| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455 | #if UNITY_EDITORusing System.Collections;using System.Collections.Generic;using UnityEditor;using UnityEngine;/// <summary>/// 处理单个特效的像素点/// </summary>public class SingleEffectEvla {    private EffectEvlaData[] _effectEvlaData;    private int _qualityIndex = 0;    public GameObject _effectObj;    public static string[] Qualitys = { "High", "Middle", "Low" };        public SingleEffectEvla(int qualityIndex)    {        _effectEvlaData = new EffectEvlaData[Qualitys.Length];        for (int i = 0; i < _effectEvlaData.Length; i++)        {            _effectEvlaData[i] = new EffectEvlaData();            _effectEvlaData[i].quality = Qualitys[i];        }        ChangeQuality(qualityIndex);    }    public void UpdateOneData(int pixDraw, int pixActualDraw)    {        if (pixDraw <= 0 && pixActualDraw <= 0)        {            return;        }        EffectEvlaData effectEvlaData = GetEffectEvlaData();        effectEvlaData.pixTotal = effectEvlaData.pixTotal + pixDraw;        effectEvlaData.pixActualDrawTotal = effectEvlaData.pixActualDrawTotal + pixActualDraw;        effectEvlaData.pixDrawTimes = effectEvlaData.pixDrawTimes + 1;    }    public EffectEvlaData GetEffectEvlaData()    {        return _effectEvlaData[_qualityIndex-1];    }    public EffectEvlaData[] GetEffectEvlaDatas()    {        return _effectEvlaData;    }    public void ChangeQuality(int qualityIndex)    {        _qualityIndex = qualityIndex;    }}#endif
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