public class PN_PlayEffect : ProcessNode { public PN_PlayEffect(GA_NpcClientFightNorm npc, int effectID) { m_Target = npc; intParam = effectID; } public sealed override void Init() { #if UNITY_EDITOR if (RuntimeLogUtility.s_LogProcessInfo) { UnityEngine.Debug.LogFormat("进入播放特效: {0} 节点", intParam); } #endif m_Target.ProcessEffectDict[intParam] = SFXPlayUtility.Instance.PlayBattleEffect(intParam, m_Target); } public sealed override bool IsOver() { return true; } public sealed override void UnInit() { #if UNITY_EDITOR if (RuntimeLogUtility.s_LogProcessInfo) { UnityEngine.Debug.LogFormat("{0} 特效播放结束", intParam); } #endif } public sealed override void Update() { } }