Esempio n. 1
0
 /// <summary>
 /// Remove a particle-system to not be drawn anymore
 /// </summary>
 /// <param name="particleType">Particle-type on which the emitter is added</param>
 /// <param name="emitter">Component of the emitter</param>
 public static void RemoveInstance(ParticleType3D particleType, ParticleComponent emitter)
 {
     if (ParticleSystems3D.ContainsKey(particleType))
     {
         ParticleSystems3D[particleType].RemoveInstance(emitter);
     }
 }
Esempio n. 2
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        /// <summary>
        /// Initialize a new model for hardware-instanciation
        /// </summary>
        /// <param name="particleType">Type of the particles to store uniquely</param>
        /// <param name="particleSystem">Particle-system</param>
        public static void Initialize(ParticleType3D particleType, ParticleSystem3D particleSystem)
        {
            // Startup the particle-systems properly
            particleSystem.Awake();
            particleSystem.Start();

            ParticleSystems3D[particleType] = new ParticleInstance(particleSystem);
        }
Esempio n. 3
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 /// <summary>
 /// Add a particle-system to render
 /// </summary>
 /// <param name="particleType">Particle-type on which the emitter is added</param>
 /// <param name="emitter">Component of the emitter</param>
 public static void AddInstance(ParticleType3D particleType, ParticleComponent emitter)
 {
     if (ParticleSystems3D.ContainsKey(particleType))
     {
         ParticleSystems3D[particleType].Add(emitter);
     }
     else
     {
         Debug.LogError("ParticleType3D " + particleType.GetDescription() + " not properly initialized");
     }
 }
Esempio n. 4
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 public PowerUpRay(ParticleType3D particleType)
 {
     _particleType = particleType;
 }
Esempio n. 5
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 public PowerUpStar(ParticleType3D particleType)
 {
     _particleType = particleType;
 }