using UnityEngine; using System.Collections; using DevelopEngine; using AX.TrackRecord; //Author: ZCG /// 资源管理 public class ResManage : MonoSingleton { private GameObject clone; /// 资源加载 /// 资源所在的路径 /// 加载后的父物体位置 public void ResourcesLoad(string loadPath, Transform ParentPos) { clone = Instantiate(Resources.Load(loadPath)) as GameObject; clone.AddComponent(); clone.transform.parent = ParentPos.transform; clone.transform.localPosition = Vector3.zero; clone.transform.localRotation = Quaternion.Euler(Vector3.zero); clone.transform.localScale = new Vector3(1, 1, 1); //if (!clone.GetComponent()) //{ // clone.AddComponent(); //} } private string particlePath = "";//粒子系统所在路径下的名字 /// 根据枚举加载粒子系统 /// 根据需要的粒子选择对应的枚举 /// 消防员/车辆的位置 public void LoadParticleInEnum(ParticleEnum particleName, Transform ParentPos) { switch (particleName) { case ParticleEnum.WaterStraight://根据枚举选择加载的粒子 particlePath = "WaterStraight";//粒子系统的名称 break; case ParticleEnum.WaterFlower: particlePath = "WaterFlower"; break; case ParticleEnum.WaterFog: particlePath = "WaterFog"; break; case ParticleEnum.Froth: particlePath = "Froth"; break; case ParticleEnum.DryPowder: particlePath = "DryPowder"; break; } // ResourcesLoad("Prefabs/Particle/ParticlePos", TransformHelper.FindChild(ParentPos, "Hose").parent); ResourcesLoad("Prefabs/Particle/" + particlePath, TransformHelper.FindChild(ParentPos, "Hose")); } /// 根据字符串加载粒子系统 /// TaskName.text /// 消防员/车辆的位置 public void LoadParticleInStr(string TaskNameText,Transform ParentPos) { var objMessage = ParentPos.gameObject.GetComponent(); objMessage.SQ = TransformHelper.FindChild(ParentPos.transform, "Hose"); DesChilds(ParentPos.gameObject, "Hose"); switch (TaskNameText) { case "直流": LoadParticleInEnum(ParticleEnum.WaterStraight, ParentPos); objMessage.waterType = WaterType.StraightStreamWater; break; case "开花": case "洗消": LoadParticleInEnum(ParticleEnum.WaterFlower, ParentPos); objMessage.waterType = WaterType.BloomStreamWater; break; case "喷雾": LoadParticleInEnum(ParticleEnum.WaterFog, ParentPos); objMessage.waterType = WaterType.SprayStreamWater; break; case "泡沫灭火": LoadParticleInEnum(ParticleEnum.Froth, ParentPos); objMessage.waterType = WaterType.BubbleWater; break; case "干粉灭火": LoadParticleInEnum(ParticleEnum.DryPowder, ParentPos); objMessage.waterType = WaterType.DryPowder; break; } //clone.AddComponent(); print(objMessage.waterType); } /// 根据WaterType选择加载的特效 public void LoadParticleInWaterType(WaterType waterType, Transform ParentPos) { //var objMessage = ParentPos.gameObject.GetComponent(); //objMessage.SQ = TransformHelper.FindChild(ParentPos.transform, "Hose"); DesChilds(ParentPos.gameObject, "Hose"); switch (waterType) { case WaterType.StraightStreamWater: LoadParticleInEnum(ParticleEnum.WaterStraight, ParentPos); // objMessage.waterType = WaterType.StraightStreamWater; break; case WaterType.BloomStreamWater: LoadParticleInEnum(ParticleEnum.WaterFlower, ParentPos); // objMessage.waterType = WaterType.BloomStreamWater; break; case WaterType.SprayStreamWater: LoadParticleInEnum(ParticleEnum.WaterFog, ParentPos); // objMessage.waterType = WaterType.SprayStreamWater; break; case WaterType.BubbleWater: LoadParticleInEnum(ParticleEnum.Froth, ParentPos); // objMessage.waterType = WaterType.BubbleWater; break; case WaterType.DryPowder: LoadParticleInEnum(ParticleEnum.DryPowder, ParentPos); // objMessage.waterType = WaterType.DryPowder; break; } } /// 销毁游戏物体下名字为**的所有子物体 /// 游戏物体 /// 该游戏物体下的孩子名称 public void DesChilds(GameObject ParentObj, string childName) { //找到所有childName的子物体并销毁他 var Parent = TransformHelper.FindChild(ParentObj.gameObject.transform, childName); for (int i = 0; i < Parent.childCount; i++) { Destroy(Parent.GetChild(i).gameObject); } } }