| | |
| | | } |
| | | // 有特效可能带spine又带unity特效的情况 |
| | | spineComp = gameObject.GetComponentInChildren<SkeletonAnimation>(true); |
| | | |
| | | if (effectConfig.effectPos != null && effectConfig.effectPos.Length >= 2) |
| | | { |
| | | rectTrans.anchoredPosition += new Vector2(effectConfig.effectPos[0], effectConfig.effectPos[1]); |
| | | } |
| | | |
| | | } |
| | | |
| | | protected virtual void Clear() |
| | |
| | | |
| | | public string sortingLayer; |
| | | public int sortingOrder; |
| | | private RectTransform rectTrans; |
| | | |
| | | protected void OnSortingChanged(string _sortingLayer, int _sortingOrder) |
| | | { |
| | |
| | | |
| | | GameObject newGo = new GameObject("BattleEffectPlayer_" + effectId); |
| | | newGo.transform.SetParent(parent, false); |
| | | newGo.AddMissingComponent<RectTransform>(); |
| | | battleEffectPlayer = newGo.AddComponent<BattleEffectPlayer>(); |
| | | battleEffectPlayer.rectTrans = newGo.AddMissingComponent<RectTransform>(); |
| | | |
| | | battleEffectPlayer.effectId = effectId; |
| | | battleEffectPlayer.SetActive(true); |