/// <inheritdoc />
        public override void SpawnNew(float dt, ParticleEmitter emitter)
        {
            var spawnerState = GetUpdatedState(dt, emitter);
            if (spawnerState != SpawnerState.Active)
            {
                hasBegun = false;
                return;
            }

            if (!hasBegun)
            {
                hasBegun = true;
                oldPosition = emitter.CachedParticleSystem.Translation;
                return;
            }

            var totalDistance = (emitter.CachedParticleSystem.Translation - oldPosition).Length();
            oldPosition = emitter.CachedParticleSystem.Translation;

            var toSpawn = spawnCount * totalDistance + carryOver;

            var integerPart = (int)Math.Floor(toSpawn);
            carryOver = toSpawn - integerPart;

            emitter.EmitParticles(integerPart);
        }
Ejemplo n.º 2
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        public InstantExplosionWeapon(string defaultPath, Camera camera)
        {
            if (sound == null)
                sound = new Sound(defaultPath + "Audio/laserfire3.wav");

            this.reloadTime = 1000;
            this.damage = 10;

            Texture t = new BasicTexture(defaultPath + "Texture/Particle/p.png");
            this.position = new Vector3f();
            this.direction = new Vector3f();
            pe = new PointEmitter(position);

            Vector3f maxV = new Vector3f(10.0f, 10.0f, 10.0f);
            Vector3f minV = maxV * -1.0f;
            Vector3f g = new Vector3f(0.0f, -0.001f, 0.0f);

            Color4f minC = new Color4f(1.0f, 0.7f, 0.7f, 0.0f);
            Color4f maxC = new Color4f(1.0f, 1.0f, 1.0f, 1.0f);

            pf = new BillboardedParticleFactory(t, minV, maxV, g, 0.0f, 1.0f, minC, maxC, 0.2f);
            ps = new ParticleSystem(pe, pf, camera, false, 0.1f, 1000);
            pe.setActive(false);
            ps.reset();
        }
    void Start()
    {
        if( !emitter )
            emitter = particleEmitter;

        emitter.emit = false;
    }
    // Update is called once per frame
    void Update()
    {
        FireParticles = this.transform.Find("Fire_Particles").gameObject.particleEmitter;

        FireLight = this.transform.Find("Fire_Light").gameObject.light;

        FireParticles.maxEnergy = 3.0f * (Health/MaxHealth);

        FireLight.range = 1.5f * Mathf.Sqrt((Health/MaxHealth));

        //Debug.Log("Health " + Health);

        if(Health <= 0){
            Destroy(this.gameObject);

            //gameObject GUIRef = gameObject.GetComponent

            GameObject[] GUIRef = GameObject.FindGameObjectsWithTag("MainCamera");

            Gameplay_GUI ScoreRef = GUIRef[0].gameObject.GetComponent<Gameplay_GUI>();

            ScoreRef.g_score += 10;

            RemoveFireFromRoomTable();

        }
    }
Ejemplo n.º 5
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 public void Emit(ParticleEmitter emitter)
 {
     for (int i = 0; i < _particleSystems.Count; i++)
     {
         _particleSystems[i].Emit(emitter);
     }
 }
Ejemplo n.º 6
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 public void RegisterEffect(string name, EmitterData data)
 {
     Emitters[name] = new ParticleEmitter(Components, name, Components.RootComponent, Matrix.Identity, data);
     Emitters[name].DepthSort = false;
     Emitters[name].Tint = Color.White;
     Emitters[name].FrustrumCull = false;
 }
Ejemplo n.º 7
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        public void AddEmitter(ParticleEmitter emitter)
        {
            emitters.Add(emitter);

            ParticlePool pool = new ParticlePool(this, maxParticlesPerEmitter);
            CollectionUtils.Put(particlesByEmitter, emitter, pool);
        }
Ejemplo n.º 8
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    /*			METHODES			*/
    //Constructor
    void Awake()
    {
        // A retenir : GemLight = gameObject.AddComponent("Light") as Light;

        //Lien avec les composants des particules
        GemPartEmitter = GetComponent<ParticleEmitter>();												//Lien avec l'Emitter des particules
        GemPartAnimation = GetComponent<ParticleAnimator>();											//Lien avec l'Animator des particules
        //GemPartRenderer = GetComponent<ParticleRenderer>();											//Lien avec le Renderer des particules
        InitialColor = Color.yellow;																	//Définition de la couleur initiale de la Gemme
        OppositeColor = Color.magenta;																	//Définition de la couleur opposé de la Gemme

        //Initialisation du tableau dynamiquement
        GemPartStarkle = new Color[5];																	//Initialisation des 5 couleurs comosant le Renderer

        //Lien avec la Lumière
        GemLight = GetComponent<Light>();

        GemTitle = GameObject.Find("GUI Text");															//Lien avec le GUIText de la scène

        //Initialisation des statuts
        GemPartEmitter.emit = false;																	//Dissimulation des particules
        GemTitle.guiText.enabled = false;																//Dissimulation du texte

        MyPart = (ParticleSystem) Instantiate(test);
        ChangeMode = false;
    }
    void Awake()
    {
        emitter = GetComponent<ParticleEmitter>();

        if (whenToEmit == WhenToEmit.Awake)
            Emit(quantityToEmit);
    }
Ejemplo n.º 10
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 // Use this for initialization
 void Start()
 {
     //input = biometricController.GetComponent("BioController") as Controller_Wild_Divine;
     smoke = GameObject.Find("Smoke").GetComponent("ParticleEmitter") as ParticleEmitter;
     inner = GameObject.Find("InnerCore").GetComponent("ParticleEmitter") as ParticleEmitter;
     outer = GameObject.Find("OuterCore").GetComponent("ParticleEmitter") as ParticleEmitter;
 }
Ejemplo n.º 11
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    void Start()
    {
        if( !emitter )
            emitter = GetComponent<ParticleEmitter>();

        emitter.emit = false;
    }
Ejemplo n.º 12
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	// Use this for initialization
	void Start () {
        hidingPlaceLayerMask = 1 << layerIndex;
        id = GetComponent<PlayerIdentity>();
        echoParticleEmitter = GetComponentInChildren<ParticleEmitter>();
		ui = GetComponentInChildren<InWorldUI>();
		sfxManager = GetComponentInChildren<NetworkedSFXManager>();
    }
Ejemplo n.º 13
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    /*			METHODES			*/
    //Constructor
    void Awake()
    {
        //Lien avec les composants des particules
        GemPartEmitter = GetComponent<ParticleEmitter>();												//Lien avec l'Emitter des particules
        GemPartAnimation = GetComponent<ParticleAnimator>();											//Lien avec l'Animator des particules
        InitialColor = Color.magenta;																	//Définition de la couleur initiale de la Gemme
        OppositeColor = new Color32(255,132,0,255);														//Définition de la couleur opposé de la Gemme

        //Initialisation du tableau dynamiquement
        GemPartStarkle = new Color[5];																	//Initialisation des 5 couleurs comosant le Renderer

        //Lien avec la Lumière
        GemLight = GetComponent<Light>();

        GemTitle = GameObject.Find("Title").GetComponent<TextMesh>();									//Lien avec le GUIText de la scène

        //Initialisation des statuts
        GemPartEmitter.emit = false;																	//Dissimulation des particules
        GemTitle.renderer.enabled = false;																//Dissimulation du texte

        ChangeMode = false;
                                                                                                        //Récuparation des scripts
        Blue = GameObject.FindGameObjectWithTag("Blue").GetComponent<BlueGem>();
        Yellow = GameObject.FindGameObjectWithTag("Yellow").GetComponent<YellowGem>();
        White = GameObject.FindGameObjectWithTag("White").GetComponent<WhiteGem>();
        Black = GameObject.FindGameObjectWithTag("Black").GetComponent<BlackGem>();
        Red = GameObject.FindGameObjectWithTag("Red").GetComponent<RedGem>();
    }
Ejemplo n.º 14
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    // --------------------------------------------------------------------------------------
    // Legacy Only...
    public static void ConvertToStaticScale(ParticleEmitter pe, ParticleAnimator pa)
    {
        if (pe == null)
            return;

