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); }
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(); } }
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); }