public void CreateRingAt(Vector3 position, Color color, ParticleEffectSize size) { if (setupRingCalled == false) { SetupRingEmitter(); setupRingCalled = true; } Position = position; var scale = ringScale[size]; RingEmitter.SetEmissionColor(color); // NOTE: rings need more particles to look like a ring! RingEmitter.NumberPerEmission = DefaultNumberPerEmission * 4 * scale; RingEmitter.EmissionSettings.ScaleY = DefaultMinScale * scale; RingEmitter.EmissionSettings.ScaleYRange = (DefaultMaxScale - DefaultMinScale) * scale; RingEmitter.Emit(); }
public void CreateExplosionAt(Vector3 position, Color color, ParticleEffectSize size) { if (setupExplosionCalled == false) { SetupExplosionEmitter(); setupExplosionCalled = true; } Position = position; var scale = explosionScale[size]; ExplosionEmitter.SetEmissionColor(color); ExplosionEmitter.NumberPerEmission = DefaultNumberPerEmission * scale; ExplosionEmitter.EmissionSettings.ScaleY = DefaultMinScale * scale; ExplosionEmitter.EmissionSettings.ScaleYRange = (DefaultMaxScale - DefaultMinScale) * scale; ExplosionEmitter.EmissionSettings.RadialVelocity = DefaultMinVelocity * scale; ExplosionEmitter.EmissionSettings.RadialVelocityRange = (DefaultMaxVelocity - DefaultMinVelocity) * scale; ExplosionEmitter.Emit(); }