lcy
8 天以前 485db99b5c51a971c173664cf6e808dc8424b0a0
Main/Component/UI/Effect/EffectPlayer.cs
@@ -24,6 +24,7 @@
        {
            if (value != m_EffectID)
            {
                Stop();
                isInit = false;
                m_EffectID = value;
            }
@@ -60,7 +61,11 @@
    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>();
@@ -255,7 +260,8 @@
        {
            //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;
@@ -410,10 +416,11 @@
            spineComp.enabled = false;
            isPlaying = false;
            onComplete?.Invoke();
            if (isReleaseImmediately)
            {
                Release();
            }
            // TODO 会报错暂时注释
            // if (isReleaseImmediately)
            // {
            //     Release();
            // }
        }
    }