// Emit particles public void Emit() { // Initialize Initialize(); // Emitter is not ready if (initialized == false) { return; } // Set material properties in case object has no rigid collision.SetMaterialProps(this); // Particle system ParticleSystem ps = RFParticles.CreateParticleSystemDebris(this); // Get components MeshFilter emitMeshFilter = GetComponent <MeshFilter>(); MeshRenderer meshRenderer = GetComponent <MeshRenderer>(); // Get emit material index int emitMatIndex = RFParticles.GetEmissionMatIndex(meshRenderer, emissionMaterial); // TODO set amount this.amountFinal = 30; // Create debris CreateDebris(transform, this, emitMeshFilter, emitMatIndex, ps); }
// Emit particles public void Emit() { // Initialize Initialize(); // Emitter is not ready if (initialized == false) { return; } // Particle system ParticleSystem ps = CreateParticleSystem(this); // Get components MeshFilter emitMeshFilter = GetComponent <MeshFilter>(); MeshRenderer meshRenderer = GetComponent <MeshRenderer>(); // Get emit material index int emitMatIndex = RFParticles.GetEmissionMatIndex(meshRenderer, emissionMaterial); // TODO set amount this.amountFinal = 30; // Create debris CreateDust(transform, this, emitMeshFilter, emitMatIndex, ps); }