public void SetUp() { containingObject = new GameObject(); #pragma warning disable 0618 subject = containingObject.AddComponent <Vector3Cache>(); #pragma warning restore 0618 }
public ParticleSystemSettings(string TextureName, int MaxParticles, int NumberOfImages, BlendState BlendState, bool RotateTowardCamera) { this.TextureName = TextureName; this.MaxParticles = MaxParticles; this.NumberOfImages = NumberOfImages; this.BlendState = BlendState; this.RotateTowardCamera = RotateTowardCamera; DurationCache = new FloatCache(10f, 10f); OffsetCache = new Vector3Cache(new Vector3(-50f, -5f, -50f), new Vector3(50f, 0f, 5f)); ScaleCache = new Vector2Cache(new Vector2(0.01f, 0.01f), new Vector2(0.1f, 0.1f)); RotationCache = new Vector3Cache(new Vector3(0f, -2f, -1f), new Vector3(0f, 2f, 1f)); SpeedCache = new Vector3Cache(new Vector3(0f, -10f, 0f), new Vector3(0f, -25f, 0f)); }
public AdvancedParticleSystemSettings(string TextureName, int MaxParticles, int NumberOfImages, BlendState BlendState, bool RotateTowardCamera) { this.TextureName = TextureName; this.MaxParticles = MaxParticles; this.NumberOfImages = NumberOfImages; this.BlendState = BlendState; this.RotateTowardCamera = RotateTowardCamera; DurationCache = new FloatCache(10f, 10f); OffsetCache = new Vector3Cache(new Vector3(-50f, -5f, -50f), new Vector3(50f, 0f, 5f)); ScaleCache = new Vector2Cache(new Vector2(0.01f, 0.01f), new Vector2(0.1f, 0.1f)); List <Vector2ValuesOverTime.ValueAtTime> ListScaleValuesOverTime = new List <Vector2ValuesOverTime.ValueAtTime>(); ListScaleValuesOverTime.Add(new Vector2ValuesOverTime.ValueAtTime(0f, Vector2.Zero)); ListScaleValuesOverTime.Add(new Vector2ValuesOverTime.ValueAtTime(1f, Vector2.One)); ScaleValuesOverTime = new Vector2ValuesOverTime[NumberOfSeeds]; for (int S = 0; S < NumberOfSeeds; ++S) { Vector2 Min = ScaleCache.GetNextVector2(); Vector2 Max = ScaleCache.GetNextVector2(); if (Max.X < Min.X) { float Temp = Max.X; Max.X = Min.X; Min.X = Temp; } if (Max.Y < Min.Y) { float Temp = Max.Y; Max.Y = Min.Y; Min.Y = Temp; } ScaleValuesOverTime[S] = new Vector2ValuesOverTime(5, Min, Max, ListScaleValuesOverTime); } }
public void SetUp() { containingObject = new GameObject(); subject = containingObject.AddComponent <Vector3Cache>(); }