/// <summary> /// Active BulletHole FX. /// </summary> /// <param name="sx">The sx screen position of the effect. 0 = left side of the screen. 1 = Right side of the screen. 0.5f = center of the screen</param> /// <param name="sy">The sy position of the effect. 0 = up side of the screen. 1 = down side of the screen. 0.5f = center of the screen</param> /// <param name="Time">Set the apparition time in sec</param> public static void BulletHole(float sx, float sy, float Time) { if (CurrentCamera == null) { CurrentCamera = Camera.main; } CameraPlay_BulletHole CP = CurrentCamera.gameObject.AddComponent <CameraPlay_BulletHole>() as CameraPlay_BulletHole; CP.Duration = Time; CP.PosX = sx; CP.PosY = sy; CP.Distortion = 1; }
/// <summary> /// Active BulletHole FX. By default, the position is random /// </summary> /// <param name="Time">Set the time effect in second</param> /// <param name="dist">Set the distorsion (1.0 = normal)</param> public static void BulletHole(float Time, float dist) { if (CurrentCamera == null) { CurrentCamera = Camera.main; } CameraPlay_BulletHole CP = CurrentCamera.gameObject.AddComponent <CameraPlay_BulletHole>() as CameraPlay_BulletHole; CP.Duration = Time; CP.PosX = Random.Range(0.1f, 0.9f); CP.PosY = Random.Range(0.1f, 0.9f); CP.Distortion = dist; }