void Update() { if (Input.GetKey(KeyCode.S)) { compressor.Disable(); GameObject newLiquidParticle = (GameObject)Instantiate(Resources.Load(ResourceDirectories.DynamicParticle)); //Spawn a particle newLiquidParticle.GetComponent <Rigidbody2D>().AddForce(particleForce); //Add our custom force DynamicParticle particleScript = newLiquidParticle.GetComponent <DynamicParticle>(); // Get the particle script particleScript.SetState(particlesState); //Set the particle State newLiquidParticle.transform.position = transform.position; // Relocate to the spawner position newLiquidParticle.transform.parent = particlesParent; // Add the particle to the parent container } //Old method by setting number of particles /* * if (lastSpawnTime + SPAWN_INTERVAL < Time.time && numberOfParticles > 0) * { // Is it time already for spawning a new particle? * GameObject newLiquidParticle = (GameObject)Instantiate(Resources.Load(ResourceDirectories.DynamicParticle)); //Spawn a particle * newLiquidParticle.GetComponent<Rigidbody2D>().AddForce(particleForce); //Add our custom force * DynamicParticle particleScript = newLiquidParticle.GetComponent<DynamicParticle>(); // Get the particle script * particleScript.SetState(particlesState); //Set the particle State * newLiquidParticle.transform.position = transform.position;// Relocate to the spawner position * newLiquidParticle.transform.parent = particlesParent;// Add the particle to the parent container * lastSpawnTime = Time.time; // Register the last spawnTime * --numberOfParticles; * } * else if(numberOfParticles <= 0) * { * gameObject.SetActive(false); * } */ }
void Update() { if( lastSpawnTime+SPAWN_INTERVAL<Time.time ){ // Is it time already for spawning a new particle? GameObject newLiquidParticle=(GameObject)Instantiate(Resources.Load("LiquidPhysics/DynamicParticle")); //Spawn a particle newLiquidParticle.GetComponent<Rigidbody2D>().AddForce( particleForce); //Add our custom force DynamicParticle particleScript=newLiquidParticle.GetComponent<DynamicParticle>(); // Get the particle script //particleScript.SetLifeTime(PARTICLE_LIFETIME); //Set each particle lifetime particleScript.SetState(particlesState); //Set the particle State newLiquidParticle.transform.position=transform.position;// Relocate to the spawner position newLiquidParticle.transform.parent=particlesParent;// Add the particle to the parent container lastSpawnTime=Time.time; // Register the last spawnTime } }
private void Update() { if (lastSpawnTime + SPAWN_INTERVAL < Time.time) { // Is it time already for spawning a new particle? DynamicParticle particleScript = Instantiate(prefab); // Get the particle script particleScript.rigidBodyDynamic.AddForce(particleForce); //Add our custom force particleScript.SetLifeTime(PARTICLE_LIFETIME); //Set each particle lifetime particleScript.SetState(particlesState); //Set the particle State particleScript.rigidBodyDynamic.transform.position = transform.position; // Relocate to the spawner position particleScript.rigidBodyDynamic.transform.parent = particlesParent; // Add the particle to the parent container lastSpawnTime = Time.time; // Register the last spawnTime } }
void Start() { for (int i = 0; i < numInitial; i++) { GameObject newLiquidParticle = (GameObject)Instantiate(particle); //Spawn a particle newLiquidParticle.GetComponent <Rigidbody2D>().AddForce(particleForce); //Add our custom force DynamicParticle particleScript = newLiquidParticle.GetComponent <DynamicParticle>(); // Get the particle script particleScript.SetLifeTime(PARTICLE_LIFETIME); //Set each particle lifetime particleScript.SetState(particlesState); //Set the particle State newLiquidParticle.transform.localScale = new Vector3(1 * transform.localScale.x, 1 * transform.localScale.y, 1 * transform.localScale.z); newLiquidParticle.transform.position = transform.position + (particlesEnd.position - transform.position) * Random.value; // Relocate to the spawner position newLiquidParticle.transform.parent = particlesParent; // Add the particle to the parent container lastSpawnTime = Time.time; // Register the last spawnTime } }
