public override void Start(ParticleUtilities utility) { base.Start(utility); endTime = (particleUtility.rootParticleSystem.main.startLifetimeMultiplier * PauseNormalizedTime) + particleUtility.rootParticleSystem.main.startDelayMultiplier; startTime = Time.time; }
public override void Start(ParticleUtilities utility) { base.Start(utility); var trails = particleUtility.GetComponentsInChildren <TrailRenderer>(true); foreach (TrailRenderer trail in trails) { allTrailRenderers.Add(new ParticleTrailRenderer(trail)); } }
public override void Start(ParticleUtilities utility) { base.Start(utility); var lights = particleUtility.GetComponentsInChildren <Light>(); foreach (Light light in lights) { allLights.Add(new ParticleLight(light)); } }
public override void Start(ParticleUtilities utility) { base.Start(utility); float longestDuration = -1; // there better not be a duration of negative time for (int i = 0; i < particleUtility.allParticleSystems.Count; ++i) { // look through all the particle system in children if (particleUtility.allParticleSystems[i].main.loop == false && particleUtility.allParticleSystems[i].main.duration > longestDuration) { // if a system is not looping and has a duration longer than the current one then set that as longest longestDuration = particleUtility.allParticleSystems[i].main.duration; longestLastingSystem = particleUtility.allParticleSystems[i]; } } }
public override void Start(ParticleUtilities utility) { base.Start(utility); }
// Use this for initialization public virtual void Start(ParticleUtilities utility) { particleUtility = utility; }