        Vector3 vecVelScale	= (pe.transform.lossyScale);
        float fVelScale		= (NcTransformTool.GetTransformScaleMeanValue(pe.transform));
        float fScale		= (NcTransformTool.GetTransformScaleMeanValue(pe.transform));

        pe.minSize					*= fScale;
        pe.maxSize					*= fScale;

        pe.worldVelocity			=  Vector3.Scale(pe.worldVelocity, vecVelScale);
        pe.localVelocity			=  Vector3.Scale(pe.localVelocity, vecVelScale);
        pe.rndVelocity				=  Vector3.Scale(pe.rndVelocity, vecVelScale);
        pe.angularVelocity			*= fVelScale;
        pe.rndAngularVelocity		*= fVelScale;
        pe.emitterVelocityScale		*= fVelScale;

        if (pa != null)
        {
            pa.rndForce					=  Vector3.Scale(pa.rndForce, vecVelScale);
            pa.force					=  Vector3.Scale(pa.force, vecVelScale);
        //			pa.damping					*= fScale;
        }
        Vector3		ellipsoid;
        float		minEmitterRange;

        NgSerialized.GetEllipsoidSize(pe, out ellipsoid, out minEmitterRange);
        NgSerialized.SetEllipsoidSize(pe, ellipsoid * fScale, minEmitterRange * fScale);
        // 		NgAssembly.LogFieldsPropertis(pe);
    }
Ejemplo n.º 15
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 void Start()
 {
     mEmitter = GetComponent<ParticleEmitter>();
     mControl = Tools.FindInParents<Spaceship>(transform);
     mEmission = new Vector2(mEmitter.minEmission, mEmitter.maxEmission);
     mDir = transform.rotation * Vector3.back;
 }
    public ParticleEffectInstanceManager(EffectManager effect_manager, Mesh character_mesh, bool letter_flipped, ParticleEffectSetup effect_setup, AnimationProgressionVariables progression_vars, AnimatePerOptions animate_per, ParticleEmitter particle_emitter = null, ParticleSystem particle_system = null)
    {
        m_particle_emitter = particle_emitter;
        m_particle_system = particle_system;
        m_letter_mesh = character_mesh;
        m_letter_flipped = letter_flipped;
        m_follow_mesh = effect_setup.m_follow_mesh;
        m_duration = effect_setup.m_duration.GetValue(progression_vars, animate_per);
        m_delay = effect_setup.m_delay.GetValue(progression_vars, animate_per);
        m_position_offset = effect_setup.m_position_offset.GetValue(progression_vars, animate_per);
        m_rotation_offset = Quaternion.Euler(effect_setup.m_rotation_offset.GetValue(progression_vars, animate_per));
        m_rotate_with_letter = effect_setup.m_rotate_relative_to_letter;
        m_effect_manager_handle = effect_manager;
        m_active = false;

        if (m_particle_emitter != null)
        {
            m_transform = m_particle_emitter.transform;

            m_particle_emitter.emit = true;
            m_particle_emitter.enabled = false;
        }
        else if (m_particle_system != null)
        {
            m_transform = m_particle_system.transform;

            m_particle_system.playOnAwake = false;
            m_particle_system.Play();
        #if !UNITY_3_5 && UNITY_EDITOR
            p_system_timer = 0;
        #endif
        }
    }
Ejemplo n.º 17
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    void Start()
    {
        _damageScript = GetComponent<TakeDamage>();
        _controlScript = GetComponent<Controls>();

        _emitter = transform.Find("Detailed Smoke").particleEmitter;
    }
    private Vector3 _tmpPos; //calculated position... randomized inside sphere of incoming radius * size

    #endregion Fields

    #region Methods

    public void Awake()
    {
        _particleEmitter = (gameObject.AddComponent<EllipsoidParticleEmitter>()) as ParticleEmitter;
        _particleRenderer = (gameObject.AddComponent<ParticleRenderer>()) as ParticleRenderer;
        _particleAnimator = (gameObject.AddComponent<ParticleAnimator>()) as ParticleAnimator;

        _particleRenderer.sortingLayerName = "Topmost";

        _particleEmitter.hideFlags = HideFlags.HideAndDontSave;
        _particleRenderer.hideFlags = HideFlags.HideAndDontSave;
        _particleAnimator.hideFlags = HideFlags.HideAndDontSave;

        _particleAnimator.damping = _baseDamping;

        _particleEmitter.emit = false;
        _particleRenderer.maxParticleSize = maxScreenSize;
        _particleRenderer.material = material;
        _particleRenderer.material.color = Color.white; //workaround for this not being settable elsewhere
        _particleAnimator.sizeGrow = sizeGrow;

        if (explodeOnAwake)
        {
            Explode();
        }
    }
Ejemplo n.º 19
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    public void SetUp()
    {
        gameObject.SetActive(true);
        if(smokeEmitterInstance)
        {
            smokeEmitterInstance.ClearParticles();
            smokeEmitterInstance = null;
        }

        // Reset to original trasform
        transform.rotation = originalRotation;
        transform.position = originalPosition;

        float pixelsToUnits = GameManager.height * 0.5f / Camera.main.orthographicSize;
        // Randomise the y starting point again
        float spawnYPos = originalPosition.y + Random.Range(-maxRange, maxRange) / pixelsToUnits * 50f; //todo remove hardcode
        transform.position = new Vector3(transform.position.x, spawnYPos, transform.position.z);

        collider2D.enabled = true;
        rigidbody2D.isKinematic = true;

        // Randomise the speed again
        planeSpeed = Random.Range(minSpeed, maxSpeed) / pixelsToUnits;
        flagObj.localPosition = new Vector3(-50f / pixelsToUnits,10f/pixelsToUnits,0f);

        rigidbody2D.gravityScale = 10f;
    }
Ejemplo n.º 20
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        private void DrawEmitter(GraphicsDevice device, Effect effect, ParticleEmitter emitter)
        {
            if (emitter.LiveParticles == 0)
                return;

            effect.Parameters["Time"].SetValue(emitter.Time);
            effect.Parameters["Acceleration"].SetValue(emitter.Acceleration);
            effect.Parameters["LifeSpan"].SetValue(emitter.LifeSpan);

            ParticleStateType[] instances = emitter.Particles;

            if (m_InstanceBuffer.VertexCount < instances.Length)
            {
                m_InstanceBuffer.Dispose();
                m_InstanceBuffer = new DynamicVertexBuffer(device, typeof(ParticleStateType), 2 * instances.Length, BufferUsage.WriteOnly);
            }

            m_InstanceBuffer.SetData(instances, 0, emitter.LiveParticles, SetDataOptions.Discard);

            var particleres = m_ParticleBuffer.GetResource();
            device.SetVertexBuffers(
                new VertexBufferBinding(particleres.Buffer, 0, 0),
                new VertexBufferBinding(m_InstanceBuffer, 0, 1)
                );

            device.Indices = m_IndexBuffer;

            foreach (EffectPass pass in effect.CurrentTechnique.Passes)
            {
                pass.Apply();
                device.DrawInstancedPrimitives(PrimitiveType.TriangleList,
                    0, 0, particleres.NumVertices, 0, particleres.PrimitiveCount, emitter.LiveParticles);
            }
        }
    public ParticleEffectInstanceManager(ParticleEmitter p_emitter, EffectManager effect_manager, Mesh character_mesh, float delay, float duration, Vector3 position_offset, bool follow_mesh)
    {
        m_emitter = p_emitter;
        m_duration = duration;
        m_letter_mesh = character_mesh;
        m_delay = delay;
        m_position_offset = position_offset;
        m_follow_mesh = follow_mesh;
        m_effect_manager_handle = effect_manager;
        m_transform = m_emitter.transform;

        // Enable emitter
        m_emitter.emit = true;
        m_emitter.enabled = false;

