Inheritance: MonoBehaviour
Beispiel #1
0
    void Start()
    {
        RainEffect rain = (RainEffect)FindObjectOfType(typeof(RainEffect));

        if (rain != null)
        {
            rain.RainEnabled(true);
        }
    }
Beispiel #2
0
        private void GenerateExplosion()
        {
            int num = random.Next(1, 4);

            switch (num)
            {
            case 1:
                ExplodeEffect explodeEfect = new ExplodeEffect(this.Location);
                ParticlesSystem.RegisterEfect(explodeEfect);
                break;

            case 2:
                ExplodeEffectAlt explodeEfectAlt = new ExplodeEffectAlt(this.Location);
                ParticlesSystem.RegisterEfect(explodeEfectAlt);
                break;

            case 3:
                RainEffect rainEfect = new RainEffect(this.Location);
                ParticlesSystem.RegisterEfect(rainEfect);
                break;
            }
        }
 void OnDisable()
 {
     DestroyImmediate(RainMaterial);
     RainMaterial = null;
     Instance     = null;
 }
 // Start is called before the first frame update
 private void OnEnable()
 {
     RainMaterial           = new Material(RainShader ?? Shader.Find("Effect/RainShader"));
     RainMaterial.hideFlags = HideFlags.DontSave;
     Instance = this;
 }