using DG.Tweening; using KTGMGemClient; using System.Collections; using System.Collections.Generic; using UnityEngine; public class WaveLineSelEffect : MonoBehaviour { public int waveLineId; protected Material mCurMat; protected float setSelTime = 0.0f; protected bool bInSel = false; /// /// 设置当前的WaveLine为选中状态 /// /// public void SetWaveLineSel(bool sel) { if (sel) { //Debug.Log("技能启动特效"); setSelTime = 0.2f; if (!bInSel) mCurMat.DOColor(new Color(1.0f, 1.0f, 1.0f, 1.0f), 0.4f); bInSel = true; } } public ParticleSystem myPS;//可以升级的特效 public void SetParticleSystem(bool isOn) { if (isOn) { if (myPS.gameObject.activeSelf != isOn) myPS.gameObject.SetActive(isOn); myPS.Play(); } else { myPS.Stop(); if (myPS.gameObject.activeSelf != isOn) myPS.gameObject.SetActive(isOn); } } // Start is called before the first frame update void Start() { mCurMat = this.GetComponent().material; myPS = transform.GetChild(0).GetChild(0).GetComponent(); EventCenter.Ins.Add((int)KTGMGemClient.EventType.EndlessStartDragSkill, EndlessStartDragSkill); } private void EndlessStartDragSkill(bool isOn) { if(!isOn){ SetParticleSystem(isOn); } } // Update is called once per frame void Update() { if (setSelTime <= 0) return; setSelTime -= Time.deltaTime; if (setSelTime <= 0) { bInSel = false; setSelTime = 0.0f; mCurMat.DOColor(new Color(1.0f, 1.0f, 1.0f, 0.0f), 0.2f); } } }