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using UnityEngine;
using UnityEngine.Events;
using System.Collections;
using System.Collections.Generic;
public enum EffectPlayTypes
{
//None 이펙트의 경우는 이펙트 관리 대상에서 제외.
None = 0,
Oneshot,
Loop,
}
public static class TransformEx
{
public static void DoRecursively(this Transform root, System.Action<Transform> action, bool containMe = true)
{
if (containMe)
action(root);
foreach (Transform child in root)
child.DoRecursively(action);
}
}
public struct PlayEffectInfo
{
public int dbId { get; set; }
public string path { get; set; }
public Transform rootTr { get; set; }
public bool bAttached { get; set; }
public Vector3 posOffset { get; set; }
public Vector3 rot { get; set; }
public Vector3 scale { get; set; }
public EffectPlayTypes playEffectType { get; set; }
public bool bUIEffect { get; set; }
public PlayEffectInfo(string path, EffectPlayTypes type, Transform rootTr, Vector3 posOffset, Vector3 rot, Vector3 scale, int dbId = 0, bool bAttached = false, bool bUIEffect = false)
{
this.path = path;
this.playEffectType = type;
this.rootTr = rootTr;
this.rot = rot;
this.scale = scale;
this.dbId = dbId;
this.bAttached = bAttached;
this.posOffset = posOffset;
this.bUIEffect = bUIEffect;
}
}
public class FxClear : MonoBehaviour
{
[SerializeField]
public float ClearTime = 2f;
private EffectPlayTypes m_EffectPlayType = EffectPlayTypes.None;
public float time { get { return m_curTime; } }
private Transform m_rootTr = null;
private float m_curTime = 0.0f;
private bool m_bAttached = false;
private Vector3 m_offset = Vector3.zero;
private Vector3 m_rot = Vector3.zero;
private Vector3 m_scale = Vector3.zero;
#if UNITY_EDITOR
private double m_prevTime = 0.0f;
private float m_removeWaitTime = 0.0f;
private bool m_destroyRequested = false;
#endif
private void Awake()
{
// 0 이면 무한 루프로 삭제하지 않게 사용하기로 그래픽과 합의함 - 해당 룰 그대로 가져옴(FxClear에서)
if (ClearTime <= float.Epsilon)
m_EffectPlayType = EffectPlayTypes.Loop;
}
private void Start()
{
}
private void OnDestroy()
{
Release();
}
public void Initialize(PlayEffectInfo info)
{
m_EffectPlayType = info.playEffectType;
//m_bExistTr = info.rootTr != null;
m_rootTr = info.rootTr;
m_curTime = 0.0f;
m_offset = info.posOffset;
m_rot = info.rot;
m_scale = info.scale;
m_bAttached = info.bAttached;
SyncTr();
gameObject.SetActive(true);
}
public void Release()
{
m_rootTr = null;
m_curTime = 0.0f;
m_bAttached = false;
m_offset = Vector3.zero;
m_rot = Vector3.zero;
m_scale = Vector3.zero;
}
private void SyncTr()
{
#if UNITY_EDITOR
if (transform == null || transform.gameObject == null)
return;
//if (m_runInEditor)
//{
// if (m_rootTr == null)
// {
// transform.position = m_offset;
// }
// else
// {
// transform.localRotation = m_rootTr.rotation;
// if (m_bAttached)
// {
// transform.position = m_rootTr.position + (m_rootTr.rotation * m_offset);
// }
// else
// {
// transform.position = m_rootTr.position - (m_rootTr.rotation * m_offset);
// }
// }
//}
//else
//{
if (m_rootTr == null)
{
transform.position = m_offset;
}
else
{
if (m_bAttached)
{
transform.localRotation = m_rootTr.rotation;// * Quaternion.LookRotation(Vector3.back);
}
else
{
transform.localRotation = m_rootTr.rotation * Quaternion.LookRotation(Vector3.back);
}
transform.position = m_rootTr.position + (m_rootTr.rotation * m_offset);
}
//}
#else
if (m_rootTr == null)
{
transform.position = m_offset;
}
else
{
if (m_bAttached)
{
transform.localRotation = m_rootTr.rotation;// * Quaternion.LookRotation(Vector3.back);
}
else
{
transform.localRotation = m_rootTr.rotation * Quaternion.LookRotation(Vector3.back);
}
transform.position = m_rootTr.position + (m_rootTr.rotation * m_offset);
}
#endif
#if UNITY_EDITOR
if (m_bAttached && m_rootTr != null)
{
transform.SetParent(m_rootTr);
}
#else
if (m_bAttached && m_rootTr != null)
{
transform.SetParent(m_rootTr);
}
#endif
if (m_rot != Vector3.zero)
{
transform.rotation = Quaternion.Euler(m_rot.x, m_rot.y, m_rot.z);
}
if (m_scale != Vector3.zero)
{
transform.localScale = m_scale;
}
}
public void Restore()
{
DestroyImmediate(this.gameObject);
}
public void UpdateFunc(float dt)
{
m_curTime += dt;
SyncTr();
if (m_EffectPlayType != EffectPlayTypes.Loop && m_curTime >= ClearTime)
{
Restore();
return;
}
}
private void Update()
{
UpdateFunc(Time.unscaledDeltaTime);
}
}
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