Esempio n. 1
0
 void Awake()
 {
     expBool = flrBool = false;
     systemType = SystemType.None;
     savedSystemType = SystemType.None;
     particleSystems = Resources.LoadAll("Explosions", typeof(GameObject));
     loadFlareSystems = Resources.LoadAll("Flares", typeof(GameObject));
     loadDirectionalSystems = Resources.LoadAll("Directional", typeof(GameObject));
     flareSystems = new List <FlareSystem>();
     directionalSystems = new List <FlareSystem>();
     foreach (Object obj in loadFlareSystems) {
         FlareSystem thisFlareSystem = new FlareSystem ();
         thisFlareSystem.name = obj.name;
         thisFlareSystem.particleObject = Instantiate (obj, Vector3.zero, Quaternion.identity) as GameObject;
         thisFlareSystem.particleSystems = thisFlareSystem.particleObject.GetComponentsInChildren<ParticleSystem>();
         thisFlareSystem.particleObject.SetActive (false);
         thisFlareSystem.toggleFlag = false;
         thisFlareSystem.particleObject.transform.parent = this.transform;
         flareSystems.Add (thisFlareSystem);
     }
     foreach (Object obj in loadDirectionalSystems) {
         FlareSystem thisFlareSystem = new FlareSystem ();
         thisFlareSystem.name = obj.name;
         thisFlareSystem.particleObject = Instantiate (obj, Vector3.zero, Quaternion.identity) as GameObject;
         thisFlareSystem.particleSystems = thisFlareSystem.particleObject.GetComponentsInChildren<ParticleSystem>();
         thisFlareSystem.particleObject.SetActive (false);
         thisFlareSystem.toggleFlag = false;
         thisFlareSystem.particleObject.transform.parent = this.transform;
         directionalSystems.Add (thisFlareSystem);
     }
 }
Esempio n. 2
0
 void Awake()
 {
     expBool                = flrBool = false;
     systemType             = SystemType.None;
     savedSystemType        = SystemType.None;
     particleSystems        = Resources.LoadAll("Explosions", typeof(GameObject));
     loadFlareSystems       = Resources.LoadAll("Flares", typeof(GameObject));
     loadDirectionalSystems = Resources.LoadAll("Directional", typeof(GameObject));
     flareSystems           = new List <FlareSystem>();
     directionalSystems     = new List <FlareSystem>();
     foreach (Object obj in loadFlareSystems)
     {
         FlareSystem thisFlareSystem = new FlareSystem();
         thisFlareSystem.name            = obj.name;
         thisFlareSystem.particleObject  = Instantiate(obj, Vector3.zero, Quaternion.identity) as GameObject;
         thisFlareSystem.particleSystems = thisFlareSystem.particleObject.GetComponentsInChildren <ParticleSystem>();
         thisFlareSystem.particleObject.SetActiveRecursively(false);
         thisFlareSystem.toggleFlag = false;
         thisFlareSystem.particleObject.transform.parent = this.transform;
         flareSystems.Add(thisFlareSystem);
     }
     foreach (Object obj in loadDirectionalSystems)
     {
         FlareSystem thisFlareSystem = new FlareSystem();
         thisFlareSystem.name            = obj.name;
         thisFlareSystem.particleObject  = Instantiate(obj, Vector3.zero, Quaternion.identity) as GameObject;
         thisFlareSystem.particleSystems = thisFlareSystem.particleObject.GetComponentsInChildren <ParticleSystem>();
         thisFlareSystem.particleObject.SetActiveRecursively(false);
         thisFlareSystem.toggleFlag = false;
         thisFlareSystem.particleObject.transform.parent = this.transform;
         directionalSystems.Add(thisFlareSystem);
     }
 }
Esempio n. 3
0
    void UpdateEffects(FlareSystem fs, bool toggle)
    {
        fs.ParticleObject.SetActive(toggle);

        if (toggle && fs.IsActive == false)
        {
            foreach (ParticleSystem pSys in fs.ParticleSystems)
            {
                pSys.Clear();
                pSys.Play();
            }
        }
        fs.IsActive = toggle;
    }
Esempio n. 4
0
    void SetUpLevel4Effects()
    {
        if (Lvl4EffectsObj == null)
        {
            return;
        }
        _level4FlareSystem = new List <FlareSystem>();

        foreach (var pos in Lvl4EffectsLocations)
        {
            FlareSystem thisFlareSystem = new FlareSystem();
            thisFlareSystem.ParticleObject  = Instantiate(Lvl4EffectsObj, pos, Quaternion.identity) as GameObject;
            thisFlareSystem.ParticleSystems = thisFlareSystem.ParticleObject.GetComponentsInChildren <ParticleSystem>();
            thisFlareSystem.ParticleObject.SetActive(false);
            thisFlareSystem.ParticleObject.transform.parent     = this.transform;
            thisFlareSystem.ParticleObject.transform.localScale = new Vector3(partScale, partScale, partScale);
            thisFlareSystem.IsActive = false;

            _level4FlareSystem.Add(thisFlareSystem);
        }
    }