Exemple #1
0
    void Update()
    {
        if (_particleSystem == null)
        {
            return;
        }

                #if UNITY_EDITOR
        if (!Application.isPlaying)
        {
            quality = ParticlePalPreview.Quality;
            this.GetComponent <Renderer>().enabled = isEnabled[(int)quality];
        }
                #endif

        UpdateVelocity();

        bool allConstant = true;

        foreach (Condition condition in conditions)
        {
            Condition.Tuning tuning = condition.tunings[(int)quality];

            if (condition.trigger == ParticleManager.TRIGGER.Constant || tuning.type == ParticleManager.TUNING.Constant)
            {
                //constant value for all qualities or this particular quality, early out
                if (condition.parameter == ParticleManager.PARAMETER.StartingColor)
                {
                    SetParameter(condition.parameter, tuning.constantColor);
                }
                else
                {
                    SetParameter(condition.parameter, tuning.constant);
                }
                continue;
            }

            allConstant = false;

            //find the trigger value to use in the tuning phase
            var triggerVal = 0.0f;

            switch (condition.trigger)
            {
            case (ParticleManager.TRIGGER.Height):
                triggerVal = this.transform.position.y;
                break;

            case (ParticleManager.TRIGGER.Velocity):
                triggerVal = velocity;
                break;

            default:
                                #if UNITY_EDITOR
                EB.Debug.LogError("ParticlePal trigger {0} is not recognized", condition.trigger.ToString());
                                #endif
                break;
            }

            //find the interpolated key based of tuning type
            float interpolateKey = 0.0f;

            switch (tuning.type)
            {
            case (ParticleManager.TUNING.Linear):
                interpolateKey = Mathf.Clamp01((triggerVal - tuning.minX) / (tuning.maxX - tuning.minX));
                break;

            case (ParticleManager.TUNING.Curve):
                AnimationCurve curve = tuning.curve;
                interpolateKey = curve.Evaluate((triggerVal - tuning.minX) / (tuning.maxX - tuning.minX));
                break;

            default:
                                #if UNITY_EDITOR
                EB.Debug.LogError("ParticlePal tuning {0} is not recognized", condition.tunings[(int)quality].ToString());
                                #endif
                break;
            }

            //interpolate the float or color

            switch (condition.parameter)
            {
            case (ParticleManager.PARAMETER.StartingColor):
                Color interpolatedColor = Color.Lerp(tuning.minColor, tuning.maxColor, interpolateKey);
                SetParameter(condition.parameter, interpolatedColor);
                break;

            default:
                float iterpolatedFloat = interpolateKey * (tuning.maxY - tuning.minY) + tuning.minY;
                SetParameter(condition.parameter, iterpolatedFloat);
                break;
            }
        }

        if (allConstant && Application.isPlaying)
        {
            //in game, disable the particle pal script, as we have completed an update and set all the constants
            this.enabled = false;
        }
    }
Exemple #2
0
 public static void Medium()
 {
     Quality = PerformanceInfo.ePARTICLE_QUALITY.Med;
 }
Exemple #3
0
 public static void High()
 {
     Quality = PerformanceInfo.ePARTICLE_QUALITY.High;
 }
Exemple #4
0
 public static void Low()
 {
     Quality = PerformanceInfo.ePARTICLE_QUALITY.Low;
 }