public ShapeModuleUI(ParticleSystemUI owner, SerializedObject o, string displayName) : base(owner, o, "ShapeModule", displayName, ModuleUI.VisibilityState.VisibleAndFolded)
 {
     this.m_BoxEditor = new BoxEditor(true, s_BoxHash);
     this.m_GuiNames = new string[] { "Sphere", "Hemisphere", "Cone", "Box", "Mesh", "Mesh Renderer", "Skinned Mesh Renderer", "Circle", "Edge" };
     this.m_GuiTypes = new ShapeTypes[] { ShapeTypes.Sphere };
     this.m_TypeToGuiTypeIndex = new int[] { 
         0, 0, 1, 1, 2, 3, 4, 2, 2, 2, 7, 7, 8, 5, 6, 3,
         3
     };
     this.boxShapes = new ShapeTypes[] { ShapeTypes.Box };
     this.coneShapes = new ShapeTypes[] { ShapeTypes.Cone };
     this.shellShapes = new ShapeTypes[] { ShapeTypes.BoxShell };
     base.m_ToolTip = "Shape of the emitter volume, which controls where particles are emitted and their initial direction.";
 }
Beispiel #2
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 public ShapeModuleUI(ParticleSystemUI owner, SerializedObject o, string displayName) : base(owner, o, "ShapeModule", displayName, ModuleUI.VisibilityState.VisibleAndFolded)
 {
     this.m_BoxEditor = new BoxEditor(true, s_BoxHash);
     this.m_GuiNames = new string[] { "Sphere", "HemiSphere", "Cone", "Box", "Mesh", "Circle", "Edge" };
     ShapeTypes[] typesArray1 = new ShapeTypes[7];
     typesArray1[1] = ShapeTypes.HemiSphere;
     typesArray1[2] = ShapeTypes.Cone;
     typesArray1[3] = ShapeTypes.Box;
     typesArray1[4] = ShapeTypes.Mesh;
     typesArray1[5] = ShapeTypes.Circle;
     typesArray1[6] = ShapeTypes.SingleSidedEdge;
     this.m_GuiTypes = typesArray1;
     this.m_TypeToGuiTypeIndex = new int[] { 0, 0, 1, 1, 2, 3, 4, 2, 2, 2, 5, 5, 6 };
     base.m_ToolTip = "Shape of the emitter volume, which controls where particles are emitted and their initial direction.";
 }