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ParticlesManager.cs
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ParticlesManager.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ParticlesManager : MonoBehaviour {
// Use this for initialization
[SerializeField] ParticleSystem RushingParticles;
[SerializeField] ParticleSystem Jump1Particles;
[SerializeField] ParticleSystem Jump2Particles;
[SerializeField] ParticleSystem PlayerShootingParticles;
[SerializeField] ParticleSystem HotReactionParticles;//枪械过热
[SerializeField] ParticleSystem WhenBWChangeParticles;
[SerializeField] GameObject HitParticles;
[SerializeField] GameObject DeadParticles;
[SerializeField] GameObject HitObstacleParticles;
[SerializeField] GameObject SlowBulletBoomParticles;
void Start () {
NotificationCenter.DefaultCenter().AddObserver(this,"RushingP");
NotificationCenter.DefaultCenter().AddObserver(this, "Jump1P");
NotificationCenter.DefaultCenter().AddObserver(this, "Jump2P");
NotificationCenter.DefaultCenter().AddObserver(this, "PlayerShootingP");
NotificationCenter.DefaultCenter().AddObserver(this, "HotReactionP");
NotificationCenter.DefaultCenter().AddObserver(this, "HitEnemyP");
NotificationCenter.DefaultCenter().AddObserver(this, "DeadEnemyP");
NotificationCenter.DefaultCenter().AddObserver(this, "HitObstacleP");
NotificationCenter.DefaultCenter().AddObserver(this, "SlowBulletBoomP");
NotificationCenter.DefaultCenter().AddObserver(this, "FastBulletFireP");
NotificationCenter.DefaultCenter().AddObserver(this, "FastBulletNotFireP");
NotificationCenter.DefaultCenter().AddObserver(this, "whenBWChange");
}
// Update is called once per frame
void Update () {
}
void RushingP(Notification notification)
{
RushingParticles.Play();
//Debug.Log("Received notification from: " + notification.sender);
//if (notification.data == null)
// Debug.Log("And the data object was null!");
//else
//{
// Debug.Log("And it included a data object: " + notification.data);
// Debug.Log(notification.name);
// GameObject b = (GameObject)notification.data;
// Debug.Log(b.transform.position);
//}
}
void Jump1P(Notification notification)
{
Jump1Particles.Play();
}
void Jump2P(Notification notification)
{
Jump2Particles.Play();
//Debug.Log("Received notification from: " + notification.sender);
//if (notification.data == null)
// Debug.Log("And the data object was null!");
//else
//{
// Debug.Log("And it included a data object: " + notification.data);
// Debug.Log(notification.name);
// GameObject b = (GameObject)notification.data;
// Debug.Log(b.transform.position);
//}
}
void PlayerShootingP()
{
PlayerShootingParticles.Play();
}
void HotReactionP()
{
HotReactionParticles.Play();
}
void HitEnemyP(Notification noti)
{
Vector3 position = (Vector3)noti.data;
GameObject tmp=Instantiate(HitParticles);
//tmp.AddComponent<HitDestory>();
tmp.transform.position = position;
}
void DeadEnemyP(Notification noti)
{
Vector3 position = (Vector3)noti.data;
GameObject tmp = Instantiate(DeadParticles);
tmp.transform.position = position;
}
void HitObstacleP(Notification noti)
{
Vector3 position = (Vector3)noti.data;
GameObject tmp = Instantiate(HitObstacleParticles);
//tmp.AddComponent<HitDestory>();
tmp.transform.position = position;
}
void SlowBulletBoomP(Notification noti)
{
PlayerBulletManager.Bullets b = (PlayerBulletManager.Bullets)noti.data;
GameObject tmp = Instantiate(SlowBulletBoomParticles);
tmp.transform.position = b.EndPosition;
}
void FastBulletFireP(Notification noti)
{
ParticleSystem part = (ParticleSystem)noti.data;
if (!part.isPlaying)
{
part.Play();
}
}
void FastBulletNotFireP(Notification noti)
{
ParticleSystem part = (ParticleSystem)noti.data;
if (!part.isStopped)
{
part.Stop();
}
}
void whenBWChange()
{
WhenBWChangeParticles.Play();
}
}