using System; using UnityEngine; using XUtliPoolLib; namespace XMainClient.UI { internal class ArtifactQuanlityFx { private bool m_isUsing = false; private ulong m_key = 0UL; private XFx m_fx = null; public void SetData(ulong key, Transform tra, string path) { this.Reset(); this.m_isUsing = true; this.m_key = key; this.m_fx = XSingleton.singleton.CreateUIFx(path, tra, false); } public void Reset() { this.m_key = 0UL; this.m_isUsing = false; bool flag = this.m_fx != null; if (flag) { XSingleton.singleton.DestroyFx(this.m_fx, true); this.m_fx = null; } } public bool IsCanReuse(ulong key) { return this.m_isUsing && this.m_key == key; } } }