using vnxbqy.UI;
|
using UnityEngine;
|
|
public class EffectMgr : SingletonMonobehaviour<EffectMgr>
|
|
{
|
public UIEffectBehaviour GetUIEffect(int id, bool _destroy = false)
|
{
|
var _prefab = InstanceResourcesLoader.LoadEffect(id);
|
if (_prefab == null)
|
{
|
return null;
|
}
|
GameObjectPoolManager.GameObjectPool _pool = GameObjectPoolManager.Instance.RequestPool(_prefab);
|
_prefab = _pool.Request();
|
var _effect = _prefab.GetComponent<UIEffect>();
|
if (_effect != null && _destroy)
|
{
|
Destroy(_effect);
|
}
|
var _behaviour = _prefab.AddMissingComponent<UIEffectBehaviour>();
|
return _behaviour;
|
}
|
|
//玩家是否主动屏蔽了特效
|
public bool IsNotShowBySetting(int id)
|
{
|
var config = EffectConfig.Get(id);
|
if (config == null)
|
{
|
#if UNITY_EDITOR
|
Debug.LogError("特效配置表中没有找到id为" + id + "的特效");
|
#endif
|
return true;
|
}
|
bool isNotShow = LocalSave.GetBool("IsNotShowBroadEffect", false);
|
if (config.notShow == 1 && isNotShow)
|
return true;
|
|
return false;
|
}
|
|
public UIEffect PlayUIEffect(int id, int renderQueue, Transform parent, bool loop)
|
{
|
if (IsNotShowBySetting(id))
|
return null;
|
UIEffectBehaviour _behaviour = GetUIEffect(id);
|
UIEffect uieffect = null;
|
if (_behaviour != null)
|
{
|
_behaviour.SetActive(false);
|
_behaviour.transform.SetParent(parent);
|
uieffect = _behaviour.AddMissingComponent<UIEffect>();
|
uieffect.target = _behaviour;
|
SetUIEffect(uieffect, id, renderQueue, loop, Vector3.zero, Vector3.zero);
|
uieffect.Active();
|
}
|
return uieffect;
|
}
|
|
public UIEffect PlayUIEffect(int id, int renderQueue, Transform parent, Vector3 _localPos, Vector3 _localRot, bool loop)
|
{
|
if (IsNotShowBySetting(id))
|
return null;
|
UIEffectBehaviour _behaviour = GetUIEffect(id);
|
UIEffect uieffect = null;
|
if (_behaviour != null)
|
{
|
_behaviour.SetActive(false);
|
_behaviour.transform.SetParent(parent);
|
uieffect = _behaviour.AddMissingComponent<UIEffect>();
|
uieffect.target = _behaviour;
|
SetUIEffect(uieffect, id, renderQueue, loop, _localPos, _localRot);
|
uieffect.Active();
|
}
|
return uieffect;
|
}
|
|
public UIEffect PlayUIEffect(int id, int renderQueue, Vector3 _localPos, bool loop = false)
|
{
|
if (IsNotShowBySetting(id))
|
return null;
|
UIEffectBehaviour _behaviour = GetUIEffect(id);
|
UIEffect uieffect = null;
|
if (_behaviour != null)
|
{
|
_behaviour.SetActive(false);
|
_behaviour.transform.SetParent(WindowCenter.Instance.uiRoot.baseCanvas);
|
uieffect = _behaviour.AddMissingComponent<UIEffect>();
|
uieffect.target = _behaviour;
|
SetUIEffect(uieffect, id, renderQueue, loop, _localPos, Vector3.zero);
|
uieffect.Active();
|
}
|
return uieffect;
|
}
|
|
private void SetUIEffect(UIEffect effect, int id, int renderQueue, bool loop, Vector3 _localPos, Vector3 _localRot)
|
{
|
effect.effect = id;
|
effect.renderQueue = renderQueue;
|
effect.loop = loop;
|
effect.effectPos = _localPos;
|
effect.effectRot = _localRot;
|
}
|
|
public void RecyleUIEffect(int id, GameObject _effectObj)
|
{
|
var _prefab = InstanceResourcesLoader.LoadEffect(id);
|
_effectObj.SetActive(false);
|
if (_prefab == null)
|
{
|
return;
|
}
|
GameObjectPoolManager.GameObjectPool _pool = GameObjectPoolManager.Instance.RequestPool(_prefab);
|
if (_pool != null)
|
{
|
_pool.Release(_effectObj);
|
}
|
}
|
}
|
|