using UnityEngine;
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public class EffectMgr : SingletonMonobehaviour<EffectMgr>
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{
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//玩家是否主动屏蔽了特效
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public bool IsNotShowBySetting(int id)
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{
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var config = EffectConfig.Get(id);
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if (config == null)
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{
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#if UNITY_EDITOR
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if (id != 0)
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Debug.LogError("特效配置表中没有找到id为" + id + "的特效");
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#endif
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return true;
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}
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bool isNotShow = LocalSave.GetBool("IsNotShowBroadEffect", false);
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if (config.notShow == 1 && isNotShow)
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return true;
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return false;
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}
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// public void RecyleUIEffect(int id, GameObject _effectObj)
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// {
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// EffectConfig effectCfg = EffectConfig.Get(id);
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// if (null == effectCfg)
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// {
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// return;
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// }
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// var _prefab = ResManager.Instance.LoadAsset<GameObject>("UIEffect/" + effectCfg.packageName, effectCfg.fxName);
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// if (_prefab == null)
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// {
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// return;
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// }
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// GameObjectPoolManager.GameObjectPool _pool = GameObjectPoolManager.Instance.RequestPool(_prefab);
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// if (_pool != null)
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// {
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// _pool.Release(_effectObj);
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// }
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// }
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}
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