| | |
| | | using vnxbqy.UI; |
| | | using UnityEngine; |
| | | using UnityEngine; |
| | | |
| | | public class EffectMgr : SingletonMonobehaviour<EffectMgr> |
| | | |
| | | { |
| | | public UIEffectBehaviour GetUIEffect(int id, bool _destroy = false) |
| | | { |
| | | var _prefab = InstanceResourcesLoader.LoadEffect(id); |
| | | EffectConfig effectCfg = EffectConfig.Get(id); |
| | | |
| | | if (null == effectCfg) |
| | | { |
| | | return null; |
| | | } |
| | | |
| | | var _prefab = ResManager.Instance.LoadAsset<GameObject>("UIEffect/" + effectCfg.packageName, effectCfg.fxName); |
| | | 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); |
| | | _effectObj.SetActive(false); |
| | | 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) |
| | | { |