private static int set_autodestruct(IntPtr L)
    {
        object obj = null;
        int    result;

        try
        {
            obj = ToLua.ToObject(L, 1);
            ParticleAnimator particleAnimator = (ParticleAnimator)obj;
            bool             autodestruct     = LuaDLL.luaL_checkboolean(L, 2);
            particleAnimator.set_autodestruct(autodestruct);
            result = 0;
        }
        catch (Exception ex)
        {
            result = LuaDLL.toluaL_exception(L, ex, (obj != null) ? ex.get_Message() : "attempt to index autodestruct on a nil value");
        }
        return(result);
    }
Esempio n. 2
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 private void killCurrentEffects()
 {
     ParticleEmitter[] componentsInChildren = base.get_transform().GetComponentsInChildren <ParticleEmitter>();
     ParticleEmitter[] array = componentsInChildren;
     for (int i = 0; i < array.Length; i++)
     {
         ParticleEmitter particleEmitter = array[i];
         Debuger.Info("resetEffect killing: " + particleEmitter.get_name(), new object[0]);
         ParticleAnimator component = particleEmitter.get_transform().GetComponent <ParticleAnimator>();
         if (component != null)
         {
             component.set_autodestruct(true);
         }
         Particle[] particles = particleEmitter.get_particles();
         for (int j = 0; j < particles.Length; j++)
         {
             particles[j].set_energy(0.1f);
         }
         particleEmitter.set_particles(particles);
     }
 }
Esempio n. 3
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    private void SpawnEffect()
    {
        GameObject gameObject;

        if (this.m_ParticlePrefab != null)
        {
            gameObject = base.CreateGameObject(this.m_ParticlePrefab);
            if (gameObject == null)
            {
                return;
            }
            base.ChangeParent(base.get_transform(), gameObject.get_transform(), true, null);
        }
        else
        {
            gameObject = base.get_gameObject();
        }
        ParticleEmitter component = gameObject.GetComponent <ParticleEmitter>();

        if (component == null)
        {
            return;
        }
        component.set_emit(false);
        component.set_useWorldSpace(false);
        ParticleAnimator component2 = component.get_transform().GetComponent <ParticleAnimator>();

        if (component2 != null)
        {
            component2.set_autodestruct(true);
        }
        component.Emit(this.m_nNumberOfArms * this.m_nParticlesPerArm);
        Particle[] particles = component.get_particles();
        float      num       = 6.28318548f / (float)this.m_nNumberOfArms;

        for (int i = 0; i < this.m_nNumberOfArms; i++)
        {
            float num2 = 0f;
            float num3 = (float)i * num;
            for (int j = 0; j < this.m_nParticlesPerArm; j++)
            {
                int     num4   = i * this.m_nParticlesPerArm + j;
                float   num5   = this.m_fOriginOffset + this.m_fTurnDistance * num2;
                Vector3 vector = gameObject.get_transform().get_localPosition();
                vector.x += num5 * Mathf.Cos(num2);
                vector.z += num5 * Mathf.Sin(num2);
                float x = vector.x * Mathf.Cos(num3) + vector.z * Mathf.Sin(num3);
                float z = -vector.x * Mathf.Sin(num3) + vector.z * Mathf.Cos(num3);
                vector.x  = x;
                vector.z  = z;
                vector.y += (float)j * this.m_fVerticalTurnDistance;
                if (component.get_useWorldSpace())
                {
                    vector = base.get_transform().TransformPoint(vector);
                }
                particles[num4].set_position(vector);
                num2 += this.m_fParticleSeparation;
                if (this.m_fFadeValue != 0f)
                {
                    particles[num4].set_energy(particles[num4].get_energy() * (1f - Mathf.Abs(this.m_fFadeValue)) + particles[num4].get_energy() * Mathf.Abs(this.m_fFadeValue) * (float)((this.m_fFadeValue >= 0f) ? (j + 1) : (this.m_nParticlesPerArm - j)) / (float)this.m_nParticlesPerArm);
                }
                if (this.m_fSizeValue != 0f)
                {
                    Particle[] expr_276_cp_0 = particles;
                    int        expr_276_cp_1 = num4;
                    expr_276_cp_0[expr_276_cp_1].set_size(expr_276_cp_0[expr_276_cp_1].get_size() + Mathf.Abs(this.m_fSizeValue) * (float)((this.m_fSizeValue >= 0f) ? (j + 1) : (this.m_nParticlesPerArm - j)) / (float)this.m_nParticlesPerArm);
                }
            }
        }
        component.set_particles(particles);
    }