        // Position effect according to offset
        m_letter_mesh.RecalculateNormals();
        if(!m_letter_mesh.normals[0].Equals(Vector3.zero))
        {
            Quaternion rotation = Quaternion.LookRotation(m_letter_mesh.normals[0], m_letter_mesh.vertices[1].Equals(m_letter_mesh.vertices[2]) ? Vector3.forward : m_letter_mesh.vertices[1] - m_letter_mesh.vertices[2]);
            m_transform.position = m_effect_manager_handle.m_transform.position + (rotation * m_position_offset) + (m_letter_mesh.vertices[0] + m_letter_mesh.vertices[1] + m_letter_mesh.vertices[2] + m_letter_mesh.vertices[3]) / 4;
            m_transform.rotation = rotation;
        }
        else
        {
            m_transform.position = m_effect_manager_handle.m_transform.position + m_position_offset + (m_letter_mesh.vertices[0] + m_letter_mesh.vertices[1] + m_letter_mesh.vertices[2] + m_letter_mesh.vertices[3]) / 4;
        }
    }
	void Awake () 
	{
		mytransform = transform;
		myparticle = GetComponent<ParticleEmitter>();
		mymaterial = GetComponent<Renderer>().sharedMaterial;
		mycollider = GetComponent<Collider>();
	}
Ejemplo n.º 23
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    void Start() {
        // We actually need the renderer for the sprite
        // Actually get a reference to SpriteFollowPlayer and make that do the work
        playerSpriteManager = GetComponent<SpriteFollowPlayer>();
		minimapSpriteRenderer = transform.Find("Minimap Icon").GetComponent<Renderer>();
		seekerParticleEmitter = transform.Find("Echo'd Particle Emitter").GetComponent<ParticleEmitter>();
    }
Ejemplo n.º 24
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    protected override void Start()
    {
        base.Start();

        if( fingerStationaryObject )
            stationaryParticleEmitter = fingerStationaryObject.GetComponentInChildren<ParticleEmitter>();
    }
 // Use this for initialization
 void Start()
 {
     input = biometricController.GetComponent("BiometricInputClient") as BiometricInputClient;
     smoke = GameObject.Find("Smoke").GetComponent("ParticleEmitter") as ParticleEmitter;
     inner = GameObject.Find("InnerCore").GetComponent("ParticleEmitter") as ParticleEmitter;
     outer = GameObject.Find("OuterCore").GetComponent("ParticleEmitter") as ParticleEmitter;
     flameLight = GameObject.Find("Lightsource").GetComponent("Light") as Light;
 }
Ejemplo n.º 26
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		public void SpawnOneBurst()
		{
			camera.Position = Vector3D.One / 2;
			var emitterData = GetEmitterData(spark, 512);
			emitterData.SpawnInterval = 0.0f;
			var emitter = new ParticleEmitter(emitterData, Vector3D.Zero);
			new Command(() => emitter.Spawn(64)).Add(new KeyTrigger(Key.Space));
		}
	void Awake() {
		emitter = GetComponent<ParticleEmitter>();
		fakeEmitter = GetComponent<FakeParticleEmitter>();
		
		if (emitter) { PullFromLegacyEmitter(emitter); }
		if (fakeEmitter) { PullFromFakeEmitter(fakeEmitter); }
		
	}
Ejemplo n.º 28
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	// Use this for initialization
	void Start ()
	{
		theLover = this;
		myRigidbody = GetComponent<Rigidbody>();
		startPos = transform.position;
		parts = GetComponentInChildren<ParticleSystem>();
		parte = GetComponentInChildren<ParticleEmitter>();
	}
 // Use this for initialization
 void Start()
 {
     pe = transform.GetComponent<ParticleEmitter>();
     if (pe == null) {
         throw new System.Exception("The gameobject must have a ParticleEmitter for this script to work.");
     }
     particleController.addEmitter(pe);
 }
Ejemplo n.º 30
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 // Use this for initialization
 void Awake()
 {
     emitter = this.GetComponentInChildren<ParticleEmitter>();
     pRenderer = this.GetComponentInChildren<ParticleRenderer>();
     manager = GameObject.Find("GameManager").GetComponent<GameManager>();
     colors = manager.colors;
     partMaterials = manager.materials;
 }
Ejemplo n.º 31
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        protected void ParseParticleEmitter2Property(Node node, string name)
        {
            ParticleEmitter emitter = (ParticleEmitter)node;

            switch (name)
            {
            case "Shape":
                emitter.Shape = (EmitterShape)lexer.ParseInt();
                break;

            case "EmissionType":
                emitter.EmissionType = (EmissionType)lexer.ParseInt();
                break;

            case "ParticlesLinkage":
                emitter.ParticlesLinkage = (ParticlesLinkage)lexer.ParseInt();
                break;

            case "LinkageActorName":
                emitter.LinkageWidgetName = lexer.ParseQuotedString();
                break;

            case "Number":
                emitter.Number = lexer.ParseFloat();
                break;

            case "TimeShift":
                emitter.TimeShift = lexer.ParseFloat();
                break;

            case "ImmortalParticles":
                emitter.ImmortalParticles = lexer.ParseBool();
                break;

            case "Speed":
                emitter.Speed = lexer.ParseFloat();
                break;

            case "Life":
                emitter.Lifetime = lexer.ParseNumericRange();
                break;

            case "Velocity":
                emitter.Velocity = lexer.ParseNumericRange();
                break;

            case "Zoom":
                emitter.Zoom = lexer.ParseNumericRange();
                break;

            case "AspectRatio":
                emitter.AspectRatio = lexer.ParseNumericRange();
                break;

            case "Spin":
                emitter.Spin = lexer.ParseNumericRange();
                break;

            case "AngularVelocity":
                emitter.AngularVelocity = lexer.ParseNumericRange();
                break;

            case "Orientation":
                emitter.Orientation = lexer.ParseNumericRange();
                break;

            case "AlongTrackOrientation":
                emitter.AlongPathOrientation = lexer.ParseBool();
                break;

            case "Direction":
                emitter.Direction = lexer.ParseNumericRange();
                break;

            case "WindDirection":
                emitter.WindDirection = lexer.ParseNumericRange();
                break;

            case "WindAmount":
                emitter.WindAmount = lexer.ParseNumericRange();
                break;

            case "GravityDirection":
                emitter.GravityDirection = lexer.ParseNumericRange();
                break;

            case "GravityAmount":
                emitter.GravityAmount = lexer.ParseNumericRange();
                break;

            case "MagnetAmount":
                emitter.MagnetAmount = lexer.ParseNumericRange();
                break;

            case "RandMotionRadius":
                emitter.RandomMotionRadius = lexer.ParseNumericRange();
                break;

            case "RandMotionRotation":
                emitter.RandomMotionRotation = lexer.ParseNumericRange();
                break;

            case "RandMotionSpeed":
                emitter.RandomMotionSpeed = lexer.ParseNumericRange();
                break;

            case "RandMotionAspectRatio":
                emitter.RandomMotionAspectRatio = lexer.ParseFloat();
                break;

            default:
                ParseGraphicProperty(emitter, name);
                break;
            }
        }
Ejemplo n.º 32
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        private bool OnStart()
        {
            // Create layer that can hold our renderable elements.
            layer = Layers.CreateDynamic("base");

            var andy = ResourceManager.Load <Texture2D>("andy");

            var autoscales = new Sprite(300.0f, 300.0f, andy);

            layer.Add(autoscales);

            c      = new Circle(400.0f, 400.0f, 128.0f, Circle.RoughCircle);
            c.Fill = Color.White;
            //c.Texture = ResourceManager.Load<Texture2D>("andy");
            c.BorderThickness = 32.0f;
            layer.Add(c);

