Merge branch 'master' of http://192.168.0.87:10010/r/snxxz_scripts
| | |
| | | {
|
| | | for (int i = 0; i < _skill.warnPosList.Count; ++i)
|
| | | {
|
| | | SFXPlayUtility.Instance.PlayEffectAsync(_skill.skillInfo.config.EffectName, _skill.warnPosList[i], Vector3.forward);
|
| | | SFXPlayUtility.Instance.PlayBattleEffect(_skill.skillInfo.config.EffectName, _skill.warnPosList[i], Vector3.forward);
|
| | | }
|
| | | }
|
| | | else
|
| | | {
|
| | | if ((_skill.skillInfo.config.Tag % 10) == 0 || (_skill.skillInfo.config.Tag % 10) == 1 || _attacker is GActorNpcFight)
|
| | | {
|
| | | SFXPlayUtility.Instance.PlayEffectAsync(_skill.skillInfo.config.EffectName, _attacker);
|
| | | SFXPlayUtility.Instance.PlayBattleEffect(_skill.skillInfo.config.EffectName, _attacker);
|
| | | }
|
| | | else
|
| | | {
|
| | |
| | |
|
| | | public bool JudgeExistAsset(string assetBundleName, string assetName)
|
| | | {
|
| | | #if UNITY_5
|
| | | assetBundleName = assetBundleName.ToLower();
|
| | | #endif
|
| | | if (string.IsNullOrEmpty(assetBundleName)
|
| | | || string.IsNullOrEmpty(assetName))
|
| | | {
|
| | |
| | | var bundleName = StringUtility.Contact(ResourcesPath.EFFECT_Folder_Name, config.packageName);
|
| | | if (AssetSource.effectFromEditor || AssetBundleUtility.Instance.JudgeExistAsset(bundleName, config.fxName))
|
| | | {
|
| | | //Debug.Log("已经存在此特效了...这里进行播放...");
|
| | | return PlayBattleEffect(id, parent, scale);
|
| | | }
|
| | | else
|
| | | {
|
| | | //Debug.LogFormat("不存在此特效, 这里异步加载... {0} - {1}", bundleName, config.fxName);
|
| | | AssetBundleUtility.Instance.Co_LoadAsset(bundleName, config.fxName, OnEffectLoaded);
|
| | | return null;
|
| | | }
|
| | |
| | | var _prefab = obj as GameObject;
|
| | | if (_prefab)
|
| | | {
|
| | | //Debug.LogFormat("异步加载... {0} ....成功.", obj.name);
|
| | | GameObjectPoolManager.Instance.CacheGameObject(_prefab, 1, false);
|
| | | }
|
| | | }
|
| | |
| | | return;
|
| | | }
|
| | |
|
| | | // SFXController _controller = SFXPlayUtility.Instance.PlayBattleEffect(id, owner);
|
| | | SFXController _controller = SFXPlayUtility.Instance.PlayEffectAsync(id, owner);
|
| | | // SFXController _controller = SFXPlayUtility.Instance.PlayEffectAsync(id, owner);
|
| | |
|
| | | SFXController _controller = null;
|
| | | if (owner.ActorType == GameObjType.gotPlayer)
|
| | | {
|
| | | _controller = SFXPlayUtility.Instance.PlayEffectAsync(id, owner);
|
| | | }
|
| | | else
|
| | | {
|
| | | _controller = SFXPlayUtility.Instance.PlayBattleEffect(id, owner);
|
| | | }
|
| | |
|
| | | if (_controller)
|
| | | {
|