Esempio n. 1
0
    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();
    }
Esempio n. 2
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    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();
    }
Esempio n. 3
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    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;
    }
Esempio n. 4
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 public void Release()
 {
     if( m_puffs != null )
         Destroy( m_puffs );
     m_puffs = null;
 }