            // Create triangles.
            for (var i = 0; i < 2; i++)
            {
                var triangle = new Triangle(Vector2.Zero, new Vector2(128.0f));
                triangle.BorderThickness = 8.0f;
                triangle.BorderFill      = Color.Blue;
                triangle.Fill            = Color.White;
                triangle.Texture         = andy;

                var transform = triangle.Transform;
                transform.position.x = 200.0f + 128.0f * i;
                transform.position.y = 200.0f;
                triangle.Transform   = transform;

                layer.Add(triangle);
            }

            // Test sprite..
            var manscales = new Sprite(new Vector2(300.0f), new Vector2(128.0f), andy);

            layer.Add(manscales);

            // Create 3 rectangles.
            for (var i = 0; i < 3; i++)
            {
                layer.Add(new Rectangle(100 + 48.0f * i, 100, 32.0f, 32.0f)
                {
                    BorderThickness = 8.0f
                });
            }

            // Create particle emitter.
            ParticleGenerator gen = ParticleGenerator.Empty();

            gen.flags |= GeneratorFlags.VaryingVelocity;
            gen.flags |= GeneratorFlags.VaryingDecayTime;
            gen.flags |= GeneratorFlags.VaryingSpawnLocation;
            gen.flags |= GeneratorFlags.VaryingAngularVelocity;
            gen.flags |= GeneratorFlags.VaryingScale;
            gen.flags |= GeneratorFlags.UseScaleVelocity;

            gen.startVelocity    = new Vector2(-0.325f, -0.25f);
            gen.velocityVariance = new Vector2(0.625f, 0.25f);

            gen.baseDecayTime     = 550.0f;
            gen.decayTimeVariance = 350.0f;

            gen.spawnLocationMinOffset = new Vector2(-32.0f, 0.0f);
            gen.spawnLocationMaxOffset = new Vector2(32.0f, 0.0f);

            gen.baseAngularVelocity     = 0.001f;
            gen.angularVelocityVariance = 0.01f;

            gen.baseScale     = new Vector2(1.0f, 1.0f);
            gen.scaleVariance = new Vector2(0.5f, 0.5f);

            gen.baseScaleVelocity     = new Vector2(0.001f, 0.001f);
            gen.scaleVelocityVariance = new Vector2(0.005f, 0.005f);

            gen.framesToFade         = 16;
            gen.framesToFadeVariance = 4;

            // TODO: paska osuu tuulettimeen
            var x = 1280.0f / 2.0f;
            var y = 600.0f;

            ParticleEmitter emitter = new ParticleEmitter(gen, andy, new Vector2(x, y), 1024);

            layer.Add(emitter);

            var vars = CVars.GetCVars();

            Console.WriteLine("CVARS C: {0}", vars.Length);

            foreach (var cvar in vars)
            {
                Console.WriteLine(cvar.ToString() + "\n");
            }

            return(true);
        }
Ejemplo n.º 33
0
 /// <summary>
 /// Override to remove the required fields from the parent emitter
 /// </summary>
 /// <param name="parentEmitter">Parent emitter from which required fields should be removed</param>
 public virtual void RemoveRequiredParentFields(ParticleEmitter parentEmitter)
 {
 }
        partial void InitProjSpecific()
        {
            Sprite?.EnsureLazyLoaded();
            Prefab.DeformableSprite?.EnsureLazyLoaded();

            CurrentSwingAmount      = Prefab.SwingAmountRad;
            CurrentScaleOscillation = Prefab.ScaleOscillation;

            SwingTimer          = Rand.Range(0.0f, MathHelper.TwoPi);
            ScaleOscillateTimer = Rand.Range(0.0f, MathHelper.TwoPi);

            if (Prefab.ParticleEmitterPrefabs != null)
            {
                ParticleEmitters        = new ParticleEmitter[Prefab.ParticleEmitterPrefabs.Count];
                ParticleEmitterTriggers = new LevelTrigger[Prefab.ParticleEmitterPrefabs.Count];
                for (int i = 0; i < Prefab.ParticleEmitterPrefabs.Count; i++)
                {
                    ParticleEmitters[i]        = new ParticleEmitter(Prefab.ParticleEmitterPrefabs[i]);
                    ParticleEmitterTriggers[i] = Prefab.ParticleEmitterTriggerIndex[i] > -1 ?
                                                 Triggers[Prefab.ParticleEmitterTriggerIndex[i]] : null;
                }
            }

            if (Prefab.LightSourceParams != null && Prefab.LightSourceParams.Count > 0)
            {
                LightSources        = new LightSource[Prefab.LightSourceParams.Count];
                LightSourceTriggers = new LevelTrigger[Prefab.LightSourceParams.Count];
                for (int i = 0; i < Prefab.LightSourceParams.Count; i++)
                {
                    LightSources[i] = new LightSource(Prefab.LightSourceParams[i])
                    {
                        Position     = new Vector2(Position.X, Position.Y),
                        IsBackground = true
                    };
                    LightSourceTriggers[i] = Prefab.LightSourceTriggerIndex[i] > -1 ?
                                             Triggers[Prefab.LightSourceTriggerIndex[i]] : null;
                }
            }

            Sounds        = new RoundSound[Prefab.Sounds.Count];
            SoundChannels = new SoundChannel[Prefab.Sounds.Count];
            SoundTriggers = new LevelTrigger[Prefab.Sounds.Count];
            for (int i = 0; i < Prefab.Sounds.Count; i++)
            {
                Sounds[i]        = Submarine.LoadRoundSound(Prefab.Sounds[i].SoundElement, false);
                SoundTriggers[i] = Prefab.Sounds[i].TriggerIndex > -1 ? Triggers[Prefab.Sounds[i].TriggerIndex] : null;
            }

            int j = 0;

            foreach (XElement subElement in Prefab.Config.Elements())
            {
                if (!subElement.Name.ToString().Equals("deformablesprite", StringComparison.OrdinalIgnoreCase))
                {
                    continue;
                }
                foreach (XElement animationElement in subElement.Elements())
                {
                    var newDeformation = SpriteDeformation.Load(animationElement, Prefab.Name);
                    if (newDeformation != null)
                    {
                        newDeformation.Params = Prefab.SpriteDeformations[j].Params;
                        spriteDeformations.Add(newDeformation);
                        j++;
                    }
                }
            }

            VisibleOnSonar = Prefab.SonarDisruption > 0.0f || Prefab.OverrideProperties.Any(p => p != null && p.SonarDisruption > 0.0f) ||
                             (Triggers != null && Triggers.Any(t => !MathUtils.NearlyEqual(t.Force, Vector2.Zero) && t.ForceMode != LevelTrigger.TriggerForceMode.LimitVelocity || !string.IsNullOrWhiteSpace(t.InfectIdentifier)));
            if (VisibleOnSonar && Triggers.Any())
            {
                SonarRadius = Triggers.Select(t => t.ColliderRadius * 1.5f).Max();
            }
        }
Ejemplo n.º 35
0
        public override void OnStart(StartState state)
        {
            man  = ImpulseVessel_manager.Instance;
            grav = new GravityTools();
            try
            {
                //Debris
                GameObject go_Transporter = new GameObject("emitter_Transporter");
                emitter_Transporter = go_Transporter.AddComponent("EllipsoidParticleEmitter") as ParticleEmitter;
                ParticleAnimator animator_debris = go_Transporter.AddComponent <ParticleAnimator>();
                go_Transporter.AddComponent <ParticleRenderer>();
                (go_Transporter.renderer as ParticleRenderer).uvAnimationXTile = 7;
                (go_Transporter.renderer as ParticleRenderer).uvAnimationYTile = 7;
                Material mat = new Material(Shader.Find("Particles/Additive"));
                mat.mainTexture = GameDatabase.Instance.GetTexture("SciFi/StarTrekImpulseDrive/particles/transporter_7x7_optimized2", false);
                go_Transporter.renderer.material       = mat;
                emitter_Transporter.emit               = false;
                emitter_Transporter.minSize            = 10f; //radius * 0.05f;  //4    3 +
                emitter_Transporter.maxSize            = 10f; //radius * 0.1f;  //8
                emitter_Transporter.minEnergy          = 1;
                emitter_Transporter.maxEnergy          = 2;
                emitter_Transporter.rndVelocity        = Vector3.zero; //1.6f * radius; //150
                emitter_Transporter.useWorldSpace      = false;
                emitter_Transporter.rndAngularVelocity = 0;
                animator_debris.rndForce               = new Vector3(0, 0, 0);
                animator_debris.sizeGrow               = 0f;

                emitter_Transporter.transform.position = FlightGlobals.ActiveVessel.transform.position;
                emitter_Transporter.Emit(1);



