Exemple #1
0
        private static void ScaleSystem(ParticleSystem particles, float scale, bool scalePosition, ParticleScalerOptions options = null)
        {
            if (options == null)
            {
                options = defaultOptions;
            }
            if (scalePosition)
            {
                particles.transform.localPosition *= scale;
            }

            particles.startSize       *= scale;
            particles.gravityModifier *= scale;
            particles.startSpeed      *= scale;

            if (options.shape)
            {
                var shape = particles.shape;
                shape.radius *= scale;
                shape.scale   = shape.scale * scale;
            }

            /* Currently disabled due to a bug in Unity 5.3.4.
             * If any of these fields are using "Curves", the editor will shut down when they are modified.
             * If you're not using any curves, feel free to uncomment the following lines;
             * if (options.velocity) {
             *  var vel = particles.velocityOverLifetime;
             *  vel.x = ScaleMinMaxCurve(vel.x, scale);
             *  vel.y = ScaleMinMaxCurve(vel.y, scale);
             *  vel.z = ScaleMinMaxCurve(vel.z, scale);
             * }
             * if (options.clampVelocity) {
             *  var clampVel = particles.limitVelocityOverLifetime;
             *  clampVel.limitX = ScaleMinMaxCurve(clampVel.limitX, scale);
             *  clampVel.limitY = ScaleMinMaxCurve(clampVel.limitY, scale);
             *  clampVel.limitZ = ScaleMinMaxCurve(clampVel.limitZ, scale);
             * }
             * if (options.force) {
             *  var force = particles.forceOverLifetime;
             *  force.x = ScaleMinMaxCurve(force.x, scale);
             *  force.y = ScaleMinMaxCurve(force.y, scale);
             *  force.z = ScaleMinMaxCurve(force.z, scale);
             * }
             */
        }
Exemple #2
0
 static public void Scale(ParticleSystem particles, float scale, bool includeChildren = true, ParticleScalerOptions options = null)
 {
     ScaleSystem(particles, scale, false, options);
     if (includeChildren)
     {
         var children = particles.GetComponentsInChildren <ParticleSystem>();
         for (var i = children.Length; i-- > 0;)
         {
             if (children[i] == particles)
             {
                 continue;
             }
             ScaleSystem(children[i], scale, true, options);
         }
     }
 }