示例#1
0
        public GameObject CreateGroupedEffectPattern(string patternName, BaseMonoEntity entity = null)
        {
            List <MonoEffect> list;

            if (entity == null)
            {
                entity = Singleton <LevelManager> .Instance.levelEntity;
            }
            GameObject obj2 = new GameObject(patternName)
            {
                transform = { position = InLevelData.CREATE_INIT_POS }
            };
            Vector3 position = obj2.transform.position;
            Vector3 forward  = obj2.transform.forward;

            this.TriggerEntityEffectPatternRaw(patternName, position, forward, Vector3.one, entity, out list);
            for (int i = 0; i < list.Count; i++)
            {
                MonoEffect effect = list[i];
                effect.SetOwner(entity);
                effect.SetupPlugin();
                effect.transform.parent = obj2.transform;
                this._managedEffectSet.Add(effect.GetRuntimeID());
            }
            return(obj2);
        }
示例#2
0
        public void TriggerEntityEffectPattern(string patternName, Vector3 initPos, Vector3 initDir, Vector3 initScale, BaseMonoEntity entity)
        {
            List <MonoEffect> list;

            this.TriggerEntityEffectPatternRaw(patternName, initPos, initDir, initScale, entity, out list);
            for (int i = 0; i < list.Count; i++)
            {
                MonoEffect effect = list[i];
                effect.SetOwner(entity);
                effect.SetupPlugin();
            }
        }
示例#3
0
        public int CreateIndexedEntityEffectPattern(string patternName, Vector3 initPos, Vector3 initDir, Vector3 initScale, BaseMonoEntity entity)
        {
            List <MonoEffect> list;

            this.TriggerEntityEffectPatternRaw(patternName, initPos, initDir, initScale, entity, out list);
            for (int i = 0; i < list.Count; i++)
            {
                MonoEffect effect = list[i];
                effect.SetOwner(entity);
                effect.SetupPlugin();
                this._managedEffectSet.Add(effect.GetRuntimeID());
            }
            int num2 = this._indexedEffectPatterns.SeekAddPosition <List <MonoEffect> >();

            this._indexedEffectPatterns[num2] = list;
            return(num2);
        }