using UnityEngine; public class EffectMgr : SingletonMonobehaviour { //玩家是否主动屏蔽了特效 public bool IsNotShowBySetting(int id) { var config = EffectConfig.Get(id); if (config == null) { #if UNITY_EDITOR if (id != 0) Debug.LogError("特效配置表中没有找到id为" + id + "的特效"); #endif return true; } bool isNotShow = LocalSave.GetBool("IsNotShowBroadEffect", false); if (config.notShow == 1 && isNotShow) return true; return false; } // public void RecyleUIEffect(int id, GameObject _effectObj) // { // EffectConfig effectCfg = EffectConfig.Get(id); // if (null == effectCfg) // { // return; // } // var _prefab = ResManager.Instance.LoadAsset("UIEffect/" + effectCfg.packageName, effectCfg.fxName); // if (_prefab == null) // { // return; // } // GameObjectPoolManager.GameObjectPool _pool = GameObjectPoolManager.Instance.RequestPool(_prefab); // if (_pool != null) // { // _pool.Release(_effectObj); // } // } }