public void CreateYunYD()
{
GameToolsManager.Instance.effectType = EFFECTTYPE.YunYD;
CreateYunOrWu("Effect/yunwu-yd", Vector3.zero);
}
public void CreateYunZY()
{
GameToolsManager.Instance.effectType = EFFECTTYPE.YunZY;
CreateYunOrWu("Effect/yunwu-zy", Vector3.zero);
}
public void CreateWU()
{
GameToolsManager.Instance.effectType = EFFECTTYPE.Wu;
CreateYunOrWu("Effect/wu",Vector3.zero);
}
public GameObject CreateYunOrWu(string path,Vector3 vec)
{
GameObject parent;
parent = GameObject.Find("Scene/Effect");
effect = GameObject.Instantiate(Resources.Load(path)) as GameObject;
effect.SetActive(true);
effect.transform.SetParent(parent.transform);
effect.transform.localPosition = vec;
effect.name = effect.name.Replace("(Clone)",string.Empty);
return effect;
}
/// <summary>
/// 保存云和雾的数据
/// </summary>
public void SaveYunOrWu()
{
Transform child;
GameObject parent;
parent = GameObject.Find("Scene/Effect");
if (IsExistTxt())
{
ClearEffectData();
}
for (int i=0; i< parent.transform.childCount; i++)
{
child = parent.transform.GetChild(i);
EffectData effectData = new EffectData();
effectData.effectName = child.name;
effectData.vectorX = child.localPosition.x;
effectData.vectorY = child.localPosition.y;
effectData.vectorZ = child.localPosition.z;
CreateTextFile("EffectData", System.Convert.ToString(effectData.effectName));
CreateTextFile("EffectData", System.Convert.ToString(effectData.vectorX));
CreateTextFile("EffectData", System.Convert.ToString(effectData.vectorY));
CreateTextFile("EffectData", System.Convert.ToSt
Unity中建立文本保存数据
最新推荐文章于 2024-09-30 14:16:59 发布