| | |
| | | using UnityEngine; |
| | | |
| | | public class EffectMgr : SingletonMonobehaviour<EffectMgr> |
| | | public class EffectMgr |
| | | { |
| | | |
| | | |
| | | //玩家是否主动屏蔽了特效 |
| | | public bool IsNotShowBySetting(int id) |
| | | public static bool IsNotShowBySetting(int id) |
| | | { |
| | | var config = EffectConfig.Get(id); |
| | | if (config == null) |
| | |
| | | return false; |
| | | } |
| | | |
| | | |
| | | |
| | | // public void RecyleUIEffect(int id, GameObject _effectObj) |
| | | // { |
| | | // EffectConfig effectCfg = EffectConfig.Get(id); |
| | | |
| | | // if (null == effectCfg) |
| | | // { |
| | | // return; |
| | | // } |
| | | |
| | | // var _prefab = ResManager.Instance.LoadAsset<GameObject>("UIEffect/" + effectCfg.packageName, effectCfg.fxName); |
| | | // if (_prefab == null) |
| | | // { |
| | | // return; |
| | | // } |
| | | |
| | | // GameObjectPoolManager.GameObjectPool _pool = GameObjectPoolManager.Instance.RequestPool(_prefab); |
| | | // if (_pool != null) |
| | | // { |
| | | // _pool.Release(_effectObj); |
| | | // } |
| | | // } |
| | | } |
| | | |