                TransporterSound = new FXGroup("TransporterSound");
                GameObject audioObj = new GameObject();
                audioObj.transform.position         = FlightGlobals.ActiveVessel.transform.position;
                audioObj.transform.parent           = FlightGlobals.ActiveVessel.transform; // add to parent
                TransporterSound.audio              = audioObj.AddComponent <AudioSource>();
                TransporterSound.audio.dopplerLevel = 0f;
                TransporterSound.audio.Stop();
                TransporterSound.audio.clip = GameDatabase.Instance.GetAudioClip(TransporterSoundFile);
                TransporterSound.audio.loop = false;
                TransporterSound.audio.Play();
                TransporterSound.audio.enabled = false;
                if (TransporterSound != null && TransporterSound.audio != null)
                {
                    TransporterSound.audio.time = 0;
                    float soundVolume = GameSettings.SHIP_VOLUME * TransporterSoundVolume;
                    TransporterSound.audio.enabled = true;
                    TransporterSound.audio.volume  = soundVolume;
                }
            }
            catch (Exception ex)
            {
                Debug.LogError("TransporterSound Error : " + ex.Message);
            }

            if (TS == null)
            {
                TS = new LCARS_TransporterSystem();
            }

            try
            {
                ConfigNode newMSE = null;
                newMSE = new ConfigNode("MODULE");
                newMSE.AddValue("name", "ModuleScienceExperiment");
                newMSE.AddValue("experimentID", "TricorderAwayTeamStatus");
                newMSE.AddValue("experimentActionName", "AwayTeam's Log");
                newMSE.AddValue("resetActionName", "Delete Log");
                newMSE.AddValue("useStaging", "False");
                newMSE.AddValue("useActionGroups", "True");
                newMSE.AddValue("hideUIwhenUnavailable", "True");
                newMSE.AddValue("resettable", "True");
                newMSE.AddValue("xmitDataScalar", "10.0");
                newMSE.AddValue("FxModules", "0");
                this.vessel.rootPart.AddModule(newMSE);

                newMSE = new ConfigNode("MODULE");
                newMSE.AddValue("name", "ModuleScienceExperiment");
                newMSE.AddValue("experimentID", "TricorderAwayTeamSurfacescan");
                newMSE.AddValue("experimentActionName", "Surface Scan");
                newMSE.AddValue("resetActionName", "Delete Surface Scan");
                newMSE.AddValue("useStaging", "False");
                newMSE.AddValue("useActionGroups", "True");
                newMSE.AddValue("hideUIwhenUnavailable", "True");
                newMSE.AddValue("resettable", "True");
                newMSE.AddValue("xmitDataScalar", "10.0");
                newMSE.AddValue("FxModules", "0");
                this.vessel.rootPart.AddModule(newMSE);

                newMSE = new ConfigNode("MODULE");
                newMSE.AddValue("name", "ModuleScienceExperiment");
                newMSE.AddValue("experimentID", "TricorderAwayTeamAtmosphereScan");
                newMSE.AddValue("experimentActionName", "Atmosphere Scan");
                newMSE.AddValue("resetActionName", "Delete Atmosphere Scan");
                newMSE.AddValue("useStaging", "False");
                newMSE.AddValue("useActionGroups", "True");
                newMSE.AddValue("hideUIwhenUnavailable", "True");
                newMSE.AddValue("resettable", "True");
                newMSE.AddValue("xmitDataScalar", "10.0");
                newMSE.AddValue("FxModules", "0");
                this.vessel.rootPart.AddModule(newMSE);

                newMSE = new ConfigNode("MODULE");
                newMSE.AddValue("name", "ModuleScienceExperiment");
                newMSE.AddValue("experimentID", "TricorderAwayTeamLiquidScan");
                newMSE.AddValue("experimentActionName", "Liquid Scan");
                newMSE.AddValue("resetActionName", "Delete Liquid Scan");
                newMSE.AddValue("useStaging", "False");
                newMSE.AddValue("useActionGroups", "True");
                newMSE.AddValue("hideUIwhenUnavailable", "True");
                newMSE.AddValue("resettable", "True");
                newMSE.AddValue("xmitDataScalar", "10.0");
                newMSE.AddValue("FxModules", "0");
                this.vessel.rootPart.AddModule(newMSE);


                ModuleScienceExperimentList = new Dictionary <string, ModuleScienceExperiment>()
                {
                };
                foreach (PartModule PM in this.vessel.rootPart.Modules)
                {
                    if (PM.moduleName == "ModuleScienceExperiment")
                    {
                        ModuleScienceExperiment foo = PM as ModuleScienceExperiment;
                        ModuleScienceExperimentList.Add(foo.experimentID, foo);
                    }
                    //Debug.LogError("ModuleScienceExperiment rootPart.Module=" + PM.name);
                }

                /*
                 * MODULE
                 *  {
                 *          name = ModuleScienceExperiment
                 *          experimentID = enterprisestatus
                 *
                 *          experimentActionName = Captain's Log
                 *          resetActionName = Delete Log
                 *
                 *          useStaging = False
                 *          useActionGroups = True
                 *          hideUIwhenUnavailable = True
                 *          resettable = True
                 *
                 *          xmitDataScalar = 10.0
                 *
                 *          FxModules = 0
                 *  }
                 *
                 *  MODULE
                 *  {
                 *          name = ModuleScienceContainer
                 *
                 *          reviewActionName = Review Mission Data
                 *          storeActionName = Log Data
                 *          evaOnlyStorage = False
                 *          storageRange = 1000.0
                 *  }
                 *
                 *  MODULE
                 *  {
                 *          name = ModuleDataTransmitter
                 *
                 *          packetInterval = 0.01
                 *          packetSize = 0.5
                 *
                 *          packetResourceCost = 1000.0
                 *          requiredResource = ElectricCharge
                 *
                 *          DeployFxModules = 0
                 *  }
                 */
            }
            catch (Exception ex)
            {
                Debug.LogError("ModuleScienceExperiment Error : " + ex.Message);
            }
        }
Ejemplo n.º 36
0
    /* ------------------------------------------------------------------------------------------------------
     *      -- SpawnEffect --
     *
     *      This function spawns a new particle effect system each time it's called.  The system
     *      spawned is the prefab referenced by the public particleEffect variable.
     * ------------------------------------------------------------------------------------------------------- */
    void SpawnEffect()
    {
        // Instantiate the effect prefab.
        Transform effectObject = Instantiate(particleEffect, this.transform.position, this.transform.rotation) as Transform;

        // Parent the new effect to this script's transform.
        effectObject.parent = transform;

        // Get the particle emitter from the new effect object.
        ParticleEmitter emitter = effectObject.GetComponent <ParticleEmitter>();

        // Make sure autodestruct is on so that dead particles systems get destroyed.
        ParticleAnimator animator = emitter.transform.GetComponent <ParticleAnimator>();

        if (animator != null)
        {
            animator.autodestruct = true;
        }

        // Generate the particles.
        emitter.Emit(numberOfArms * particlesPerArm);

        // Extract the particles from the created emitter.
        Particle[] p = emitter.particles;

        // The rotation angle, in radians, between the arms of the spiral.
        float armSpacing = (2 * Mathf.PI) / numberOfArms;

        // Loop thru the arms...
        for (int j = 0; j < numberOfArms; j++)
        {
            float r           = 0;
            float theta       = 0;
            float armRotation = j * armSpacing;

            // Loop thru the particles for this arm and place them.
            for (int i = 0; i < particlesPerArm; i++)
            {
                // This particle's index.
                int pX = j * particlesPerArm + i;

