Unity EffectManager

    xiaoxiao2021-03-25  86

    1。特效配置表 Singleton (单例在之前文章有) http://blog.csdn.net/u014761712/article/details/54880421

    using UnityEngine; using System.Collections; public class EffectPlay : Singleton<EffectPlay> { public EffectChars[] effects; public void Play(string key) { foreach (var data in effects) { if (data.key == key) { if (data.obj) { if (data.obj.activeSelf) { data.obj.SetActive(false); } data.obj.SetActive(true); } } } } public void Play(string key ,Vector3 position) { foreach (var data in effects) { if (data.key == key) { if (data.obj) { data.obj.SetActive(false); data.obj.transform.position = position; data.obj.SetActive(true); } } } } public void Play(string key, Transform message) { foreach (var data in effects) { if (data.key == key) { if (data.obj) { data.obj.SetActive(false); data.obj.transform.position = message.position; data.obj.transform.localEulerAngles = message.localEulerAngles; data.obj.SetActive(true); } } } } public void Stop(string key) { foreach (var data in effects) { if (data.key == key) { if (data.obj) { if (data.obj.activeSelf) { data.obj.SetActive(false); } } } } } public void Stop() { foreach (var data in effects) { data.obj.SetActive(false); } } } [System.Serializable] public class EffectChars { public string key; public GameObject obj; }

    2.通过配置来

    调用 EffectPlay.Instance.Play(“彩带特效”);
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