); gobj.transform.localScale = new Vector3(200.0f, 200.0f, 200.0f); auto.Life = 1.5f; } if ((EffectType)param.userdata0 == EffectType.EFFECT_TYPE_QIDAO2) { gobj.transform.parent = this.transform; gobj.transform.localPosition = new Vector3(0, -190.0f, -200.0f); gobj.transform.localScale = new Vector3(60.0f, 60.0f, 60.0f); auto.Life = 1.5f; } } }
public static void OnLoadSuccess(ResLoadParams param, UnityEngine.Object obj) { if (needHide) { return; } if (obj != null) { successObj = sdGameObject.Instantiate(obj) as GameObject; sdAutoDestory auto = successObj.AddComponent <sdAutoDestory>(); if (sdGameLevel.instance.UICamera != null) { Vector3 v = sdGameLevel.instance.UICamera.transform.position; v.z -= 0.1f; successObj.transform.position = v; } if (param.userdata0 != null) { auto.onFinish.Add((EventDelegate)param.userdata0); } auto.Life = 1.5f; } }