Пример #1
0
 void CaptureFinished()
 {
     mShowGUI = true;
     mStep    = EStep.None;
     Effect.DeActive();
     AssetDatabase.Refresh();
     AssetDatabase.SaveAssets();
     EditorUtility.ClearProgressBar();
     return;
 }
Пример #2
0
        void Update()
        {
            if (mState == EState.Fly)
            {
                mElapsedTime += Time.deltaTime;

                if (mElapsedTime > 1.8f)
                {
                    mState = EState.End;
                    Ball.DeActive();
                    Exp.transform.position = Ball.transform.position;
                    Exp.Active();
                }
            }
        }
Пример #3
0
 public void Reset()
 {
     foreach (Transform child in transform)
     {
         XffectComponent xft = child.GetComponent <XffectComponent>();
         if (xft != null && xft.gameObject.activeSelf)
         {
             xft.DeActive();
         }
         CompositeXffect cxft = child.GetComponent <CompositeXffect>();
         if (cxft != null && cxft.gameObject.activeSelf)
         {
             cxft.DeActive();
         }
     }
 }
Пример #4
0
        public void DeActiveEffect(string eftName)
        {
            List <XffectComponent> cache = EffectDic[eftName];

            if (cache == null)
            {
                Debug.LogError(name + ": cache doesnt exist!");
                return;
            }
            //if (cache.Count > 1)
            //{
            //Debug.LogWarning("DeActive() only support one Xffect cache!");
            //}

            for (int i = 0; i < cache.Count; i++)
            {
                XffectComponent xft = cache[i];
                if (!XffectComponent.IsActive(xft.gameObject))
                {
                    continue;
                }
                xft.DeActive();
            }
        }