2025-06-04 05:02:57 +08:00

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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