Example #1
0
 void UpdateParameters()
 {
     ParticlePlugin.ParticleSystemParameter parm = new ParticlePlugin.ParticleSystemParameter(m_infinite,
                                                                                              m_maxParticles, m_lifeTime, m_gravity, m_position, m_velocity, m_startColor, m_endColor,
                                                                                              m_startAlpha, m_startSize, m_endSize, m_positionJitter, m_velocityJitter);
     ParticlePlugin.SetParticleSystemParameters(m_id, parm);
 }
Example #2
0
    // Update is called once per frame
    void Update()
    {
        ParticlePlugin.UpdateParticleSystem(m_id, Time.deltaTime);
        int num = ParticlePlugin.GetParticleNum(m_id);

        ParticlePlugin.GetParticleData(m_particleDataArray, m_id, num);
        for (int i = 0; i < m_maxParticleObjects; ++i)
        {
            GameObject particle = m_particles[i];
            if ((i < num && !m_particleDataArray[i].isAlive) || i >= num)
            {
                particle.SetActive(false);
            }
            else
            {
                particle.SetActive(true);
                // Set position
                particle.transform.position = ParticlePlugin.FloatArrayToVector3(m_particleDataArray[i].position);
                // Set scale
                float scale = m_particleDataArray[i].scale;
                particle.transform.localScale = new Vector3(scale, scale, scale);
                // Set color
                Vector3  color    = ParticlePlugin.FloatArrayToVector3(m_particleDataArray[i].color);
                float    alpha    = m_particleDataArray[i].alpha;
                Material material = particle.GetComponent <Renderer>().material;
                material.color = new Color(color.x, color.y, color.z, alpha);
            }
        }
    }
Example #3
0
    public Vector2 m_velocityJitter          = new Vector2(-20f, 20f);     // min and max

    // Start is called before the first frame update
    void Start()
    {
        m_id = ParticlePlugin.CreateParticleSystem();
        m_particleDataArray = new ParticlePlugin.ParticleData[m_maxParticleObjects];    // Initialize the array
        // Initialize particle objects
        for (int i = 0; i < m_maxParticleObjects; i++)
        {
            m_particleDataArray[i] = new ParticlePlugin.ParticleData();
            GameObject particle = GameObject.Instantiate(m_particlePrefab, this.transform);
            m_particles.Add(particle);
            particle.SetActive(false);
        }
        UpdateParameters();
    }
Example #4
0
 // TODO: Add support for optinal keys again, for MeshComponent.Key
 public ParticleProcessor(ParticlePlugin particlePlugin)
     : base(new PropertyKey[] { ParticleEmitterComponent.Key, TransformationComponent.Key })
 {
     this.particlePlugin = particlePlugin;
     updaters            = new List <ParticleUpdater>();
 }
Example #5
0
 public void Destroy()
 {
     ParticlePlugin.RemoveParticleSystem(m_id);
     Destroy(this.gameObject);
 }
Example #6
0
 public bool IsAlive()
 {
     return(ParticlePlugin.IsAlive(m_id));
 }