private DanmakuEmitter CreateEmitter(EmitterModel emitterModel) { // put your construction logic here... BulletLibrary lib = context.bulletLibrary; DanmakuEmitter prefab = lib.defaultEmitter.prefab; DanmakuEmitter emitter = (Instantiate(prefab) as DanmakuEmitter); return(emitter); }
public Effect_noise_test() { textures_ = new string[] { "star_glow_white.png" }; materials_ = new RenderMaterial[] { RenderMaterial.Normal }; renderStyles_ = new RenderStyle[] { new RenderStyle(0, new uint[] { 0 }) }; frameTime_ = 0.0333333F; presimulateTime_ = 0F; maxNumRenderCalls_ = 200; maxNumParticles_ = 200; emitterModels_ = new EmitterModel[] { new Emitter_DefaultEmitter() }; activeEmitterModels_ = new uint[] { 0 }; randomGeneratorCreator_ = () => { return(_math.rand_); }; }
public Model() { textures_ = new string[] { "glowing_dot.png" }; materials_ = new RenderMaterial[] { RenderMaterial.Add }; renderStyles_ = new RenderStyle[] { new RenderStyle(0, new uint[] { 0 }) }; frameTime_ = 0.0333333F; presimulateTime_ = 0F; maxNumRenderCalls_ = 200; maxNumParticles_ = 200; emitterModels_ = new EmitterModel[] { new Emitter_DefaultEmitter() }; activeEmitterModels_ = new uint[] { 0 }; randomGeneratorCreator_ = () => { return(_math.rand_); }; }
public Model() { textures_ = new string[] { "glowing_dot.png", "flare.png" }; materials_ = new RenderMaterial[] { RenderMaterial.Normal }; renderStyles_ = new RenderStyle[] { new RenderStyle(0, new uint[] { 0 }), new RenderStyle(0, new uint[] { 1 }) }; frameTime_ = 0.0333333F; presimulateTime_ = 0F; maxNumRenderCalls_ = 202; maxNumParticles_ = 202; emitterModels_ = new EmitterModel[] { new Emitter_Sparks(), new Emitter_Splash() }; activeEmitterModels_ = new uint[] { 1 }; randomGeneratorCreator_ = () => { return(_math.rand_); }; }
public Model() { textures_ = new string[] { "fire5x1.png", "fire_spark.png" }; materials_ = new RenderMaterial[] { RenderMaterial.Add }; renderStyles_ = new RenderStyle[] { new RenderStyle(0, new uint[] { 0 }), new RenderStyle(0, new uint[] { 1 }) }; frameTime_ = 0.0333333F; presimulateTime_ = 0F; maxNumRenderCalls_ = 200; maxNumParticles_ = 200; emitterModels_ = new EmitterModel[] { new Emitter_Fire(), new Emitter_Sparks() }; activeEmitterModels_ = new uint[] { 0, 1 }; randomGeneratorCreator_ = () => { return(_math.rand_); }; }