TH1/Unity/Assets/Scripts/TH1_Renderer/EffectManager.cs
2025-08-26 14:32:20 +08:00

64 lines
1.6 KiB
C#

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<EffectTypeEnum, string> EffectPath = new Dictionary<EffectTypeEnum, string>();
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)
{
}
}
}