海淀天下城电子沙盘单机版
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using AX.MessageSystem;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[Serializable]
public class SmokeRecordData : RecordObjectBase
{
public string name;
public int value;//浓度
}
public class SmokeControl : ObjDoubleClick
{
public ParticleSystem.MainModule MySmokeMain;
private void Awake()
{
MySmokeMain = GetComponentInChildren<ParticleSystem>().main;
}
public void Start()
{
MessageDispatcher.AddListener("ReplayEvent", ReplayEventNongDu);
}
private void OnDestroy()
{
MessageDispatcher.RemoveListener("ReplayEvent", ReplayEventNongDu);
}
private void ReplayEventNongDu(IMessage obj)
{
var eventData = (EventData)obj.Data;
if (eventData.eventType == RecordEventType.SmokeNormal
|| eventData.eventType == RecordEventType.SmokeInside)
{
SmokeSettingData data = JsonUtility.FromJson<SmokeSettingData>(eventData.json);
if (data.name == gameObject.name)
{
MySmokeMain.maxParticles = data.value * 10;
}
}
}
public override void ClickFunc()
{
base.ClickFunc();
SmokePanel.GetActiveInstance.SetNongDu(gameObject, MySmokeMain.maxParticles / 10);
}
}