EffectManager
using UnityEngine;
using System.Collections; public class EffectManager : MonoBehaviour { public Animator[] Animators;
public float amplify;
public float curAmplify;
public float totalEffectDelayTime;
public Transform MoveTarget; public ParticleEffect particleEffect;
public AnimatorOffsetChangeEffect animatorOffsetChangeEffect;
public AnimatorMeshChangeEffect animatorMeshChangeEffect;
public enum EffectType
{
Particles,
AnimatorOffsetChange,
AnimatorMeshChange
} public EffectType effectType; void Start ()
{
SetEffectSpeed();
EffectMoveToTarget();
} void Update ()
{ } void OnEnable()
{
if (animatorOffsetChangeEffect.middleEffectNode.rootNode != null)
{
animatorOffsetChangeEffect.middleEffectNode.rootNode.transform.position =
animatorOffsetChangeEffect.frontEffectNode.rootNode.transform.position;
animatorOffsetChangeEffect.middleEffectNode.rootNode.SetActive(true);
}
Start();
} private bool isFirst = true;
public void SetEffectSpeed()
{
//for (int i = 0; i < ParticlesSetStartDelay.Length; i++) {
// ParticlesSetStartDelay[i].startDelay /=amplify;
//} //for (int i = 0; i < ParticlesSetDuration.Length; i++) {
// ParticlesSetDuration[i].startLifetime /=amplify;
//} if (isFirst)
{
isFirst = false;
}
else
return;
Effect effect; if (effectType == EffectType.Particles)
{
effect = particleEffect;
if (effect.middleEffectNode != null)
{
for (int i = ; i < effect.middleEffectNode.Particles.Length; i++)
{
effect.middleEffectNode.Particles[i].startSpeed *= amplify;
}
} }
else if (effectType == EffectType.AnimatorOffsetChange)
{ effect = animatorOffsetChangeEffect;
for (int i = ; i < Animators.Length; i++)
{
Animators[i].speed *= amplify;
}
if (effect.middleEffectNode != null)
{
effect.middleEffectNode.durationTime /= amplify;
effect.middleEffectNode.startDelayTime /= amplify;
} }
else
{
effect = animatorMeshChangeEffect;
for (int i = ; i < Animators.Length; i++)
{
Animators[i].speed *= amplify;
} }
if (effect.frontEffectNode != null)
{
for (int i = ; i < effect.frontEffectNode.Particles.Length; i++)
{
effect.frontEffectNode.Particles[i].startDelay /= amplify;
effect.frontEffectNode.Particles[i].startLifetime /= amplify;
}
}
if (effect.lastEffectNode != null)
{
for (int i = ; i < effect.lastEffectNode.Particles.Length; i++)
{
effect.lastEffectNode.Particles[i].startDelay /= amplify;
effect.lastEffectNode.Particles[i].startLifetime /= amplify;
}
}
} public void EffectMoveToTarget()
{
if (effectType == EffectType.Particles)
{
particleEffect.EffectMoveToTarget(MoveTarget);
}
else if (effectType == EffectType.AnimatorOffsetChange)
{
animatorOffsetChangeEffect.EffectMoveToTarget(MoveTarget);
}
else
{
animatorMeshChangeEffect.EffectMoveToTarget(MoveTarget);
}
//Debug.Log(frontEffectTime);
//Hashtable args = new Hashtable();
//args.Add("position", MoveTarget.position);
//args.Add("time", middleEffectTime);
//args.Add("delay", frontEffectTime);
//args.Add("easeType", iTween.EaseType.easeInQuad); ////args.Add("isLocal", true);
//iTween.MoveTo(MiddleEffect, args);
//LastEffect.transform.position = MoveTarget.transform.position;
}
private void middleEffectNodeReachEvent()
{
animatorOffsetChangeEffect.middleEffectNode.rootNode.SetActive(false);
}
} [System.Serializable]
public class EffectNode
{
public GameObject rootNode;
public ParticleSystem[] Particles;
public float startDelayTime;
public float durationTime;
} public abstract class Effect
{
public EffectNode frontEffectNode;
public EffectNode middleEffectNode;
public EffectNode lastEffectNode; public abstract void EffectMoveToTarget(Transform target); } [System.Serializable]
public class AnimatorOffsetChangeEffect : Effect
{
public override void EffectMoveToTarget(Transform target)
{
//middleEffectNode.rootNode.transform.LookAt(target);
Hashtable args = new Hashtable();
args.Add("position", target.position);
args.Add("time", middleEffectNode.durationTime);
args.Add("delay", middleEffectNode.startDelayTime);
args.Add("easeType", iTween.EaseType.linear);
//args.Add("looktarget", target.position);
if (isHideMiddle)
{
args.Add("oncomplete", "middleEffectNodeReachEvent");
args.Add("oncompletetarget", frontEffectNode.rootNode.transform.parent.gameObject);
}
iTween.MoveTo(middleEffectNode.rootNode, args);
lastEffectNode.rootNode.transform.position = target.position;
} public bool isHideMiddle;
} [System.Serializable]
public class ParticleEffect : Effect
{
public override void EffectMoveToTarget(Transform target)
{
middleEffectNode.rootNode.transform.LookAt(target);
float dis = Vector3.Distance(frontEffectNode.rootNode.transform.position, target.position);
middleEffectNode.Particles[].startSpeed = dis / middleEffectNode.durationTime;
lastEffectNode.rootNode.transform.position = target.position;
}
} [System.Serializable]
public class AnimatorMeshChangeEffect : Effect
{
public override void EffectMoveToTarget(Transform target)
{
Vector3 dirV = (target.position - middleEffectNode.rootNode.transform.position).normalized;
middleEffectNode.rootNode.transform.right = dirV;
lastEffectNode.rootNode.transform.position = target.position; }
}
using UnityEngine;
using System.Collections; public class ShowParticleCout : MonoBehaviour {
//定义发射器组件
//粒子数量接受变量
ParticleSystem a = null;
public int banjing=;
int a_particleCout=;
// Use this for initialization
void Start () {
a = GetComponent<ParticleSystem>();
} // Update is called once per frame
void Update () {
if(a !=null){
//Debug.Log("粒子数:"+ a.particleCount);
a_particleCout=a.particleCount;
}
}
public int getParticleCout(){
//返回粒子数
return a_particleCout;
}
void OnGUI() {
string showParticleCout = "粒子数是:" + a_particleCout;
GUI.Label(new Rect(, ,showParticleCout.Length * , ),showParticleCout +"\r\n asdfasdfa" );
} }
using UnityEngine;
using System.Collections; public class Delay : MonoBehaviour { public float delayTime = 1.0f; // Use this for initialization
void Start () {
gameObject.SetActiveRecursively(false);
Invoke("DelayFunc", delayTime);
} void DelayFunc()
{
gameObject.SetActiveRecursively(true);
} }
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