Beispiel #1
0
    /// SetState
    /// Change an existing particle to a new type (eg water to lava)
    /// a_newState: The new particle type to be passed in eg. LiquidStates.Lava
    public void SetState(LiquidStates newState)
    {
        MeshRenderer renderer = gameObject.GetComponent <MeshRenderer>();

        switch (newState)
        {
        case LiquidStates.Lava:
            renderer.material       = lavaMaterial;
            _rigidbody.gravityScale = LAVA_GRAVITYSCALE;
            break;

        case LiquidStates.Water:
            renderer.material       = waterMaterial;
            _rigidbody.gravityScale = WATER_GRAVITYSCALE;
            break;

        case LiquidStates.Gas:
            renderer.material       = gasMaterial;
            _rigidbody.gravityScale = GAS_GRAVITYSCALE;
            break;

        default:
            break;
        }
        currentState = newState;

        _rigidbody.velocity = Vector3.zero;

        startTime = Time.time;
    }
    /// SetState
    /// Change an existing particle to a new type (eg water to lava)
    /// a_newState: The new particle type to be passed in eg. LiquidStates.Lava
    public void SetState(LiquidStates newState)
    {
        MeshRenderer renderer = gameObject.GetComponent <MeshRenderer>();

        switch (newState)
        {
        case LiquidStates.Lava:
            renderer.material       = lavaMaterial;
            _rigidbody.gravityScale = LAVA_GRAVITYSCALE;
            break;

        case LiquidStates.Water:
            renderer.material       = waterMaterial;
            _rigidbody.gravityScale = WATER_GRAVITYSCALE;
            break;

        case LiquidStates.Steam:
            particleLifeTime = particleLifeTime / 2.0f;
            GetComponent <Rigidbody2D>().gravityScale = 0.0f;
            renderer.material = steamMaterial;
            break;

        default:
            break;
        }
        currentState = newState;

        // reset particle velocity
        _rigidbody.velocity = Vector3.zero;

        // if state changes rest particle life
        startTime = Time.time;
    }
Beispiel #3
0
    //-------------------------------------------------------------------------------------
    // SetState:  Change an existing particle to a new type (eg water to lava)
    //      params:
    //          newState: The new particle type to be passed in eg. LiquidStates.Lava
    //-------------------------------------------------------------------------------------
    public void SetState(LiquidStates newState)
    {
        // Getting the mesh renderer.
        MeshRenderer renderer = gameObject.GetComponent <MeshRenderer>();

        // Assign the correct material for each state.
        switch (newState)
        {
        case LiquidStates.Lava:
            renderer.material = lavaMaterial;
            break;

        case LiquidStates.Water:
            renderer.material = waterMaterial;
            break;

        default:
            break;
        }
        // Assign the new state as the current state.
        currentState = newState;
        // Reset the particle velocity
        _rigidbody.velocity = Vector3.zero;
        // If the state changes (eg. water turns to lava) reset the
        // life of the particle.
        startTime = Time.time;
    }
Beispiel #4
0
    /// SetState
    /// Change an existing particle to a new type (eg water to lava)
    /// a_newState: The new particle type to be passed in eg. LiquidStates.Lava
    public void SetState(LiquidStates newState)
    {
        MeshRenderer renderer = gameObject.GetComponent <MeshRenderer>();

        switch (newState)
        {
        case LiquidStates.Lava:
            renderer.material = lavaMaterial;
            break;

        case LiquidStates.Water:
            renderer.material = waterMaterial;
            break;

        default:
            break;
        }

        currentState = newState;

        _rigidbody.velocity = Vector3.zero;

        startTime = Time.time;
    }
 /// SetState
 /// Change an existing particle to a new type (eg water to lava)
 /// a_newState: The new particle type to be passed in eg. LiquidStates.Lava
 public void SetState(LiquidStates newState)
 {
 }