local tempVector3 = LuaVector3.zero autoImport("UICombo") ComboCtl = class("ComboCtl") function ComboCtl:ctor() if(nil==ComboCtl.Instance)then ComboCtl.Instance = self end end function ComboCtl:ShowCombo(num) self.ComboNum=num local anchorDown = FloatingPanel.Instance:FindGO("Anchor_Down"); if(nil==self.ComboEffect)then self.ComboEffect = UICombo:PlayUIEffect(EffectMap.UI.PVPCombo, anchorDown, false, ComboCtl.ComboEffectHandle, self); else self.UICombo:PlayAni(self.ComboNum); end end function ComboCtl.ComboEffectHandle( effectHandle, owner ) if(owner)then local effectGO = effectHandle.gameObject; tempVector3:Set(0,659,0) effectGO.transform.localPosition = tempVector3 ComboCtl.Instance.UICombo=UICombo.new(effectGO); ComboCtl.Instance.UICombo:PlayAni(ComboCtl.Instance.ComboNum) end end function ComboCtl:Clear() if(self.ComboEffect)then self.ComboEffect:Destroy() self.ComboEffect=nil end self.ComboNum=nil if(nil~=self.UICombo)then self.UICombo=nil end end