最近碰到奇怪的问题,好郁闷,几个小时就这么过去了。
我写了播放特效的管理类,从缓存池中取出特效播放,可是有的不播放,我再运行状态下,把特效拖到场景中,第一次播放,后面我Simulate就不会播放,但是直接设置Active的属性就可以正常播放。
具体代码:
GameObject firePointEffect = DemoCachePool.instance.GetCacheObjByName(name);
if (firePointEffect == null)
{
firePointEffect = GameObject.Instantiate(ResourcesFactory.Instance.GetHitEffect(name)) as GameObject;
firePointEffect.name = name;
firePointEffect.AddComponent<DemoCachObj>().time = time;
}
else
{
firePointEffect.SetActive(true);
firePointEffect.AddComponent<DemoCachObj>().time = time;
}
ParticleSystem ps = firePointEffect.GetComponent<ParticleSystem>();
if (ps != null)
{
Debug.Log("Play Effect/..................");
ps.Stop();
ps.Play(true);
}
else
{
Debug.Log("ParticleSystem is null");
}
根据以上情况推断:
特效没有统一,但特效又找不到不同,那我就按两种情况来处理。通用的处理情况,在设置完Active之后,Stop了,就不会播放了。
上面的代码处理正常情况的,而对于上面说的特殊情况:
直接设置Active:代码如下
GameObject firePointEffect = DemoCachePool.instance.GetCacheObjByName(name);
if (firePointEffect == null)
{
firePointEffect = GameObject.Instantiate(ResourcesFactory.Instance.GetHitEffect(name)) as GameObject;
firePointEffect.name = name;
firePointEffect.AddComponent<DemoCachObj>().time = 5;
}
else
{
firePointEffect.SetActive(true);
firePointEffect.AddComponent<DemoCachObj>().time = 5;
}