| | |
| | | { |
| | | if (value != m_EffectID) |
| | | { |
| | | Stop(); |
| | | isInit = false; |
| | | m_EffectID = value; |
| | | } |
| | |
| | | protected EffectPenetrationBlocker blocker = null; |
| | | |
| | | protected bool isInit = false; |
| | | protected bool isPlaying = false; |
| | | public bool isPlaying |
| | | { |
| | | get; |
| | | protected set; |
| | | } |
| | | |
| | | protected List<ParticleSystem> particleList = new List<ParticleSystem>(); |
| | | |
| | |
| | | { |
| | | //LoadAsset 已经有缓存SkeletonDataAsset |
| | | spineComp.skeletonDataAsset = ResManager.Instance.LoadAsset<SkeletonDataAsset>("UIEffect/" + effectConfig.packageName, effectConfig.fxName); |
| | | spineComp.MeshGenerator.settings.pmaVertexColors = !closePMA; //为true时会有部分特效不显示 如主界面装备特效 |
| | | //为true时会有部分特效不显示 如主界面装备特效;改成伽马后不会出现BUG故注释代码 |
| | | // spineComp.MeshGenerator.settings.pmaVertexColors = !closePMA; |
| | | spineComp.raycastTarget = false; |
| | | spineComp.Initialize(true); |
| | | spineComp.timeScale = speedRate; |
| | |
| | | spineComp.enabled = false; |
| | | isPlaying = false; |
| | | onComplete?.Invoke(); |
| | | if (isReleaseImmediately) |
| | | { |
| | | Release(); |
| | | } |
| | | // TODO 会报错暂时注释 |
| | | // if (isReleaseImmediately) |
| | | // { |
| | | // Release(); |
| | | // } |
| | | |
| | | } |
| | | } |