public void Initialise() { m_puffs = gameObject.AddComponent<ParticleFXEmitter>(); m_puffs.m_MaxParticles = 10; m_puffs.m_ParticlesPerSecond = 0.0f; m_puffs.m_ParticleSpawnPeriod = 0.0f; m_puffs.m_InstantSpawnParticles = 10; m_puffs.m_FireAndForget = false; m_puffs.m_TimeToForget = 0.0f; m_puffs.m_Additive = false; m_puffs.m_Texture = (int)TextureAtlas.ParticleFXAlpha.DUST; m_puffs.m_ParticleLifetimeMin = 0.1f; m_puffs.m_ParticleLifetimeMax = 0.3f; m_puffs.m_InitialRotationMin = 0.0f; m_puffs.m_InitialRotationMax = Mathf.PI*2.0f; m_puffs.m_RotationOverTimeMin = -Mathf.PI*0.5f; m_puffs.m_RotationOverTimeMax = Mathf.PI*0.5f; m_puffs.m_RotationPower = 3; m_puffs.m_InitialScaleMin = 0.1f; m_puffs.m_InitialScaleMax = 0.15f; m_puffs.m_ScaleOverTimeMin = 0.01f; m_puffs.m_ScaleOverTimeMax = 0.05f; m_puffs.m_ScalePower = 0; m_puffs.m_Colour = new Color(1.0f, 1.0f, 1.0f, 1.0f); m_puffs.m_ColourOverTime = new Color(-0.2f, -0.2f, -0.2f, -1.0f); m_puffs.m_ColourPower = -2; m_puffs.Initialise(); }
public void Initialise() { float shineMin = 0.8f; float shineMax = 1.0f; float shineGrowMin = 2.0f; float shineGrowMax = 2.5f; float shineLife = 0.3f; float shineRotMin = -Mathf.PI/6.0f; float shineRotMax = Mathf.PI/6.0f; m_glow = null; m_shine = null; m_rings = null; m_glow = gameObject.AddComponent<ParticleFXEmitter>(); m_glow.m_MaxParticles = 1; m_glow.m_ParticlesPerSecond = 0.0f; m_glow.m_ParticleSpawnPeriod = 0.0f; m_glow.m_InstantSpawnParticles = 1; m_glow.m_FireAndForget = false; m_glow.m_TimeToForget = 0.0f; m_glow.m_Texture = (int)TextureAtlas.ParticleFX.GLOW; m_glow.m_ParticleLifetimeMin = 0.1f; m_glow.m_ParticleLifetimeMax = 0.1f; m_glow.m_InitialRotationMin = 0.0f; m_glow.m_InitialRotationMax = 0.0f; m_glow.m_RotationOverTimeMin = 0.0f; m_glow.m_RotationOverTimeMax = 0.0f; m_glow.m_RotationPower = 0; m_glow.m_InitialScaleMin = 2.0f; m_glow.m_InitialScaleMax = 2.0f; m_glow.m_ScaleOverTimeMin = 0.0f; m_glow.m_ScaleOverTimeMax = 0.0f; m_glow.m_ScalePower = 0; m_glow.m_Colour = new Color(1.0f, 1.0f, 1.0f, 1.0f); m_glow.m_ColourOverTime = new Color(-1.0f, -1.0f, -1.0f, -1.0f); m_glow.m_ColourPower = -2; m_glow.Initialise(); m_shine = gameObject.AddComponent<ParticleFXEmitter>(); m_shine.m_MaxParticles = 3; m_shine.m_ParticlesPerSecond = 0.0f; m_shine.m_ParticleSpawnPeriod = 0.0f; m_shine.m_InstantSpawnParticles = 3; m_shine.m_FireAndForget = false; m_shine.m_TimeToForget = 0.0f; m_shine.m_Texture = (int)TextureAtlas.ParticleFX.SHINE; m_shine.m_ParticleLifetimeMin = shineLife; m_shine.m_ParticleLifetimeMax = shineLife; m_shine.m_InitialRotationMin = 0.0f; m_shine.m_InitialRotationMax = Mathf.PI*2.0f; m_shine.m_RotationOverTimeMin = shineRotMin; m_shine.m_RotationOverTimeMax = shineRotMax; m_shine.m_RotationPower = 2; m_shine.m_InitialScaleMin = shineMin; m_shine.m_InitialScaleMax = shineMax; m_shine.m_ScaleOverTimeMin = shineGrowMin; m_shine.m_ScaleOverTimeMax = shineGrowMax; m_shine.m_ScalePower = -2; m_shine.m_Colour = new Color(1.0f, 0.0f, 0.0f, 1.0f); m_shine.m_ColourOverTime = new Color(-1.0f, 0.0f, 0.0f, -1.0f); m_shine.m_ColourPower = 1; m_shine.Initialise(); m_rings = gameObject.AddComponent<ParticleFXEmitter>(); m_rings.m_MaxParticles = 2; m_rings.m_ParticlesPerSecond = 0.0f; m_rings.m_ParticleSpawnPeriod = 0.0f; m_rings.m_InstantSpawnParticles = 2; m_rings.m_FireAndForget = false; m_rings.m_TimeToForget = 0.0f; m_rings.m_Texture = (int)TextureAtlas.ParticleFX.GLOW_RING; m_rings.m_ParticleLifetimeMin = 0.75f; m_rings.m_ParticleLifetimeMax = 0.75f; m_rings.m_InitialRotationMin = 0.0f; m_rings.m_InitialRotationMax = 0.0f; m_rings.m_RotationOverTimeMin = 0.0f; m_rings.m_RotationOverTimeMax = 0.0f; m_rings.m_RotationPower = 0; m_rings.m_InitialScaleMin = 2.5f; m_rings.m_InitialScaleMax = 2.5f; m_rings.m_ScaleOverTimeMin = 3.0f; m_rings.m_ScaleOverTimeMax = 3.0f; m_rings.m_ScalePower = -1; m_rings.m_Colour = new Color(1.0f, 0.0f, 0.0f, 1.0f); m_rings.m_ColourOverTime = new Color(-1.0f, 0.0f, 0.0f, -1.0f); m_rings.m_ColourPower = -1; m_rings.Initialise(); }
public void Release() { if( m_glow != null ) Destroy( m_glow ); m_glow = null; if( m_shine != null ) Destroy( m_shine ); m_shine = null; if( m_rings != null ) Destroy( m_rings ); m_rings = null; }
public void Release() { if( m_puffs != null ) Destroy( m_puffs ); m_puffs = null; }