                // This is the equation for our spiral in polar coords....
                r = originOffset + turnDistance * theta;

                // All particles are positioned wrt the local transform origin.
                Vector3 newPos = effectObject.localPosition;
                //Vector3 newPos = effectObject.position;

                // Convert to Cartesian coords...
                newPos.x = newPos.x + r * Mathf.Cos(theta);
                newPos.z = newPos.z + r * Mathf.Sin(theta);

                // Rotate the particle about the origin to our desired position for this arm.
                float x = newPos.x * Mathf.Cos(armRotation) + newPos.z * Mathf.Sin(armRotation);
                float z = -newPos.x * Mathf.Sin(armRotation) + newPos.z * Mathf.Cos(armRotation);
                newPos.x = x;
                newPos.z = z;

                // Introduce the desired vertical offset.
                newPos.y = newPos.y + i * verticalTurnDistance;

                // Update the particle position.
                if (emitter.useWorldSpace)
                {
                    newPos = transform.TransformPoint(newPos);
                }
                p[pX].position = newPos;

                // Bump to our next point on the curve.
                theta += particleSeparation;

                // Set particle lifetime to account for specified fade.
                p[pX].energy = p[pX].energy - i * fadeValue;

                // Set particle size to account for specified variation.
                p[pX].size = p[pX].size - i * sizeValue;
            }
        }
        // Update the actual particles.
        emitter.particles = p;
    }
Ejemplo n.º 37
0
 public void SetManager(ParticleEmitter emitter)
 {
     _emitter = emitter;
 }
Ejemplo n.º 38
0
 /// <summary>
 /// This method will be called form the emitter when it needs to poll how many particles to spawn (usually once per frame)
 /// </summary>
 /// <param name="dt">Time it has past since the last update (in seconds)</param>
 /// <param name="emitter">Parent emitter in which new particles should be emitter</param>
 public abstract void SpawnNew(float dt, ParticleEmitter emitter);
Ejemplo n.º 39
0
    /* ------------------------------------------------------------------------------------------------------
     *          -- SpawnEffect --
     *  This function spawns a new particle effect system each time it's called.  The system
     *          spawned is the prefab referenced by the public particleEffect variable.
     *     ------------------------------------------------------------------------------------------------------- */
    void SpawnEffect()
    {
        // Instantiate the effect prefab.
        GameObject effectObject;

        if (m_ParticlePrefab != null)
        {
            effectObject = CreateGameObject(m_ParticlePrefab);
            if (effectObject == null)
            {
                return;
            }
            ChangeParent(transform, effectObject.transform, true, null);
        }
        else
        {
            effectObject = gameObject;
        }

        // Get the particle emitter from the new effect object.
        ParticleEmitter emitter = effectObject.GetComponent <ParticleEmitter>();

        if (emitter == null)
        {
            return;
        }

        emitter.emit          = false;
        emitter.useWorldSpace = false;

        // Make sure autodestruct is on so that dead particles systems get destroyed.
        ParticleAnimator animator = emitter.transform.GetComponent <ParticleAnimator>();

        if (animator != null)
        {
            animator.autodestruct = true;
        }

        // Generate the particles.
        emitter.Emit(m_nNumberOfArms * m_nParticlesPerArm);

        // Extract the particles from the created emitter.
        Particle[] p = emitter.particles;

        // The rotation angle, in radians, between the arms of the spiral.
        float armSpacing = (2 * Mathf.PI) / m_nNumberOfArms;

        // Loop thru the arms...
        for (int j = 0; j < m_nNumberOfArms; j++)
        {
            float r           = 0;
            float theta       = 0;
            float armRotation = j * armSpacing;

            // Loop thru the particles for this arm and place them.
            for (int i = 0; i < m_nParticlesPerArm; i++)
            {
                // This particle's index.
                int pX = j * m_nParticlesPerArm + i;

                // This is the equation for our spiral in polar coords....
                r = m_fOriginOffset + m_fTurnDistance * theta;

                // All particles are positioned wrt the local transform origin.
                Vector3 newPos = effectObject.transform.localPosition;
                //Vector3 newPos = effectObject.position;

                // Convert to Cartesian coords...
                newPos.x = newPos.x + r * Mathf.Cos(theta);
                newPos.z = newPos.z + r * Mathf.Sin(theta);

                // Rotate the particle about the origin to our desired position for this arm.
                float x = newPos.x * Mathf.Cos(armRotation) + newPos.z * Mathf.Sin(armRotation);
                float z = -newPos.x * Mathf.Sin(armRotation) + newPos.z * Mathf.Cos(armRotation);
                newPos.x = x;
                newPos.z = z;

                // Introduce the desired vertical offset.
                newPos.y = newPos.y + i * m_fVerticalTurnDistance;

                // Update the particle position.
                if (emitter.useWorldSpace)
                {
                    newPos = transform.TransformPoint(newPos);
                }
                p[pX].position = newPos;

                // Bump to our next point on the curve.
                theta += m_fParticleSeparation;

                // Set particle lifetime to account for specified fade.
                //				p[pX].energy = p[pX].energy - i * m_fFadeValue;
                if (m_fFadeValue != 0)
                {
                    p[pX].energy = p[pX].energy * (1 - Mathf.Abs(m_fFadeValue)) + p[pX].energy *
                                   Mathf.Abs(m_fFadeValue) * (m_fFadeValue < 0 ? m_nParticlesPerArm - i : i + 1) /
                                   m_nParticlesPerArm;
                }

                // Set particle size to account for specified variation.
                //				p[pX].size = p[pX].size - i * m_fSizeValue;
                if (m_fSizeValue != 0)
                {
                    p[pX].size += Mathf.Abs(m_fSizeValue) * (m_fSizeValue < 0 ? m_nParticlesPerArm - i : i + 1) /
                                  m_nParticlesPerArm;
                }
            }
        }

        // Update the actual particles.
        emitter.particles = p;
    }
Ejemplo n.º 40
0
    void LegacySetParticle()
    {
        ParticleEmitter  pe = m_pe;
        ParticleAnimator pa = m_pa;
        ParticleRenderer pr = m_pr;

        if (pe == null || pr == null)
        {
            return;
        }

        if (m_bLegacyRuntimeScale)
        {
            Vector3 vecVelScale = Vector3.one * m_fStartSpeedRate;
            float   fVelScale   = m_fStartSpeedRate;

            pe.minSize     *= m_fStartSizeRate;
            pe.maxSize     *= m_fStartSizeRate;
            pe.minEnergy   *= m_fStartLifeTimeRate;
            pe.maxEnergy   *= m_fStartLifeTimeRate;
            pe.minEmission *= m_fStartEmissionRate;
            pe.maxEmission *= m_fStartEmissionRate;

            pe.worldVelocity         = Vector3.Scale(pe.worldVelocity, vecVelScale);
            pe.localVelocity         = Vector3.Scale(pe.localVelocity, vecVelScale);
            pe.rndVelocity           = Vector3.Scale(pe.rndVelocity, vecVelScale);
            pe.angularVelocity      *= fVelScale;
            pe.rndAngularVelocity   *= fVelScale;
            pe.emitterVelocityScale *= fVelScale;

            //          NgAssembly.LogFieldsPropertis(pe);

            if (pa != null)
            {
                pa.rndForce = Vector3.Scale(pa.rndForce, vecVelScale);
                pa.force    = Vector3.Scale(pa.force, vecVelScale);
                //				pa.damping					*= fScale;
            }

