using System.Collections.Generic; using RuntimeData; using UnityEngine; using Logic; using TH1_Logic.Core; namespace TH1Renderer { public enum EffectTypeEnum { Fog, Fire, Attack }; public class EffectManager { private Main _main; private MapData _mapData; public GameObject ROEffectPlayground; public Dictionary EffectPath = new Dictionary(); public EffectManager(Main main, MapData mapData) { _main = main; _mapData = mapData; Init(); } void Init() { EffectPath[EffectTypeEnum.Attack] = "Animations/Effect/Attack"; EffectPath[EffectTypeEnum.Fog] = "Animations/Effect/Fog"; EffectPath[EffectTypeEnum.Fire] = "Animations/Effect/Fire"; } // Start is called before the first frame update void Upadate() { } public void PlayEffect(EffectTypeEnum effectType, MapData mapData, UnitData unitData) { if (!mapData.GetGridDataByUnitId(unitData.Id, out var grid)) return; PlayerEffect(effectType, mapData, Table.Instance.GridToWorld(grid)); } public void PlayEffect(EffectTypeEnum effectType, MapData mapData, GridData gridData) { PlayerEffect(effectType, mapData, Table.Instance.GridToWorld(gridData)); } public void PlayerEffect(EffectTypeEnum effectType, MapData mapData, Vector3 worldPosition) { } } }