| | |
| | | { |
| | | public UIEffectBehaviour GetUIEffect(int id, bool _destroy = false) |
| | | { |
| | | var _prefab = InstanceResourcesLoader.LoadEffect(id); |
| | | var _prefab = ResManager.Instance.LoadAsset<GameObject>("UIEffect", id.ToString()); |
| | | if (_prefab == null) |
| | | { |
| | | return null; |
| | |
| | | if (_behaviour != null) |
| | | { |
| | | _behaviour.SetActive(false); |
| | | _behaviour.transform.SetParent(WindowCenter.Instance.uiRoot.baseCanvas); |
| | | // TODO YYL |
| | | // _behaviour.transform.SetParent(WindowCenter.Instance.uiRoot.baseCanvas); |
| | | uieffect = _behaviour.AddMissingComponent<UIEffect>(); |
| | | uieffect.target = _behaviour; |
| | | SetUIEffect(uieffect, id, renderQueue, loop, _localPos, Vector3.zero); |
| | |
| | | |
| | | public void RecyleUIEffect(int id, GameObject _effectObj) |
| | | { |
| | | var _prefab = InstanceResourcesLoader.LoadEffect(id); |
| | | var _prefab = ResManager.Instance.LoadAsset<GameObject>("UIEffect", id.ToString()); |
| | | _effectObj.SetActive(false); |
| | | if (_prefab == null) |
| | | { |