            //          pr.velocityScale			*= fVelScale;
            pr.lengthScale *= m_fRenderLengthRate;
        }
        else
        {
            Vector3 vecVelScale = (m_bScaleWithTransform ? pe.transform.lossyScale : Vector3.one) * m_fStartSpeedRate;
            float   fVelScale   = (m_bScaleWithTransform ? NcTransformTool.GetTransformScaleMeanValue(pe.transform) : 1) *
                                  m_fStartSpeedRate;
            float fScale = (m_bScaleWithTransform ? NcTransformTool.GetTransformScaleMeanValue(pe.transform) : 1) *
                           m_fStartSizeRate;

            pe.minSize     *= fScale;
            pe.maxSize     *= fScale;
            pe.minEnergy   *= m_fStartLifeTimeRate;
            pe.maxEnergy   *= m_fStartLifeTimeRate;
            pe.minEmission *= m_fStartEmissionRate;
            pe.maxEmission *= m_fStartEmissionRate;

            pe.worldVelocity         = Vector3.Scale(pe.worldVelocity, vecVelScale);
            pe.localVelocity         = Vector3.Scale(pe.localVelocity, vecVelScale);
            pe.rndVelocity           = Vector3.Scale(pe.rndVelocity, vecVelScale);
            pe.angularVelocity      *= fVelScale;
            pe.rndAngularVelocity   *= fVelScale;
            pe.emitterVelocityScale *= fVelScale;

            //          NgAssembly.LogFieldsPropertis(pe);

            if (pa != null)
            {
                pa.rndForce = Vector3.Scale(pa.rndForce, vecVelScale);
                pa.force    = Vector3.Scale(pa.force, vecVelScale);
                //				pa.damping					*= fScale;
            }

            //          pr.velocityScale			*= fVelScale;
            pr.lengthScale *= m_fRenderLengthRate;
        }
    }
Ejemplo n.º 41
0
        protected void ParseParticleTemplateProperty(Node node, string name)
        {
            ParticleModifier pm = (ParticleModifier)node;

            switch (name)
            {
            case "TexturePath":
                pm.Texture = new SerializableTexture(lexer.ParsePath());
                try {
                    var path = Path.ChangeExtension(pm.Texture.SerializationPath, "png");
                    using (var s = isTangerine
                                                ? AssetBundle.Current.OpenFile(Lime.Yuzu.Current?.ExpandPath(path) ?? path)
                                                : System.IO.File.OpenRead(path)) {
                        using (var b = new Bitmap(s)) {
                            pm.Size = new Vector2(b.Width, b.Height);
                        }
                    }
                } catch (System.Exception e) {
                    Console.WriteLine($"Warning: can't extract size for particle modifier from {pm.Texture.SerializationPath}, {e.Message}");
                }
                break;

            case "FirstFrame":
                pm.FirstFrame = lexer.ParseInt();
                break;

            case "LastFrame":
                pm.LastFrame = lexer.ParseInt();
                break;

            case "LoopedAnimation":
                pm.LoopedAnimation = lexer.ParseBool();
                break;

            case "AnimationFPS":
                pm.AnimationFps = lexer.ParseFloat();
                break;

            case "Scale": {
                var scale = lexer.ParseFloat();
                pm.Scale = new Vector2(scale, scale);
                break;
            }

            case "AspectRatio": {
                var ar = lexer.ParseFloat();
                if (ar != 1f)
                {
                    pm.Scale = ParticleEmitter.ApplyAspectRatio(pm.Scale, ar);
                }
                break;
            }

            case "Velocity":
                pm.Velocity = lexer.ParseFloat();
                break;

            case "WindAmount":
                pm.WindAmount = lexer.ParseFloat();
                break;

            case "GravityAmount":
                pm.GravityAmount = lexer.ParseFloat();
                break;

            case "MagnetAmount":
                pm.MagnetAmount = lexer.ParseFloat();
                break;

            case "Spin":
                pm.Spin = lexer.ParseFloat();
                break;

            case "AngularVelocity":
                pm.AngularVelocity = lexer.ParseFloat();
                break;

            case "Color":
                pm.Color = lexer.ParseColor4();
                break;

            default:
                ParseActorProperty(node, name);
                break;
            }
        }
Ejemplo n.º 42
0
 void Start()
 {
     p         = (ParticleEmitter)(GameObject.Find("StrangeParticles").GetComponent(typeof(ParticleEmitter)));
     particles = p.particles;
 }
Ejemplo n.º 43
0
 public void SetupParticleEmitter()
 {
     pType    = 2;
     pEmitter = thisObj.GetComponent <ParticleEmitter>();
     Debug.Log("get ParticleEmitter   " + pEmitter);
 }
Ejemplo n.º 44
0
        /// <inheritdoc />
        public unsafe override void SpawnNew(float dt, ParticleEmitter emitter)
        {
            if (isParentNameDirty)
            {
                RemoveControlGroup();

                Parent = emitter.CachedParticleSystem?.GetEmitterByName(ParentName);

                AddControlGroup();

                isParentNameDirty = false;
            }

            var spawnerState = GetUpdatedState(dt, emitter);

            if (spawnerState != SpawnerState.Active)
            {
                return;
            }

            // Get parent pool
            if (Parent == null)
            {
                return;
            }

            var parentPool           = Parent.Pool;
            var parentParticlesCount = parentPool.LivingParticles;

            if (parentParticlesCount == 0)
            {
                return;
            }

            var spawnControlGroup = GetSpawnControlField();

            if (!spawnControlGroup.IsValid())
            {
                return;
            }

            ParticleSpawnTrigger?.PrepareFromPool(parentPool);

            var randomSeedFieldParent = parentPool.GetField(ParticleFields.RandomSeed);

            int totalParticlesToEmit = 0;

            foreach (var parentParticle in parentPool)
            {
                uint particlesToEmit = 0;

                var parentEventTriggered = ParticleSpawnTrigger?.HasTriggered(parentParticle) ?? false;
                if (parentEventTriggered)
                {
                    var particlesToEmitFloat = SpawnCount.X;

                    if (randomSeedFieldParent.IsValid())
                    {
                        var randSeed = parentParticle.Get(randomSeedFieldParent);

                        particlesToEmitFloat = (SpawnCount.X + (SpawnCount.Y - SpawnCount.X) * randSeed.GetFloat(0));
                    }

                    particlesToEmit = (uint)Math.Floor(particlesToEmitFloat + carryOver);
                    carryOver      += (particlesToEmitFloat - particlesToEmit);
                }


                ParticleChildrenAttribute childrenAttribute = ParticleChildrenAttribute.Empty;

                childrenAttribute.ParticlesToEmit = particlesToEmit;
                totalParticlesToEmit += (int)particlesToEmit;

                (*((ParticleChildrenAttribute *)parentParticle[spawnControlGroup])) = childrenAttribute;
            }

            emitter.EmitParticles(totalParticlesToEmit);
        }
Ejemplo n.º 45
0
 public static void MoveParticlesWithPlayerVelocity()
 {
     move      = GameObject.FindWithTag(Globals.PLAYER).GetComponent <PlayerMovement>();
     particles = move.GetComponentInChildren <ParticleEmitter>();
     particles.worldVelocity = move.moveDirection;
 }
Ejemplo n.º 46
0
        public override Task <Entity> CreateEntity(EntityHierarchyItemViewModel parent)
        {
            var name = ComputeNewName(parent, "Ribbon particle system");

            var component = new ParticleSystemComponent();
            var emitter   = new ParticleEmitter {
                ParticleLifetime = new Vector2(2, 2)
            };


            // 30 Particles per second
            var spawner = new SpawnerPerSecond {
                SpawnCount = 30
            };

            emitter.Spawners.Add(spawner);

            // Ribbon
            var ribbonShape = new ShapeBuilderRibbon
            {
                SmoothingPolicy         = SmoothingPolicy.Best,
                Segments                = 15,
                TextureCoordinatePolicy = TextureCoordinatePolicy.Stretched,
                TexCoordsFactor         = 1f
            };

            emitter.ShapeBuilder = ribbonShape;

            // Velocity
            var randVel = new InitialVelocitySeed
            {
                VelocityMin = new Vector3(-0.15f, 3f, -0.15f),
                VelocityMax = new Vector3(0.15f, 3, 0.15f)
            };

            emitter.Initializers.Add(randVel);

            // Spawn Order
            var initialOrder = new InitialSpawnOrder();

            emitter.Initializers.Add(initialOrder);

