Ejemplo n.º 1
0
 public UnityEngine.ParticleSystem.MinMaxCurve getNegativeCurve(ValueTypeUtil.CurveType flag = ValueTypeUtil.CurveType.Normal, float scale = 1.0f)
 {
     UnityEngine.ParticleSystem.MinMaxCurve ret;
     if (flag == ValueTypeUtil.CurveType.Rotation)
     {
         ret = new UnityEngine.ParticleSystem.MinMaxCurve(-max * UnityEngine.Mathf.PI / 180.0f * scale, -min * UnityEngine.Mathf.PI / 180.0f * scale);
     }
     else
     {
         ret = new UnityEngine.ParticleSystem.MinMaxCurve(-max * scale, -min * scale);
     }
     return(ret);
 }
Ejemplo n.º 2
0
 public UnityEngine.ParticleSystem.MinMaxCurve getNegativeCurve(ValueTypeUtil.CurveType flag = ValueTypeUtil.CurveType.Normal, float scale = 1.0f)
 {
     UnityEngine.ParticleSystem.MinMaxCurve ret;
     if (flag == ValueTypeUtil.CurveType.Rotation)
     {
         ret = new UnityEngine.ParticleSystem.MinMaxCurve(maxCurveAnchorValue, ValueTypeUtil.GenerateAnimationCurve(anchors, true, UnityEngine.Mathf.PI / 180.0f * scale));
     }
     else
     {
         ret = new UnityEngine.ParticleSystem.MinMaxCurve(maxCurveAnchorValue, ValueTypeUtil.GenerateAnimationCurve(anchors, true, scale));
     }
     return(ret);
 }