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Convention-Unity-Demo/Assets/Scripts/Interaction/Effect/ParticleEffect.cs

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2025-09-25 19:04:05 +08:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Demo.Game
{
public class ParticleEffect : IEffectHookObject, IAssetBundleLoader
{
public static ParticleEffect Make()
{
return new GameObject().AddComponent<ParticleEffect>();
}
private List<IEnumerator> AssetBundleLoadings = new();
private List<string> AssetBundles = new();
private List<GameObject> Prefabs = new();
public override IEnumerator LoadScript(string script)
{
yield return base.LoadScript(script);
foreach (var loading in AssetBundleLoadings)
{
yield return loading;
}
}
public override IEnumerator UnloadScript()
{
yield return base.UnloadScript();
foreach (var ab in AssetBundles)
{
yield return this.UnloadAssetBundle(ab);
}
}
/// <summary>
/// 加载预制体作为子物体
/// </summary>
/// <param name="ab"></param>
/// <param name="prefab"></param>
[ScriptableCall(@"
<summary>
</summary>
<param name=""ab""></param>
<param name=""prefab""></param>
")]
public void Load(string ab, string prefab)
{
AssetBundleLoadings.Add(this.LoadAssetBundle(ab, x =>
{
GameObject sub = Instantiate(x.LoadAsset<GameObject>(prefab));
sub.SetActive(false);
Prefabs.Add(sub);
sub.transform.SetParent(transform);
sub.transform.localPosition = Vector3.zero;
AssetBundles.Add(ab);
}));
}
public override void OnBegin()
{
foreach (var child in Prefabs)
{
child.SetActive(true);
}
}
public override void OnEnd()
{
foreach (var child in Prefabs)
{
child.SetActive(false);
}
}
}
}