| | |
| | | int _effectID = 0;
|
| | | if (int.TryParse(_funcConfig.Numerical1, out _effectID))
|
| | | {
|
| | | SFXPlayUtility.Instance.PlayBattleEffect(_effectID, _cTarget.Pos, CameraController.Instance.CameraObject.transform.forward);
|
| | | var _effect = SFXPlayUtility.Instance.PlayBattleEffect(_effectID, _cTarget.Pos, Vector3.forward);
|
| | | var _facing = _effect.AddMissingComponent<FacingTargetY>();
|
| | | _facing.target = CameraController.Instance.CameraObject.transform;
|
| | | }
|
| | | if (int.TryParse(_funcConfig.Numerical2, out _effectID))
|
| | | {
|
| | | if (_effectID != 0)
|
| | | {
|
| | | SFXPlayUtility.Instance.PlayBattleEffect(_effectID, _cTarget.Pos, CameraController.Instance.CameraObject.transform.forward);
|
| | | var _effect = SFXPlayUtility.Instance.PlayBattleEffect(_effectID, _cTarget.Pos, Vector3.forward);
|
| | | var _facing = _effect.AddMissingComponent<FacingTargetY>();
|
| | | _facing.target = CameraController.Instance.CameraObject.transform;
|
| | | }
|
| | | }
|
| | | }
|