public class PN_PlayEffect : ProcessNode
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{
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public PN_PlayEffect(GA_NpcClientFightNorm npc, int effectID)
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{
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m_Target = npc;
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intParam = effectID;
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}
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public sealed override void Init()
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{
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#if UNITY_EDITOR
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if (RuntimeLogUtility.s_LogProcessInfo)
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{
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UnityEngine.Debug.LogFormat("进入播放特效: {0} 节点", intParam);
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}
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#endif
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m_Target.ProcessEffectDict[intParam] = SFXPlayUtility.Instance.PlayBattleEffect(intParam, m_Target);
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}
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public sealed override bool IsOver()
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{
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return true;
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}
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public sealed override void UnInit()
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{
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#if UNITY_EDITOR
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if (RuntimeLogUtility.s_LogProcessInfo)
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{
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UnityEngine.Debug.LogFormat("{0} 特效播放结束", intParam);
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}
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#endif
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}
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public sealed override void Update()
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{
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}
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}
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