private void Select(int i) { ParticleSceneControls.selected = this.demoParticles.items[i]; this.instance = null; ParticleSceneControls.DemoParticleSystem[] items = this.demoParticles.items; for (int j = 0; j < items.Length; j++) { ParticleSceneControls.DemoParticleSystem demoParticleSystem = items[j]; if (demoParticleSystem != ParticleSceneControls.selected && demoParticleSystem.mode == ParticleSceneControls.Mode.Activate && demoParticleSystem != null) { demoParticleSystem.transform.gameObject.SetActive(false); } } if (ParticleSceneControls.selected.mode == ParticleSceneControls.Mode.Activate) { ParticleSceneControls.selected.transform.gameObject.SetActive(true); } this.particleMultiplier = ParticleSceneControls.selected.transform.GetComponent <ParticleSystemMultiplier>(); this.multiply = 1f; if (this.clearOnChange) { while (this.currentParticleList.Count > 0) { UnityEngine.Object.Destroy(this.currentParticleList[0].gameObject); this.currentParticleList.RemoveAt(0); } } this.interactionGuiText.text = ParticleSceneControls.selected.instructionText; this.titleGuiText.text = ParticleSceneControls.selected.transform.name; }
void Select(int i) { selected = demoParticles.items[i]; instance = null; foreach (var otherEffect in demoParticles.items) { if ((otherEffect != selected) && (otherEffect.mode == Mode.Activate)) { if (otherEffect != null) { otherEffect.transform.gameObject.SetActive(false); } } } if (selected.mode == Mode.Activate) { selected.transform.gameObject.SetActive(true); } particleMultiplier = selected.transform.GetComponent <ParticleSystemMultiplier>(); multiply = 1; if (clearOnChange) { while (currentParticleList.Count > 0) { Destroy(currentParticleList[0].gameObject); currentParticleList.RemoveAt(0); } } interactionGuiText.text = selected.instructionText; titleGuiText.text = selected.transform.name; }
public void Select(int i) { s_Selected = demoParticles.items[i]; m_Instance = null; foreach (var otherEffect in demoParticles.items) { if ((otherEffect != s_Selected) && (otherEffect.mode == Mode.Activate)) { otherEffect.transform.gameObject.SetActive(false); } } if (s_Selected.mode == Mode.Activate) { s_Selected.transform.gameObject.SetActive(true); } m_ParticleMultiplier = s_Selected.transform.GetComponent<ParticleSystemMultiplier>(); multiply = 1; if (clearOnChange) { while (m_CurrentParticleList.Count > 0) { Destroy(m_CurrentParticleList[0].gameObject); m_CurrentParticleList.RemoveAt(0); } } //titleText.text = s_Selected.transform.name; }
private void Awake() { _muzzleFlash = GetComponentInChildren <ParticleSystem>(); psm = _deathExplosionFX.GetComponent <ParticleSystemMultiplier>(); originalPosition = transform.localPosition; liftPosition = originalPosition + liftOffset; reticle.SetActive(false); }
// Use this for initialization void Start() { checkbox.SetActive(false); ParticleSystemMultiplier SysMul = GetComponent <ParticleSystemMultiplier>(); multiplier = SysMul.multiplier; reduceFactor *= multiplier; audioS = GetComponent <AudioSource>(); }
void Start() { visual = GameObject.Instantiate(visualPrefab); visual.transform.parent = transform; visual.transform.localPosition = Vector3.zero; visualScaler = visual.GetComponent <ParticleSystemMultiplier>(); StartCoroutine(Spreading()); }
// Use this for initialization void Start() { checkbox.SetActive(false); ParticleSystemMultiplier sysMul = GetComponent<ParticleSystemMultiplier>(); multiplier = sysMul.multiplier; _audioSource = GetComponent<AudioSource>(); // This is called every time a GameObject with this script is set to active // Add fire _gameManager = GameManager.instance; _gameManager.AddFire(); // Change tag to "Fire" so we know it won't be lit randomly later this.gameObject.tag = "Fire"; }
IEnumerator SpawnChild() { if (transform.localScale.x > 0.25f) { Asteroid asteroidClone = Instantiate(asteroidPrefabs[Random.Range(0, asteroidPrefabs.Length)]) as Asteroid; asteroidClone.transform.position = transform.position; asteroidClone.transform.rotation = Random.rotation; asteroidClone.transform.localScale = Vector3.one * (transform.localScale.x - 0.25f); yield return(null); asteroidClone.gameObject.SetActive(true); } ParticleSystemMultiplier explosionInstance = Instantiate(explosionPrefab) as ParticleSystemMultiplier; explosionInstance.multiplier = transform.localScale.x; explosionInstance.transform.position = transform.position; }
void OnCollisionEnter(Collision collision) { health -= collision.relativeVelocity.sqrMagnitude; if (health <= 0f) { Camera.main.transform.parent = null; ParticleSystemMultiplier instance = Instantiate(explosionPrefab) as ParticleSystemMultiplier; instance.multiplier = 2f; instance.transform.position = transform.position; Destroy(gameObject); MainUI.SetHealth(0); MainUI.ShowGameOver(); } else { MainUI.SetHealth(health); } }
// Update is called once per frame void Update() { if (Input.GetMouseButtonDown(0)) { //var bullet = Resources.Load("Bullet"); //Instantiate(bullet, this.transform.position, this.transform.rotation); RaycastHit hit; Ray ray = new Ray(transform.position, transform.forward); Debug.DrawRay(ray.origin, ray.direction, Color.magenta, 60); if (Physics.Raycast(ray, out hit, 1000) == true) { if (hit.transform.gameObject.tag == "Cube") { Debug.DrawLine(ray.origin, hit.point, Color.cyan, 60); Rigidbody hitRigidbody = hit.transform.gameObject.GetComponent <Rigidbody>(); if (hitRigidbody != null) { GameObject explosion = GameObject.FindGameObjectWithTag("Explosion"); if (explosion != null) { ParticleSystemMultiplier psm = explosion.GetComponent <ParticleSystemMultiplier>(); if (psm != null) { psm.activate(); } } hitRigidbody.AddExplosionForce(10f, hit.point, 2f, 5f, ForceMode.Impulse); Debug.Log("Should explode"); } } Debug.Log(hit.transform.gameObject.tag); } } }
void Select(int i) { selected = demoParticles.items[i]; instance = null; foreach (var otherEffect in demoParticles.items) { if ((otherEffect != selected) && (otherEffect.mode == Mode.Activate)) { if (otherEffect != null) { otherEffect.transform.gameObject.SetActive(false); } } } if (selected.mode == Mode.Activate) { selected.transform.gameObject.SetActive(true); } particleMultiplier = selected.transform.GetComponent<ParticleSystemMultiplier>(); multiply = 1; if (clearOnChange) { while(currentParticleList.Count > 0) { Destroy (currentParticleList[0].gameObject); currentParticleList.RemoveAt(0); } } interactionGuiText.text = selected.instructionText; titleGuiText.text = selected.transform.name; }