| | |
| | | |
| | | public GameObject SettlementUI; |
| | | |
| | | public GameObject EffectPrefabObject; |
| | | |
| | | private GameObject effectObj; |
| | | |
| | | public void Init() |
| | | { |
| | | LazyLoad(); |
| | |
| | | |
| | | RefreshFinalWave(); |
| | | RefreshPropList(); |
| | | EndlessMaskUI.instance.Show(); |
| | | SettlementUI.SetActive(true); |
| | | PlayEffect(); |
| | | } |
| | | |
| | | private void PlayEffect() |
| | | { |
| | | if (effectObj == null) |
| | | { |
| | | effectObj = Instantiate(EffectPrefabObject); |
| | | GameObject particleSystemObject = GameObject.Find("ParticleSystemObject"); |
| | | effectObj.transform.SetParent(particleSystemObject.transform, false); |
| | | effectObj.transform.localPosition = new Vector3(0, 0, 36.6f); |
| | | effectObj.transform.localScale = new Vector3(3, 3, 3); |
| | | } |
| | | |
| | | ParticleSystem ps = effectObj.transform.GetChild(0).GetComponent<ParticleSystem>(); |
| | | ps.Play(); |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | int level = EndlessLevelManager.instance.CurrentLevel; |
| | | int wave = EndlessLevelManager.instance.WaveManager.CurrentWaveIndex; |
| | | |
| | | FinalWaveText.text = $"最终波次:第{level}关,第{wave}波"; |
| | | FinalWaveText.text = $"第{level}关,第{wave}波"; |
| | | } |
| | | |
| | | private void RefreshPropList() |