1.修复了一些错误\n2.导入了URP的Sample
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@@ -13,9 +13,9 @@ namespace Demo.Game
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}
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private List<IEnumerator> AssetBundleLoadings = new();
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[Content, SerializeField] private Dictionary<int, string> AssetBundles = new();
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[Content, SerializeField] private Dictionary<int, GameObject> Prefabs = new();
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[Content, SerializeField] private Dictionary<int, float> Durations = new();
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[Content, SerializeField] private Dictionary<IInteraction.JudgementLevel, string> AssetBundles = new();
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[Content, SerializeField] private Dictionary<IInteraction.JudgementLevel, GameObject> Prefabs = new();
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[Content, SerializeField] private Dictionary<IInteraction.JudgementLevel, float> Durations = new();
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public override IEnumerator LoadScript(string script)
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{
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@@ -34,22 +34,22 @@ namespace Demo.Game
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/// <summary>
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/// 加载预制体作为子物体
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/// </summary>
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/// <param name="level">判定等级对应会出现的粒子效果,若没有对应的则向更低的值寻找</param>
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/// <param name="level">正整数, 0级判定为最佳判定, 判定等级对应会出现的粒子效果</param>
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/// <param name="ab"></param>
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/// <param name="prefab"></param>
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/// <param name="duration">判定效果的持续时间</param>
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/// <param name="duration">判定效果会现形的持续时间</param>
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[ScriptableCall(@"
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<summary>
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加载预制体作为子物体
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</summary>
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<param name=""level"">判定等级对应会出现的粒子效果,若没有对应的则向更低的值寻找</param>
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<param name=""level"">正整数, 0级判定为最佳判定, 判定等级对应会出现的粒子效果</param>
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<param name=""ab""></param>
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<param name=""prefab""></param>
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<param name=""duration"">判定效果的持续时间</param>
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<param name=""duration"">判定效果会现形的持续时间</param>
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")]
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public void Load(string level, string ab, string prefab, string duration)
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{
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int levelId = int.Parse(level);
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var levelId = (IInteraction.JudgementLevel)int.Parse(level);
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IEnumerator Foo()
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{
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@@ -79,17 +79,14 @@ namespace Demo.Game
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prefab.SetActive(false);
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}
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public override void OnJudgement(int level)
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public override void OnJudgement(IInteraction.JudgementLevel level)
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{
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for (int i = level; i >= 0; i--)
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if (Prefabs.TryGetValue(level, out var effect))
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{
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if (Prefabs.TryGetValue(i, out var effect))
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{
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ConventionUtility.CreateSteps()
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.Next(() => CreateParticle(effect))
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.Wait(Durations[i], () => DestroyParticle(effect))
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.Invoke();
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}
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ConventionUtility.CreateSteps()
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.Next(() => CreateParticle(effect))
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.Wait(Durations[level], () => DestroyParticle(effect))
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.Invoke();
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}
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}
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}
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