void InitialStateWins() { Vector3 missPos = new Vector3(0, 0, 0.1f); _DBC_EFFECT stateName = DBSystem.CDataBaseSystem.Instance.GetDataBase <_DBC_EFFECT>( (int)DataBaseStruct.DBC_EFFECT).Search_Index_EQU((int)NpcMissState.AcceptNormal); if (stateName != null) { acceptWin = UnityEngine.Object.Instantiate(UIWindowMng.Instance.GetObjFromCommon(stateName.effectName), Vector3.zero, Quaternion.identity) as GameObject; acceptWin.name = "UI_Miss_Name_" + stateName.effectName; acceptWin.transform.parent = phyNode.transform; acceptWin.transform.localPosition = missPos; } else { LogManager.LogError("没有在Effect.txt配置可接任务特效名字"); } stateName = DBSystem.CDataBaseSystem.Instance.GetDataBase <_DBC_EFFECT>( (int)DataBaseStruct.DBC_EFFECT).Search_Index_EQU((int)NpcMissState.ContinueNormal); if (stateName != null) { continueWin = UnityEngine.Object.Instantiate(UIWindowMng.Instance.GetObjFromCommon(stateName.effectName), Vector3.zero, Quaternion.identity) as GameObject; continueWin.name = "UI_Miss_Name_" + stateName.effectName; continueWin.transform.parent = phyNode.transform; continueWin.transform.localPosition = missPos; } else { LogManager.LogError("没有在Effect.txt配置执行中任务特效名字"); } stateName = DBSystem.CDataBaseSystem.Instance.GetDataBase <_DBC_EFFECT>( (int)DataBaseStruct.DBC_EFFECT).Search_Index_EQU((int)NpcMissState.FinishNormal); if (stateName != null) { finishWin = UnityEngine.Object.Instantiate(UIWindowMng.Instance.GetObjFromCommon(stateName.effectName), Vector3.zero, Quaternion.identity) as GameObject; finishWin.name = "UI_Miss_Name_" + stateName.effectName; finishWin.transform.parent = phyNode.transform; finishWin.transform.localPosition = missPos; } else { LogManager.LogError("没有在Effect.txt配置可交任务特效名字"); } HideAllState(); }
public CObject_Effect_MouseTarget() { //读取鼠标点击特效名字 if (mReachMouseTargetName.Length == 0) { _DBC_EFFECT pEffect = DBSystem.CDataBaseSystem.Instance.GetDataBase <_DBC_EFFECT>((int)DataBaseStruct.DBC_EFFECT).Search_Index_EQU((int)Effect_MouseTarget_Type.Reachable); mReachMouseTargetName = pEffect.effectName; } if (mUnReachMouseTargetName.Length == 0) { _DBC_EFFECT pEffect = DBSystem.CDataBaseSystem.Instance.GetDataBase <_DBC_EFFECT>((int)DataBaseStruct.DBC_EFFECT).Search_Index_EQU((int)Effect_MouseTarget_Type.UnReachable); mUnReachMouseTargetName = pEffect.effectName; } }
//给该对象增加一个贴花 public virtual void Attach_ProjTexture(PROJTEX_TYPE type, bool bShow, float Ring_Range, float fHeight, string szTextureName) { if (mGameObject == null) { return; } GFX.GfxEffect effect = null; if (!mProjectors.ContainsKey(type)) { if (bShow == false) { return; } _DBC_EFFECT pProjector = DBSystem.CDataBaseSystem.Instance.GetDataBase <_DBC_EFFECT>((int)DataBaseStruct.DBC_EFFECT).Search_Index_EQU((int)type); if (pProjector.effectName.Length > 0) { effect = (GFX.GfxEffect)GFX.GFXObjectManager.Instance.createObject(pProjector.effectName, GFX.GFXObjectType.EFFECT); mProjectors.Add(type, effect); mObjectOutOfDate = true; mAttachProjectorOutOfDate = true; } } effect = mProjectors[type]; // effect.SetVisible(bShow); if (bShow) { effect.setProjectorEffectSize(Ring_Range); //设置贴花大小 Vector3 pos = effect.position; pos.y = fHeight; effect.position = pos; } else { mProjectors.Remove(type); GFXObjectManager.Instance.DestroyObject(effect);//删除贴花 } }