/// ///////////////////////////////////////////////////////// /// Common /// ///////////////////////////////////////////////////////// // Constructor public RayfireDebris() { onDemolition = false; onActivation = false; onImpact = false; debrisReference = null; debrisMaterial = null; emissionMaterial = null; emission = new RFParticleEmission(); dynamic = new RFParticleDynamicDebris(); noise = new RFParticleNoise(); collision = new RFParticleCollisionDebris(); limitations = new RFParticleLimitations(); rendering = new RFParticleRendering(); // Hidden debrisMeshList = new List <Mesh>(); //pSystem = null; hostTm = null; initialized = false; amountFinal = 0; }
// Copy from public void CopyFrom(RFParticleNoise source) { enabled = source.enabled; strengthMin = source.strengthMin; strengthMax = source.strengthMax; frequency = source.frequency; scrollSpeed = source.scrollSpeed; damping = source.damping; quality = source.quality; }
/// ///////////////////////////////////////////////////////// /// Noise /// ///////////////////////////////////////////////////////// // Set particle system noise public static void SetNoise(ParticleSystem.NoiseModule psNoise, RFParticleNoise scrNoise) { if (scrNoise.enabled == true) { psNoise.enabled = true; psNoise.strength = new ParticleSystem.MinMaxCurve(scrNoise.strengthMin, scrNoise.strengthMax); psNoise.frequency = scrNoise.frequency; psNoise.scrollSpeed = scrNoise.scrollSpeed; psNoise.damping = scrNoise.damping; psNoise.quality = scrNoise.quality; psNoise.separateAxes = true; psNoise.strengthX = new ParticleSystem.MinMaxCurve(scrNoise.strengthMin, scrNoise.strengthMax); psNoise.strengthY = new ParticleSystem.MinMaxCurve(scrNoise.strengthMin * 0.3f, scrNoise.strengthMax * 0.3f); psNoise.strengthZ = new ParticleSystem.MinMaxCurve(scrNoise.strengthMin, scrNoise.strengthMax); } }
// auto alpha fade // few dust textures with separate alphas /// ///////////////////////////////////////////////////////// /// Common /// ///////////////////////////////////////////////////////// // Constructor public RayfireDust() { onDemolition = true; onActivation = false; onImpact = false; dustMaterial = null; opacity = 0.25f; emissionMaterial = null; emission = new RFParticleEmission(); dynamic = new RFParticleDynamicDust(); noise = new RFParticleNoise(); collision = new RFParticleCollisionDust(); limitations = new RFParticleLimitations(); rendering = new RFParticleRendering(); // Hidden //pSystem = null; hostTm = null; initialized = false; amountFinal = 5; }