void OnEnable()
        {
            path = GetComponent <OpenPath>();

            particle_system = GetComponent <ParticleSystem>();
            ParticleSystem.EmissionModule em = particle_system.emission;
            em.enabled = false;

            particle_array = new ParticleSystem.Particle[particle_system.maxParticles];

            particle_trackerArray = new PathParticleTracker[particle_system.maxParticles];
            for (int i = 0; i < particle_trackerArray.Length; i++)
            {
                particle_trackerArray[i] = new PathParticleTracker();
            }

            emissionRateTracker = 1.0f / emissionRate;


        #if UNITY_EDITOR
            if (!Application.isPlaying)
            {
                editorTimetracker = EditorApplication.timeSinceStartup;
            }
        #endif
        }
Beispiel #2
0
        // Use this for initialization
        void Start()
        {
            OpenPath path = GetComponent <OpenPath>();

            pathPoints = new Vector3[path.Waypoints.Length];
            for (int i = 0; i < path.Waypoints.Length; i++)
            {
                pathPoints[i] = path.Waypoints[i].position;
            }
        }
        void OnEnable()
        {
            path = GetComponent<OpenPath>();

            particle_system = GetComponent<ParticleSystem>();
            ParticleSystem.EmissionModule em = particle_system.emission;
            em.enabled = false;

            particle_array        = new ParticleSystem.Particle[particle_system.maxParticles];

            particle_trackerArray = new PathParticleTracker[particle_system.maxParticles];
            for(int i=0; i<particle_trackerArray.Length; i++)
                particle_trackerArray[i] = new PathParticleTracker();

            emissionRateTracker = 1.0f/emissionRate;

            #if UNITY_EDITOR
            if(!Application.isPlaying){
                editorTimetracker = EditorApplication.timeSinceStartup;
            }
            #endif
        }