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水波特效以及其他杂七杂八的实例化加入池

WGL 4 luni în urmă
părinte
comite
098fe42008

+ 1 - 0
ActionTowerDefense/Assets/Resources/Prefab/FX/Water_Ring_nor.prefab

@@ -38945,6 +38945,7 @@ MonoBehaviour:
   - {fileID: 6136447150923814636}
   - {fileID: 6136447150270685910}
   - {fileID: 4674475015001898261}
+  - {fileID: 376988896240448255}
   isEnd: 0
 --- !u!1 &7364795359104120824
 GameObject:

+ 6 - 6
ActionTowerDefense/Assets/Scripts/Boss/YuMenGuan/EyeLaser.cs

@@ -56,12 +56,12 @@ public class EyeLaser : MonoBehaviour
         {
             hasPrepared = true;
             ymg = GetComponentInParent<YuMenGuan>();
-            end1 = Instantiate(end, Vector3.zero, new Quaternion(0, 0, 0, 0), transform);
-            end2 = Instantiate(end, Vector3.zero, new Quaternion(0, 0, 0, 0), transform);
-            lines1 = Instantiate(lines, Vector3.zero, new Quaternion(0, 0, 0, 0), transform);
-            lines2 = Instantiate(lines, Vector3.zero, new Quaternion(0, 0, 0, 0), transform);
-            col1 = Instantiate(col, Vector3.zero, new Quaternion(0, 0, 0, 0), transform);
-            col2 = Instantiate(col, Vector3.zero, new Quaternion(0, 0, 0, 0), transform);
+            end1 = PoolManager.Instantiate(end, Vector3.zero, new Quaternion(0, 0, 0, 0), transform);
+            end2 = PoolManager.Instantiate(end, Vector3.zero, new Quaternion(0, 0, 0, 0), transform);
+            lines1 = PoolManager.Instantiate(lines, Vector3.zero, new Quaternion(0, 0, 0, 0), transform);
+            lines2 = PoolManager.Instantiate(lines, Vector3.zero, new Quaternion(0, 0, 0, 0), transform);
+            col1 = PoolManager.Instantiate(col, Vector3.zero, new Quaternion(0, 0, 0, 0), transform);
+            col2 = PoolManager.Instantiate(col, Vector3.zero, new Quaternion(0, 0, 0, 0), transform);
             tip1 = lines1.transform.GetChild(4).gameObject;
             tip2 = lines2.transform.GetChild(4).gameObject;
             for (int i = 0; i < 5; i++)

+ 1 - 1
ActionTowerDefense/Assets/Scripts/Characters/AttributeStatus.cs

@@ -249,7 +249,7 @@ public class AttributeStatus : MonoBehaviour
                     }
                     if (playerController.lostMp >= playerController.addMp)
                     {
-                        Instantiate(playerController.soul, character.transform.position, new Quaternion(0, 0, 0, 0), null);
+                        PoolManager.Instantiate(playerController.soul, character.transform.position, new Quaternion(0, 0, 0, 0), null);
                         playerController.lostMp = 0;
                     }
                 }

+ 3 - 3
ActionTowerDefense/Assets/Scripts/Characters/MoveCharacter.cs

@@ -201,7 +201,7 @@ public class MoveCharacter : Character
     {
         if (reductionEffect == null)
         {
-            reductionEffect = Instantiate(effect, transform.position, new Quaternion(0, 0, 0, 0), transform);
+            reductionEffect = PoolManager.Instantiate(effect, transform.position, new Quaternion(0, 0, 0, 0), transform);
         }
         reductionEffect.SetActive(true);
         isDamageReduction = true;
@@ -298,7 +298,7 @@ public class MoveCharacter : Character
             //ÊÇÆðÊÖʽ
             if (isBeHitBySummonAttack)
             {
-                injuryNum = Instantiate(injuryNumTextSummon);
+                injuryNum = PoolManager.Instantiate(injuryNumTextSummon);
                 injuryNum.transform.position = new Vector3(
                     transform.position.x + injuryNumPos_summon.x + Random.Range(-injuryNumRandom_summon.x / 2f, injuryNumRandom_summon.x / 2f),
                     transform.position.y + injuryNumPos_summon.y + Random.Range(-injuryNumRandom_summon.y / 2f, injuryNumRandom_summon.y / 2f),
@@ -307,7 +307,7 @@ public class MoveCharacter : Character
             //²»ÊÇÆðÊÖʽ
             else
             {
-                injuryNum = Instantiate(injuryNumText);
+                injuryNum = PoolManager.Instantiate(injuryNumText);
                 injuryNum.transform.position = injuryNum.transform.position = new Vector3(
                     transform.position.x + injuryNumPos_march.x + Random.Range(-injuryNumRandom_march.x / 2f, injuryNumRandom_march.x / 2f),
                     transform.position.y + injuryNumPos_march.y + Random.Range(-injuryNumRandom_march.y / 2f, injuryNumRandom_march.y / 2f),

+ 2 - 2
ActionTowerDefense/Assets/Scripts/Conduct/ConductController.cs

@@ -122,7 +122,7 @@ public class ConductController : MonoBehaviour
             {
                 /*¹­¼ýÊÖ*/
                 case ConductSkills.FlyingSwords:
-                    obj = Instantiate(flyingSwords.obj);
+                    obj = PoolManager.Instantiate(flyingSwords.obj);
                     FanFlyingSwords FFS = obj.GetComponent<FanFlyingSwords>();
                     FFS.owner = playerController;
                     FFS.angleRange = flyingSwords.angleRange;
@@ -179,7 +179,7 @@ public class ConductController : MonoBehaviour
                 //¹âÇò
                 case ConductSkills.Photon:
                     playerController.conductCanRelease[demonicId] = false;
-                    obj = Instantiate(photon.obj, transform);
+                    obj = PoolManager.Instantiate(photon.obj);
                     obj.transform.position = transform.position + Vector3.up;
                     Photosphere photosphere = obj.GetComponent<Photosphere>();
                     photosphere.owner = playerController;

+ 1 - 1
ActionTowerDefense/Assets/Scripts/FX/PlayerFX.cs

@@ -34,7 +34,7 @@ public class PlayerFX : MonoBehaviour
     }
     public void newOne()
     {
-        Fx = Instantiate(water_Ring_obj);
+        Fx = PoolManager.Instantiate(water_Ring_obj);
         //Fx.SetActive(false);
         Fx.transform.position = new Vector3(owner.transform.position.x, 0, transform.position.z);
         Water_Ring water_Ring = Fx.GetComponent<Water_Ring>();

+ 7 - 0
ActionTowerDefense/Assets/Scripts/FX/Water_Ring.cs

@@ -11,6 +11,13 @@ public class Water_Ring : MonoBehaviour
 
     [DisplayOnly] public bool isEnd;
 
+    private void OnEnable()
+    {
+        time = 0;
+        particleSystems[3].gameObject.SetActive(true);
+        isEnd = false;
+    }
+
     public void Update()
     {