From 871594462e82d6bc1341918d39e11ab036d59563 Mon Sep 17 00:00:00 2001
From: yyl <yyl>
Date: 星期四, 18 九月 2025 19:26:28 +0800
Subject: [PATCH] Merge branch 'master' of http://192.168.1.20:10010/r/Project_SG_scripts
---
Main/Component/UI/Effect/EffectMgr.cs | 117 ++--------------------------------------------------------
1 files changed, 4 insertions(+), 113 deletions(-)
diff --git a/Main/Component/UI/Effect/EffectMgr.cs b/Main/Component/UI/Effect/EffectMgr.cs
index e0b1024..ade7dd5 100644
--- a/Main/Component/UI/Effect/EffectMgr.cs
+++ b/Main/Component/UI/Effect/EffectMgr.cs
@@ -1,41 +1,17 @@
锘縰sing UnityEngine;
-public class EffectMgr : SingletonMonobehaviour<EffectMgr>
-
+public class EffectMgr
{
- public UIEffectBehaviour GetUIEffect(int id, bool _destroy = false)
- {
- 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;
- }
- GameObjectPoolManager.GameObjectPool _pool = GameObjectPoolManager.Instance.RequestPool(_prefab);
- _prefab = _pool.Request();
- var _effect = _prefab.GetComponent<UIEffect>();
- if (_effect != null && _destroy)
- {
- Destroy(_effect);
- }
- var _behaviour = _prefab.AddMissingComponent<UIEffectBehaviour>();
- return _behaviour;
- }
//鐜╁鏄惁涓诲姩灞忚斀浜嗙壒鏁�
- public bool IsNotShowBySetting(int id)
+ public static bool IsNotShowBySetting(int id)
{
var config = EffectConfig.Get(id);
if (config == null)
{
#if UNITY_EDITOR
- Debug.LogError("鐗规晥閰嶇疆琛ㄤ腑娌℃湁鎵惧埌id涓�" + id + "鐨勭壒鏁�");
+ if (id != 0)
+ Debug.LogError("鐗规晥閰嶇疆琛ㄤ腑娌℃湁鎵惧埌id涓�" + id + "鐨勭壒鏁�");
#endif
return true;
}
@@ -46,90 +22,5 @@
return false;
}
- public UIEffect PlayUIEffect(int id, int renderQueue, Transform parent, bool loop)
- {
- if (IsNotShowBySetting(id))
- return null;
- UIEffectBehaviour _behaviour = GetUIEffect(id);
- UIEffect uieffect = null;
- if (_behaviour != null)
- {
- _behaviour.SetActive(false);
- _behaviour.transform.SetParent(parent);
- uieffect = _behaviour.AddMissingComponent<UIEffect>();
- uieffect.target = _behaviour;
- SetUIEffect(uieffect, id, renderQueue, loop, Vector3.zero, Vector3.zero);
- uieffect.Active();
- }
- return uieffect;
- }
-
- public UIEffect PlayUIEffect(int id, int renderQueue, Transform parent, Vector3 _localPos, Vector3 _localRot, bool loop)
- {
- if (IsNotShowBySetting(id))
- return null;
- UIEffectBehaviour _behaviour = GetUIEffect(id);
- UIEffect uieffect = null;
- if (_behaviour != null)
- {
- _behaviour.SetActive(false);
- _behaviour.transform.SetParent(parent);
- uieffect = _behaviour.AddMissingComponent<UIEffect>();
- uieffect.target = _behaviour;
- SetUIEffect(uieffect, id, renderQueue, loop, _localPos, _localRot);
- uieffect.Active();
- }
- return uieffect;
- }
-
- public UIEffect PlayUIEffect(int id, int renderQueue, Vector3 _localPos, bool loop = false)
- {
- if (IsNotShowBySetting(id))
- return null;
- UIEffectBehaviour _behaviour = GetUIEffect(id);
- UIEffect uieffect = null;
- if (_behaviour != null)
- {
- _behaviour.SetActive(false);
- // TODO YYL
- // _behaviour.transform.SetParent(WindowCenter.Instance.uiRoot.baseCanvas);
- uieffect = _behaviour.AddMissingComponent<UIEffect>();
- uieffect.target = _behaviour;
- SetUIEffect(uieffect, id, renderQueue, loop, _localPos, Vector3.zero);
- uieffect.Active();
- }
- return uieffect;
- }
-
- private void SetUIEffect(UIEffect effect, int id, int renderQueue, bool loop, Vector3 _localPos, Vector3 _localRot)
- {
- effect.effect = id;
- effect.renderQueue = renderQueue;
- effect.loop = loop;
- effect.effectPos = _localPos;
- effect.effectRot = _localRot;
- }
-
- public void RecyleUIEffect(int id, GameObject _effectObj)
- {
- 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)
- {
- _pool.Release(_effectObj);
- }
- }
}
--
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