public static void ParticleRendererSettings(this ParticleSystem PS, bool enabled = true, string Resources_MeshObject = null, string Resources_Material = null, string Resources_TrailMaterial = null, ParticleSystemRenderMode RenderMode = ParticleSystemRenderMode.Stretch, ParticleSystemSortMode SortMode = ParticleSystemSortMode.Distance ) { // Call Last ParticleSystemRenderer PR = PS.GetComponent <ParticleSystemRenderer>(); // Renderer Settings PR.enabled = enabled; // Mesh Options / Material Options if (Resources_MeshObject != null) { GameObject ResourceMesh = (GameObject)LoadResource(Resources_MeshObject); PR.mesh = ResourceMesh.GetComponent <MeshFilter>().sharedMesh; } if (Resources_Material != null) { PR.material = (Material)LoadResource(Resources_Material); } if (Resources_TrailMaterial != null) { PR.trailMaterial = (Material)LoadResource(Resources_TrailMaterial); } // Mode Settings PR.renderMode = RenderMode; PR.sortMode = SortMode; }
private static int set_sortMode(IntPtr L) { object obj = null; int result; try { obj = ToLua.ToObject(L, 1); ParticleSystemRenderer particleSystemRenderer = (ParticleSystemRenderer)obj; ParticleSystemSortMode sortMode = (ParticleSystemSortMode)((int)ToLua.CheckObject(L, 2, typeof(ParticleSystemSortMode))); particleSystemRenderer.sortMode = sortMode; result = 0; } catch (Exception ex) { result = LuaDLL.toluaL_exception(L, ex, (obj != null) ? ex.Message : "attempt to index sortMode on a nil value"); } return(result); }
private static int get_sortMode(IntPtr L) { object obj = null; int result; try { obj = ToLua.ToObject(L, 1); ParticleSystemRenderer particleSystemRenderer = (ParticleSystemRenderer)obj; ParticleSystemSortMode sortMode = particleSystemRenderer.sortMode; ToLua.Push(L, sortMode); result = 1; } catch (Exception ex) { result = LuaDLL.toluaL_exception(L, ex, (obj != null) ? ex.Message : "attempt to index sortMode on a nil value"); } return(result); }
protected override void ReadFromImpl(object obj) { base.ReadFromImpl(obj); ParticleSystemRenderer uo = (ParticleSystemRenderer)obj; mesh = ToID(uo.mesh); alignment = uo.alignment; renderMode = uo.renderMode; sortMode = uo.sortMode; lengthScale = uo.lengthScale; velocityScale = uo.velocityScale; cameraVelocityScale = uo.cameraVelocityScale; normalDirection = uo.normalDirection; sortingFudge = uo.sortingFudge; minParticleSize = uo.minParticleSize; maxParticleSize = uo.maxParticleSize; pivot = uo.pivot; maskInteraction = uo.maskInteraction; trailMaterial = ToID(uo.trailMaterial); enableGPUInstancing = uo.enableGPUInstancing; shadowBias = uo.shadowBias; flip = uo.flip; allowRoll = uo.allowRoll; }