using Cute; using UnityEngine; namespace Wizard; public static class EffectUtility { public static GameObject CreateEffect2D(Effect2dCreateParam param) { GameObject prefab = Toolbox.ResourcesManager.LoadObject(Toolbox.ResourcesManager.GetAssetTypePath(param.EffectName, ResourcesManager.AssetLoadPathType.Effect2D, isfetch: true)) as GameObject; GameObject gameObject = NGUITools.AddChild(param.Parent, prefab); gameObject.transform.localScale /= UIManager.GetInstance().UIManagerRoot.transform.localScale.x; if (param.ColorCode.HasValue) { MotionUtils.ChangeParticleSystemColor(gameObject, ColorCode.Get(param.ColorCode.Value)); } param.UnloadAssetList.AddRange(GameMgr.GetIns().GetEffectMgr().SetUIParticleShader(gameObject, param.MaterialSetEndCallback)); gameObject.SetActive(param.InitActive); return gameObject; } }