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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);
}
}
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