示例#1
0
    /// <summary>
    /// 重新寻找MainCamera
    /// </summary>
    private void LinkCamera()
    {
        m_CameraComponent = Camera.main;
        if (m_CameraComponent != null)
        {
            m_MainCameraTrans = m_CameraComponent.transform;
            m_MainCameraGo    = m_CameraComponent.gameObject;
            //if( GameManager.gameManager.RunningScene != (int)Games.GlobeDefine.GameDefine_Globe.SCENE_DEFINE.SCENE_FB_CABALINTRO)
            m_MainCameraGo.AddComponent <ScreenCopySDK.Maincamera>();
            //远裁剪面 先硬编码成30
            //m_CameraComponent.farClipPlane = 40;
            if (m_CameraComponent.gameObject.GetComponent <SceneEffectBehaviourController>() == null)
            {
                SceneEffectBehaviourController sceneEffecLogic = m_CameraComponent.gameObject.AddComponent <SceneEffectBehaviourController>();
                if (sceneEffecLogic != null)
                {
                    sceneEffecLogic.InitEffect(m_CameraComponent.gameObject);
                }
            }
            //if (m_EffectRenderTexture != null)
            //{
            //    m_EffectRenderTexture.LinkCamera(m_CameraComponent);
            //}

            m_cullingMask     = m_CameraComponent.cullingMask;
            m_BackgroundColor = m_CameraComponent.backgroundColor;
        }

        InitMainCameraEffect();
    }
示例#2
0
    // Use this for initialization
    void Start()
    {
        m_bIsCloseIdle = true;
//	    m_Blacktransform = m_BlackTex.transform;
        if (m_SceneEffecLogic == null)
        {
            m_SceneEffecLogic = gameObject.AddComponent <SceneEffectBehaviourController>();
            if (m_SceneEffecLogic != null)
            {
                m_SceneEffecLogic.InitEffect(gameObject);
            }
        }
        AttackToMainCamera();
        gameObject.SetActive(false);
    }
 public override void Start()
 {
     base.Start();
     Games.Scene.ActiveScene activeScene = GameManager.gameManager.ActiveScene;
     if (null != activeScene)
     {
         SceneEffectBehaviourController sebc = activeScene.SceneEffect;
         if (null != sebc)
         {
             sebc.PlayEffect(m_nEffectID, EffectStartPlayCallback);
         }
     }
     if (m_fTime > 0)
     {
         m_fTimer = m_fTime;
     }
     else
     {
         base.Finish();
     }
 }
 void Awake()
 {
     // 加特技
     Games.Scene.ActiveScene activeScene = GameManager.gameManager.ActiveScene;
     if (null != activeScene)
     {
         SceneEffectBehaviourController sebc = activeScene.SceneEffect;
         if (null != sebc)
         {
             m_nEffectNum = (int)(Mathf.Max(transform.localScale.x, transform.localScale.z) / 2.15f);
             if (m_nEffectNum == 0)
             {
                 m_nEffectNum = 1;
             }
             m_nEffectCnt = 0;
             for (int i = 0; i < m_nEffectNum; i++)
             {
                 sebc.PlayEffect(m_nEffectID, EffectStartPlayCallback);
             }
         }
     }
 }
示例#5
0
        public bool Init()
        {
            m_UIRoot = GameObject.Find("UI Root");
            if (null == m_UIRoot)
            {
                LogModule.WarningLog("can not find uiroot in curscene");
            }
            else
            {
                if (null == m_UIRoot.GetComponent <UIManager>())
                {
                    m_UIRoot.AddComponent <UIManager>();
                }
            }

            GameObject sceneEffect = new GameObject("SceneEffect");

            Utils.ResetTransform(sceneEffect.transform);
            m_sceneEffect = sceneEffect.AddComponent <SceneEffectBehaviourController>();
            m_sceneEffect.InitEffect(sceneEffect);

            if ((int)Games.GlobeDefine.GameDefine_Globe.SCENE_DEFINE.SCENE_LOGIN != GameManager.gameManager.RunningScene)
            {
                SceneInit();
            }

            else
            {
                FakeObjRoot = GameObject.Find("FakeObjRoot");
                if (FakeObjRoot == null)
                {
                    FakeObjRoot = ResourceManager.InstantiateResource("Prefab/HeadInfo/FakeObjRoot") as GameObject;
                    FakeObjRoot.SetActive(false);
                }
            }

            return(true);
        }