| | |
| | | using System; |
| | | using System.Collections.Generic; |
| | | using System.Linq; |
| | | using Spine.Unity; |
| | | using UnityEngine; |
| | | |
| | | |
| | |
| | | BattleEffectPlayer effectPlayer = kv.Value.Key; |
| | | if (null != effectPlayer) |
| | | { |
| | | if (effectPlayer.isBindBone) |
| | | { |
| | | continue; |
| | | } |
| | | effectPlayer.transform.position = battleObject.heroRectTrans.position; |
| | | var effectPos = effectPlayer.effectConfig.effectPos; |
| | | if (null != effectPos && effectPos.Length >= 2) |
| | |
| | | return; |
| | | } |
| | | |
| | | bool isNew = false; |
| | | // bool isNew = false; |
| | | if (buffDataDict.ContainsKey(vNetData.BuffID)) |
| | | { |
| | | buffDataDict[vNetData.BuffID] = vNetData; |
| | | } |
| | | else |
| | | { |
| | | isNew = true; |
| | | // isNew = true; |
| | | buffDataDict.Add(vNetData.BuffID, vNetData); |
| | | } |
| | | |
| | |
| | | else |
| | | { |
| | | BattleEffectPlayer effect = battleObject.battleField.battleEffectMgr.PlayEffect(battleObject, skillConfig.BuffEffect, battleObject.heroRectTrans, battleObject.Camp); |
| | | |
| | | BoneFollower boneFollower = effect.AddMissingComponent<BoneFollower>(); |
| | | |
| | | effect.BindBone(battleObject.motionBase.skeletonAnim, "hit"); |
| | | |
| | | HashSet<uint> buffIdSet = new HashSet<uint>(); |
| | | buffIdSet.Add(vNetData.BuffID); |
| | | buffEffectDict.Add(skillConfig.BuffEffect, new KeyValuePair<BattleEffectPlayer, HashSet<uint>>(effect, buffIdSet)); |