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| | |
| | | if (newTower.towerFeature == EFeatureTower.NULL) |
| | | { |
| | | string path = $"UI/ToBattle_{newTower.attributeId}"; |
| | | if (newTower.towerName.Equals("GrowUpTower")) |
| | | { |
| | | path = $"UI/Effect_HuoJingLingDengChang"; |
| | | } |
| | | effect = Resources.Load<GameObject>(path); |
| | | //effect = Instantiate(prefab); |
| | | GameObject prefab = Resources.Load<GameObject>(path); |
| | | effect = Instantiate(prefab); |
| | | } |
| | | |
| | | // 在sTower的位置播放升级特效 |
| | | GameObject obj = Instantiate(effect); |
| | | obj.transform.position = newTower.transform.position; |
| | | Vector3 pos = obj.transform.position; |
| | | pos.y += 10f; |
| | | pos.y += 5f; |
| | | obj.transform.position = pos; |
| | | |
| | | StartCoroutine(StartPlay(obj)); |
| | | // ParticleSystem ps = obj.GetComponent<ParticleSystem>(); |
| | | |
| | | // if (ps == null) |
| | | // ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>(); |
| | | // ps.Play(); |
| | | // Destroy(obj, ps.main.duration); |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 特效时间太短了,延迟播放特效,否则看不到 |
| | | /// </summary> |
| | | /// <param name="obj"></param> |
| | | /// <returns></returns> |
| | | IEnumerator StartPlay(GameObject obj) |
| | | { |
| | | yield return new WaitForSeconds(0.2f); |
| | | ParticleSystem ps = obj.GetComponent<ParticleSystem>(); |
| | | |
| | | if (ps == null) |