fixed #2391 【前端】游戏性能优化 / 低效果屏蔽其他对象技能特效
| | |
| | | // 这里播放配置的技能特效
|
| | | if (_skill.skillInfo.config.EffectName > 0)
|
| | | {
|
| | | bool _playEffect = true;
|
| | |
|
| | | if (vNetData.ObjID != PlayerDatas.Instance.PlayerId)
|
| | | {
|
| | | if (!_attacker.ShowOrHide
|
| | | || SystemSetting.Instance.GetCurrentQualityLevel() == GameQuality.Low)
|
| | | {
|
| | | _playEffect = false;
|
| | | }
|
| | | }
|
| | |
|
| | | if (_playEffect)
|
| | | {
|
| | | if (_skill.warnPosList.Count > 1)
|
| | | {
|
| | | for (int i = 0; i < _skill.warnPosList.Count; ++i)
|
| | |
| | | }
|
| | | }
|
| | | }
|
| | | }
|
| | |
|
| | | // 被动技能的处理
|
| | | if (_skill.skillInfo.config.SkillType == (int)E_SkillType.Passive
|
| | |
| | |
|
| | | if (_skill.skillInfo.config.EffectName != 0)
|
| | | {
|
| | | bool _playEffect = true;
|
| | |
|
| | | if (vNetData.ObjID != PlayerDatas.Instance.PlayerId)
|
| | | {
|
| | | if (!_attacker.ShowOrHide
|
| | | || SystemSetting.Instance.GetCurrentQualityLevel() == GameQuality.Low)
|
| | | {
|
| | | _playEffect = false;
|
| | | }
|
| | |
|
| | | }
|
| | |
|
| | | if (_playEffect)
|
| | | {
|
| | | SFXPlayUtility.Instance.PlayBattleEffect(_skill.skillInfo.config.EffectName, _attacker);
|
| | | }
|
| | | }
|
| | |
|
| | | GActorFight _cTarget = null;
|
| | | HB401_tagMCSkillHurtList.tagSkillPosHurtObj _sTarget;
|
| | |
| | | {
|
| | | return;
|
| | | }
|
| | |
|
| | | if (SystemSetting.Instance.GetCurrentQualityLevel() == GameQuality.Low)
|
| | | {
|
| | | return;
|
| | | }
|
| | | }
|
| | |
|
| | | SFXController _controller = SFXPlayUtility.Instance.PlayBattleEffect(id, owner);
|
| | |
| | | SFXPlayUtility.Instance.Release(m_Effect);
|
| | | }
|
| | |
|
| | | bool _playEffect = true;
|
| | |
|
| | | if (h0605.ObjID != PlayerDatas.Instance.PlayerId)
|
| | | {
|
| | | if (!_target.ShowOrHide
|
| | | || SystemSetting.Instance.GetCurrentQualityLevel() == GameQuality.Low)
|
| | | {
|
| | | _playEffect = false;
|
| | | }
|
| | | }
|
| | |
|
| | | if (_playEffect)
|
| | | {
|
| | | m_Effect = SFXPlayUtility.Instance.PlayBattleEffect(m_SkillConfig.BuffEffectID, _target);
|
| | | if (m_Effect)
|
| | | {
|
| | |
| | | }
|
| | | }
|
| | | }
|
| | | }
|
| | |
|
| | | if (data.BuffType == (int)E_BuffType.bfActionBuff)
|
| | | {
|