IEnumerator SpawnWater() { while (amount < WaterToSpawn) { amount++; GameObject newLiquidParticle = (GameObject)Instantiate(Resources.Load("LiquidPhysics/DynamicParticle")); //Spawn a particle newLiquidParticle.GetComponent <Rigidbody2D>().AddForce(particleForce); //Add our custom force DynamicParticle particleScript = newLiquidParticle.GetComponent <DynamicParticle>(); // Get the particle script particleScript.SetLifeTime(PARTICLE_LIFETIME); //Set each particle lifetime particleScript.SetState(particlesState); //Set the particle State newLiquidParticle.transform.position = new Vector2(Random.Range(transform.position.x - 0.1f, transform.position.x + 0.1f), transform.position.y); // Relocate to the spawner position newLiquidParticle.transform.parent = particlesParent; // Add the particle to the parent container yield return(new WaitForSeconds(SPAWN_INTERVAL)); } }
void spawnParticles(int rotationModifier, int baseNumberToSpawn) { //COME BACK HERE if (lastSpawnTime + SPAWN_INTERVAL < Time.time && particlesSpawned < 300 && pouringManager.isPouring == true) //&& gameObject.transform.rotation.eulerAngles.z > somePredefinedSize) { // Is it time already for spawning a new particle? GameObject newLiquidParticle = (GameObject)Instantiate(Resources.Load("LiquidPhysics/DynamicParticle")); //Spawn a particle particlesSpawned += 1; newLiquidParticle.GetComponent <Rigidbody2D>().AddForce(particleForce); //Add our custom force DynamicParticle particleScript = newLiquidParticle.GetComponent <DynamicParticle>(); // Get the particle script particleScript.SetLifeTime(PARTICLE_LIFETIME); //Set each particle lifetime particleScript.SetState(particlesState); //Set the particle State newLiquidParticle.transform.position = spawner.transform.position; // Relocate to the spawner position newLiquidParticle.transform.parent = particlesParent; // Add the particle to the parent container lastSpawnTime = Time.time; // Register the last spawnTime } }
public DynamicParticle Spawn() { if (lastSpawnTime + SpawnInterval < Time.time) { // Is it time already for spawning a new particle? var newLiquidParticle = Instantiate(LiquidParticlePrefab); //Spawn a particle newLiquidParticle.GetComponent <Rigidbody2D>().AddForce(particleForce); //Add our custom force DynamicParticle particleScript = newLiquidParticle.GetComponent <DynamicParticle>(); // Get the particle script particleScript.SetLifeTime(ParticleLifetime, ParticleScaleDelay); //Set each particle lifetime particleScript.SetState(particlesState); //Set the particle State particleScript.SetRadius(InitialRadius); newLiquidParticle.transform.position = StartPosition.position; // Relocate to the spawner position newLiquidParticle.transform.parent = particlesParent; // Add the particle to the parent container lastSpawnTime = Time.time; // Register the last spawnTime return(particleScript); } return(null); }
void Update() { if (lastSpawnTime + SPAWN_INTERVAL < Time.time && numberOfParticles > 0) { // Is it time already for spawning a new particle? GameObject newLiquidParticle = (GameObject)Instantiate(Resources.Load(ResourceDirectories.DynamicParticle2)); //Spawn a particle newLiquidParticle.GetComponent <Rigidbody2D>().AddForce(particleForce); //Add our custom force DynamicParticle particleScript = newLiquidParticle.GetComponent <DynamicParticle>(); // Get the particle script particleScript.SetState(particlesState); //Set the particle State newLiquidParticle.transform.position = transform.position; // Relocate to the spawner position newLiquidParticle.transform.parent = particlesParent; // Add the particle to the parent container lastSpawnTime = Time.time; // Register the last spawnTime --numberOfParticles; } else if (numberOfParticles <= 0) { gameObject.SetActive(false); } }