            // Size by Lifetime
            var sizeCurve = new ComputeAnimationCurveFloat();
            var key0      = new AnimationKeyFrame <float>
            {
                Key   = 0,
                Value = 0.1f
            };
            var key1 = new AnimationKeyFrame <float>
            {
                Key   = 0.9f,
                Value = 0f
            };

            sizeCurve.KeyFrames.Add(key0);
            sizeCurve.KeyFrames.Add(key1);

            var sizeAnimation = new UpdaterSizeOverTime {
                SamplerMain = { Curve = sizeCurve }
            };

            emitter.Updaters.Add(sizeAnimation);

            emitter.SortingPolicy = EmitterSortingPolicy.ByOrder;

            component.ParticleSystem.Emitters.Add(emitter);

            return(CreateEntityWithComponent(name, component));
        }
Ejemplo n.º 47
0
 // Use this for initialization
 void Start()
 {
     smokeEmitter = smokeObject.GetComponent <ParticleEmitter>();
 }
Ejemplo n.º 48
0
 public void Awake()
 {
     _rigidbody = GetComponent <Rigidbody> ();
     _emitter   = GetComponent <ParticleEmitter> ();
     _particles = GetComponent <ParticleSystem> ();
 }
Ejemplo n.º 49
0
        protected override void updateAttack()
        {
            if (attackWait < This.gameTime.TotalGameTime)
            {
                if (isAttackAnimDone && !IsSubmerged)
                {
                    if (HasVomited || This.Game.rand.Next(4) != 0)
                    {
                        #region Spew
                        List <Sprite> targets = (This.Game.CurrentLevel as FrostbyteLevel).allies;
                        Sprite        target  = GetClosestTarget(targets);
                        if (target != null)
                        {
                            int attackRange = 11;

                            //Create Particle Emitter
                            Effect    particleEffect = This.Game.CurrentLevel.GetEffect("ParticleSystem");
                            Texture2D boulder        = This.Game.CurrentLevel.GetTexture("boulder");

                            foreach (TimeSpan delay in new TimeSpan[] {
                                TimeSpan.Zero, new TimeSpan(0, 0, 0, 1, 500), new TimeSpan(0, 0, 3),
                            })
                            {
                                ParticleEmitter particleEmitterEarth = new ParticleEmitter(1000, particleEffect, boulder);
                                particleEmitterEarth.effectTechnique = "NoSpecialEffect";
                                particleEmitterEarth.blendState      = BlendState.AlphaBlend;
                                (particleEmitterEarth.collisionObjects.First() as Collision_BoundingCircle).Radius = attackRange;
                                (particleEmitterEarth.collisionObjects.First() as Collision_BoundingCircle).createDrawPoints();
                                particleEmitters.Add(particleEmitterEarth);

                                Vector2     oldDirection = Direction;
                                double      angle        = Math.Atan2(Direction.Y, Direction.X);
                                SpriteFrame frame        = GetAnimation();
                                for (int x = 0; x < 3; x++)
                                {
                                    mAttacks.Add(LevelFunctions.DelayEnumerable <bool>(Attacks.T1Projectile(target,
                                                                                                            this,
                                                                                                            5,
                                                                                                            20,
                                                                                                            new TimeSpan(0, 0, 0, 1, 750),
                                                                                                            attackRange,
                                                                                                            6f,
                                                                                                            false,
                                                                                                            delegate(OurSprite attacker, Vector2 direction, float projectileSpeed, ParticleEmitter particleEmitter)
                                    {
                                        Random randPosition = new Random();
                                        particleEmitter.createParticles(direction * projectileSpeed, Vector2.Zero, particleEmitterEarth.GroundPos, 10, 10);
                                        Vector2 tangent = new Vector2(-direction.Y, direction.X);
                                        for (int i = -5; i < 6; i++)
                                        {
                                            particleEmitter.createParticles(-direction * projectileSpeed * 5,
                                                                            tangent * -i * 40,
                                                                            particleEmitter.GroundPos + tangent * i * ParticleEmitter.EllipsePerspectiveModifier + (float)randPosition.NextDouble() * direction * 8f,
                                                                            1.5f,
                                                                            300);
                                        }
                                    },
                                                                                                            particleEmitterEarth,
                                                                                                            new Vector2(0, -20)), delay).GetEnumerator());
                                }
                            }
                        }
                        #endregion
                    }
                    else
                    {
                        SetAnimation(18);
                        mAttacks.Add(Attacks.WormVomit(this, 18, 1, 24).GetEnumerator());
                        HasVomited = true;
                    }
                }
                attackWait = This.gameTime.TotalGameTime + new TimeSpan(0, 0, rng.Next(1, 3));
            }
        }
Ejemplo n.º 50
0
        public Player(GameState state, Texture2D texture, Vector2 position, int width, int height, bool isControllable = true)
            : base(state, texture, position, width, height, true)
        {
            playerHealth = playerMaxHealth;

            FacingDirection = 1;

            Energy = MaxEnergy;
            Size   = new Vector2(16, 32);

            Body.Velocity.X = 0;
            Body.Velocity.Y = -2f;

            FloatingUpSpeed   = 0.8f;
            FloatingDownSpeed = FloatingUpSpeed * 2;

            Body.Acceleration.X = 1f;
            Body.MaxVelocity    = 3f;
            Body.Drag.X         = 0.6f;
            Body.Drag.Y         = 0.6f;

            Body.Enabled = true;
            Body.Tag     = "player";

            /* Create a few bullets */
            Bullets = new List <Bullet>();
            for (int i = 0; i < 50; i++)
            {
                Bullet b = new Bullet(state, texture, Vector2.Zero, this);
                b.Animations.CurrentFrame = new Frame(48, 96, 16, 16);
                b.Body.SetSize(6, 6, 5, 5);
                b.Body.Drag.Y *= 1.1f;

                Bullets.Add(b);
            }

            movementParticleEmitter = new ParticleEmitter(State, 0, 0, 128);
            movementParticleEmitter.EmitterBox.Resize(1, 4);
            movementParticleEmitter.MakeParticles(texture, 16, 16);
            movementParticleEmitter.ParticleVelocity = new Vector2(0, 0.01f);
            movementParticleEmitter.SetAcceleration(0, -0.005f);
            movementParticleEmitter.XVelocityVariationRange = new Vector2(-20f, 20f);
            movementParticleEmitter.YVelocityVariationRange = new Vector2(-40f, 40f);
            movementParticleEmitter.SetTextureCropRectangle(new Rectangle(3 * 16, 6 * 16, 16, 16));
            movementParticleEmitter.SpawnRate = 40f;
            movementParticleEmitter.ParticleLifespanMilliseconds          = 750f;
            movementParticleEmitter.ParticleLifespanVariationMilliseconds = 50f;
            movementParticleEmitter.InitialScale = 0.5f;
            movementParticleEmitter.FinalScale   = 1.1f;

            anchorParticleEmitter = new ParticleEmitter(State, 0, 0, 10);
            //anchorParticleEmitter.EmitterBox.Resize(1, 4);
            anchorParticleEmitter.EmitterBox.Resize(Body.Bounds.Width, Body.Bounds.Height);
            anchorParticleEmitter.MakeRandomParticles(texture, new Rectangle[] { new Rectangle(0, 80, 16, 16), new Rectangle(16, 80, 16, 16) });
            float dispersion = 200f;

            anchorParticleEmitter.XVelocityVariationRange = new Vector2(-dispersion, dispersion);
            anchorParticleEmitter.YVelocityVariationRange = new Vector2(-dispersion, dispersion);
            anchorParticleEmitter.SpawnRate = 150f;
            anchorParticleEmitter.ParticleLifespanMilliseconds          = 750f;
            anchorParticleEmitter.ParticleLifespanVariationMilliseconds = 100f;
            anchorParticleEmitter.InitialScale      = 0.5f;
            anchorParticleEmitter.FinalScale        = 0.1f;
            anchorParticleEmitter.Burst             = true;
            anchorParticleEmitter.ParticlesPerBurst = 5;
            anchorParticleEmitter.Activated         = false;

            Floating = true;
        }