private void Update() { if (lastSpawnTime + SPAWN_INTERVAL < Time.time) { // Is it time already for spawning a new particle? DynamicParticle particleScript = Instantiate(prefab); // Get the particle script particleScript.rigidBodyDynamic.AddForce(particleForce); //Add our custom force particleScript.SetLifeTime(PARTICLE_LIFETIME); //Set each particle lifetime particleScript.SetState(particlesState); //Set the particle State particleScript.rigidBodyDynamic.transform.position = transform.position; // Relocate to the spawner position particleScript.rigidBodyDynamic.transform.parent = particlesParent; // Add the particle to the parent container lastSpawnTime = Time.time; // Register the last spawnTime } }
void Update() { if (lastSpawnTime + SPAWN_INTERVAL < Time.time) // Is it time already for spawning a new particle? { GameObject newLiquidParticle = (GameObject)Instantiate(particle); //Spawn a particle newLiquidParticle.GetComponent <Rigidbody2D>().AddForce(particleForce); //Add our custom force DynamicParticle particleScript = newLiquidParticle.GetComponent <DynamicParticle>(); // Get the particle script particleScript.SetLifeTime(PARTICLE_LIFETIME); //Set each particle lifetime particleScript.SetState(particlesState); //Set the particle State newLiquidParticle.transform.position = transform.position + (particlesEnd.position - transform.position) * Random.value; // Relocate to the spawner position newLiquidParticle.transform.parent = particlesParent; // Add the particle to the parent container lastSpawnTime = Time.time; // Register the last spawnTime } }
IEnumerator SpawnNew() { GameObject newLiquidParticle = (GameObject)Instantiate(Resources.Load("WFX/WaterDrop")); //Spawn a particle prefab (located in the Resource folder) k++; // Indicate that a new waterdrop particle is added to the scene DynamicParticle particleScript = newLiquidParticle.GetComponent <DynamicParticle>(); // Get the script of the waterdrop particle particleScript.OR = carbody; // Refrence the rigidBody of the car to the script for the G-Force calculations particleScript.SetLifeTime(Random.Range(1f, PARTICLE_LIFETIME_MustBeMoreThanOne)); //Set each particle lifetime particleScript.Spawner = this; newLiquidParticle.transform.position = transform.position; // Relocate the waterdrop to the spawner position newLiquidParticle.transform.parent = particlesParent; // Add the particle to the parent container yield return(new WaitForSeconds(Random.Range(0.2f, 5f))); //We don't want to spawn all the waterdrops at once, we spawn them every 0.2 to 5 seconds to mimic the rain effect in real life. }
void Start() { for (int i = 0; i < numInitial; i++) { GameObject newLiquidParticle = (GameObject)Instantiate(particle); //Spawn a particle newLiquidParticle.GetComponent <Rigidbody2D>().AddForce(particleForce); //Add our custom force DynamicParticle particleScript = newLiquidParticle.GetComponent <DynamicParticle>(); // Get the particle script particleScript.SetLifeTime(PARTICLE_LIFETIME); //Set each particle lifetime particleScript.SetState(particlesState); //Set the particle State newLiquidParticle.transform.localScale = new Vector3(1 * transform.localScale.x, 1 * transform.localScale.y, 1 * transform.localScale.z); newLiquidParticle.transform.position = transform.position + (particlesEnd.position - transform.position) * Random.value; // Relocate to the spawner position newLiquidParticle.transform.parent = particlesParent; // Add the particle to the parent container lastSpawnTime = Time.time; // Register the last spawnTime } }
void OnTriggerEnter2D(Collider2D col) { if (col.CompareTag("Team1") && col.gameObject.GetComponent <CollectorScript>().water > 0) { sound.PlaySound("Throw"); col.gameObject.GetComponent <CollectorScript>().water--; CountWater++; GameObject newLiquidParticle = (GameObject)Instantiate(Resources.Load("LiquidPhysics/DynamicParticle 1")); //Spawn a particle DynamicParticle particleScript = newLiquidParticle.GetComponent <DynamicParticle>(); // Get the particle script particleScript.SetLifeTime(99999999999f); //Set each particle lifetime newLiquidParticle.transform.position = new Vector2(spawn.position.x, spawn.position.y); // Relocate to the spawner position newLiquidParticle.transform.parent = transform; } }
