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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;

public class EffectsManager : MonoBehaviour
{
    public static EffectsManager Instance; 

    public Effect[] EffectTemplates;

    public Transform Root_Pool;

    List<Effect> m_Pool = new List<Effect>();

    private void Awake()
    {
        Instance = this;
    }

    Effect GetEffectTemplate(string name)
    {
        foreach(var effect in EffectTemplates)
        {
            if(effect != null && effect.Name == name)
            {
                return effect;
            }
        }
        return null;
    }

    Effect RecycleEffect(string name)
    {
        foreach(var effect in m_Pool)
        {
            if (effect != null && effect.Name == name)
            {
                return effect;
            }
        }
        return null;
    }

    public void PlayEffect(string name, Vector3 position, Vector3 rotation, Vector3 scale)
    {
        Effect effect = RecycleEffect(name);
        if(effect == null)
        {
            Effect temp = GetEffectTemplate(name);
            effect = UnityEngine.Object.Instantiate(temp);
        }
        else
        {
            m_Pool.Remove(effect);
        }

        effect.transform.position = position;
        effect.transform.rotation = Quaternion.Euler(rotation);
        effect.transform.localScale = scale;
        effect.transform.SetParent(this.transform);
        effect.gameObject.SetActive(true);
    }

    // 回收特效
    public void CycleEffect(Effect effect)
    {
        effect.gameObject.SetActive(false);
        effect.transform.SetParent(Root_Pool);
        m_Pool.Add(effect);
    }

}