Esempio n. 1
0
		public void StarBurst(Vector2 pos, float particleSpeed)
		{
			if (_audioManager)
				_audioManager.PlayAudioClip("fireworkBurst");
			
			GameObject burstGameObject = Instantiate(burstPrefabs[0]) as GameObject;
			burstGameObject.transform.localPosition = pos;
			burstGameObject.transform.SetParent(transform);

			float radius = 70f;
			float speed = particleSpeed;	//1500f;	//500f;
			float gravity = -1550f;
			int numParticles = 12;

			for(int i=0; i<numParticles; i++)
			{
				float jSpeed = speed * UnityEngine.Random.Range(0.8f,1.2f);
				float r = i * (Mathf.PI*2 / numParticles);
				Vector2 pPos = new Vector2(pos.x + Mathf.Sin(r) * radius, pos.y + Mathf.Cos(r) * radius);
				Vector2 pVel = new Vector2(Mathf.Sin(r) * jSpeed, Mathf.Cos(r) * jSpeed);
				Vector2 pAcc = new Vector2(0f, gravity);

				GameObject particleGameObject = Instantiate(particlePrefabs[0]) as GameObject;
				FireworkParticle particle = particleGameObject.GetComponent<FireworkParticle>();
				particle.transform.localPosition = pPos;
				particle.transform.SetParent(transform);
				float lifeSpan = 0.5f + UnityEngine.Random.Range(0f,0.5f);
				particle.SetMotion(pVel,pAcc,lifeSpan);
			}
		}
        private void SpawnParticle()
        {
//			if (_audioManager)
//				_audioManager.PlayAudioClip("fireworkBurst");
//
//			GameObject burstGameObject = Instantiate(burstPrefabs[0]) as GameObject;
//			burstGameObject.transform.localPosition = pos;
//			burstGameObject.transform.SetParent(transform);

            float   radius       = emissionRadius;
            float   speed        = particleSpeed;
            float   gravity      = -1550f;
            int     numParticles = 1;
            Vector2 pos          = Vector2.zero;

            for (int i = 0; i < numParticles; i++)
            {
                float   jSpeed = speed * UnityEngine.Random.Range(0.5f, 1.5f);
                float   r      = UnityEngine.Random.value * Mathf.PI * 2;
                Vector2 pPos   = new Vector2(pos.x + Mathf.Sin(r) * radius, pos.y + Mathf.Cos(r) * radius);
                Vector2 pVel   = new Vector2(Mathf.Sin(r) * jSpeed, Mathf.Cos(r) * jSpeed);
                Vector2 pAcc   = new Vector2(0f, gravity);

                GameObject       particleGameObject = Instantiate(particlePrefabs[0]) as GameObject;
                FireworkParticle particle           = particleGameObject.GetComponent <FireworkParticle>();
                particle.transform.localPosition = pPos;
                if (particleParent == null)
                {
                    particle.transform.SetParent(transform, false);
                }
                else
                {
                    Vector3 pPos3 = pPos;
                    pPos3 = pPos3 + transform.position;
                    particle.transform.position = pPos3;
                    particle.transform.SetParent(particleParent, true);
                }
                float lifeSpan = 0.2f + UnityEngine.Random.Range(0f, 0.2f);
                particle.SetMotion(pVel, pAcc, lifeSpan);
            }
        }