IEnumerator SpawnWater() { while (amount < WaterToSpawn) { amount++; GameObject newLiquidParticle = (GameObject)Instantiate(Resources.Load("LiquidPhysics/DynamicParticle")); //Spawn a particle newLiquidParticle.GetComponent <Rigidbody2D>().AddForce(particleForce); //Add our custom force DynamicParticle particleScript = newLiquidParticle.GetComponent <DynamicParticle>(); // Get the particle script particleScript.SetLifeTime(PARTICLE_LIFETIME); //Set each particle lifetime particleScript.SetState(particlesState); //Set the particle State newLiquidParticle.transform.position = new Vector2(Random.Range(transform.position.x - 0.1f, transform.position.x + 0.1f), transform.position.y); // Relocate to the spawner position newLiquidParticle.transform.parent = particlesParent; // Add the particle to the parent container yield return(new WaitForSeconds(SPAWN_INTERVAL)); } }
void spawnParticles(int rotationModifier, int baseNumberToSpawn) { //COME BACK HERE if (lastSpawnTime + SPAWN_INTERVAL < Time.time && particlesSpawned < 300 && pouringManager.isPouring == true) //&& gameObject.transform.rotation.eulerAngles.z > somePredefinedSize) { // Is it time already for spawning a new particle? GameObject newLiquidParticle = (GameObject)Instantiate(Resources.Load("LiquidPhysics/DynamicParticle")); //Spawn a particle particlesSpawned += 1; newLiquidParticle.GetComponent <Rigidbody2D>().AddForce(particleForce); //Add our custom force DynamicParticle particleScript = newLiquidParticle.GetComponent <DynamicParticle>(); // Get the particle script particleScript.SetLifeTime(PARTICLE_LIFETIME); //Set each particle lifetime particleScript.SetState(particlesState); //Set the particle State newLiquidParticle.transform.position = spawner.transform.position; // Relocate to the spawner position newLiquidParticle.transform.parent = particlesParent; // Add the particle to the parent container lastSpawnTime = Time.time; // Register the last spawnTime } }
public Transform particlesParent; // Where will the spawned particles will be parented (To avoid covering the whole inspector with them) void Start() { for (int i = 0; i < 70; i++) { //if( lastSpawnTime+SPAWN_INTERVAL<Time.time ){ // Is it time already for spawning a new particle? GameObject newLiquidParticle = (GameObject)Instantiate(Resources.Load("LiquidPhysics/DynamicParticle")); //Spawn a particle newLiquidParticle.gameObject.GetComponent <Rigidbody2D>().AddForce(particleForce); //Add our custom force DynamicParticle particleScript = newLiquidParticle.GetComponent <DynamicParticle>(); // Get the particle script particleScript.SetLifeTime(PARTICLE_LIFETIME); //Set each particle lifetime particleScript.SetState(particlesState); //Set the particle State newLiquidParticle.transform.position = transform.position; // Relocate to the spawner position newLiquidParticle.transform.parent = particlesParent; // Add the particle to the parent container //lastSpawnTime=Time.time; // Register the last spawnTime //} } }
public DynamicParticle Spawn() { if (lastSpawnTime + SpawnInterval < Time.time) { // Is it time already for spawning a new particle? var newLiquidParticle = Instantiate(LiquidParticlePrefab); //Spawn a particle newLiquidParticle.GetComponent <Rigidbody2D>().AddForce(particleForce); //Add our custom force DynamicParticle particleScript = newLiquidParticle.GetComponent <DynamicParticle>(); // Get the particle script particleScript.SetLifeTime(ParticleLifetime, ParticleScaleDelay); //Set each particle lifetime particleScript.SetState(particlesState); //Set the particle State particleScript.SetRadius(InitialRadius); newLiquidParticle.transform.position = StartPosition.position; // Relocate to the spawner position newLiquidParticle.transform.parent = particlesParent; // Add the particle to the parent container lastSpawnTime = Time.time; // Register the last spawnTime return(particleScript); } return(null); }
void Update() { if (emit) { if (lastSpawnTime + SPAWN_INTERVAL < Time.time) { // Is it time already for spawning a new particle? GameObject newLiquidParticle = (GameObject)Instantiate(Resources.Load("LiquidPhysics/DynamicParticle"), transform.position + particleStartPosition, Quaternion.identity); //Spawn a particle newLiquidParticle.GetComponent <Rigidbody2D>().AddForce(particleForce); //Add our custom force DynamicParticle particleScript = newLiquidParticle.GetComponent <DynamicParticle>(); // Get the particle script particleScript.SetLifeTime(PARTICLE_LIFETIME); //Set each particle lifetime particleScript.SetState(particlesState); //Set the particle State particleScript.SetColor(color); //Set the particle Color //newLiquidParticle.transform.position = transform.position;// Relocate to the spawner position newLiquidParticle.transform.parent = particlesParent; // Add the particle to the parent container lastSpawnTime = Time.time; // Register the last spawnTime } } }