using System.Collections.Generic; using UnityEngine; public class PlazRiotingField : PlazField { public override int FieldId => 20; public override int FieldEffectId => 20; public PlazRiotingField(string bgmId = "NONE") : base(bgmId) { } protected override void BattleFieldBuild() { BattleCoroutine.GetInstance().StartCoroutine(BackGroundBase.ObjectChecker(0.5f, _str3DFieldPath, delegate { base.Field = GameObject.Find(_str3DFieldPath); base.Field.transform.parent = GameMgr.GetIns().m_GameManagerObj.transform; GimicAudioList = base.Field.GetComponent().GimicAudioList; _fieldModel = base.Field.transform.Find("md_bf_plz2_root").gameObject; _fieldParticles = _fieldModel.transform.Find("Particles20").gameObject; _fieldParticleSystemDictionary.Add("gimic_1", _fieldParticles.transform.Find("gimic_1").GetComponent()); _fieldParticleSystemDictionary.Add("shake_1", _fieldParticles.transform.Find("shake_1").GetComponent()); List list = new List(_fieldObjDictionary.Keys); List list2 = new List(); for (int i = 0; i < _fieldObjDictionary.Count; i++) { list2.Add(_fieldObjDictionary[list[i]]); } GameMgr.GetIns().GetEffectMgr().SetUIParticleShader(list2, delegate { base.SetShaderGlobalColorBG = base.Field.transform.Find("SetMaterialColorBGManager").GetComponent(); base.IsLoadDone = true; }, isBattle: true, isField: true); })); } }