private static Example.SkillParticle ExportSkillParticle(SkillParticle particle, List <Example.SkillParticle> particles) { Example.SkillParticle skillParticle = new Example.SkillParticle(); List <Example.SkillAction> skillActions = new List <Example.SkillAction> (); var actions = particle.GetComponentsInChildren <SkillAction> (); foreach (var action in actions) { ExportSkillAction(action, skillActions); } Example.SkillPath skillPath = new Example.SkillPath(); skillPath.pathType = particle.path.pathType; skillPath.Args = ArrayToList(particle.path.arguments); Example.SkillShapeNew skillShape = ExportSkillShape(particle.hitShape); skillParticle.Id = particles.Count; skillParticle.StartTime = particle.startFrame; skillParticle.Duration = particle.duration; skillParticle.Effect = particle.effectName; skillParticle.HitShape = skillShape; skillParticle.Path = skillPath; skillParticle.Actions = skillActions; particles.Add(skillParticle); return(skillParticle); }
private static Example.SkillParticle ExportSkillParticle(SkillParticleActionItem particle, List <Example.SkillParticle> particles) { if (!particle.export) { return(null); } Example.SkillParticle skillParticle = new Example.SkillParticle(); List <Example.SkillAction> skillActions = new List <Example.SkillAction>(); foreach (var action in particle.HitActions) { ExportSkillAction(action, skillActions); } var actions = particle.GetComponentsInChildren <SkillActionItem>(); foreach (var action in actions) { ExportSkillAction(action, skillActions); } Example.SkillPath skillPath = new Example.SkillPath(); skillPath.pathType = particle.path.pathType; skillPath.Args = ArrayToList(particle.path.arguments); Example.SkillShapeNew skillShape = ExportSkillShape(particle.hitShape); Debug.Log("particle.hitShape " + particle.hitShape.Radius + " skillShape " + skillShape.Radius); skillParticle.IsBullet = particle.isBullet; skillParticle.Id = particles.Count; skillParticle.StartTime = Mathf.FloorToInt(particle.Firetime * 1000); skillParticle.Duration = Mathf.FloorToInt(particle.Duration * 1000); skillParticle.Effect = particle.EffectName; skillParticle.HitShape = skillShape; skillParticle.Path = skillPath; skillParticle.Actions = skillActions; particles.Add(skillParticle); return(skillParticle); }