Esempio n. 1
0
        /// <summary>
        /// Populates a <see cref="Galaxia.ParticlesPrefab"/> with ready set Presets.
        /// </summary>
        /// <param name="prefab">The Prefab to populate</param>
        /// <param name="Preset"> The preset to use</param>
        public void PopulatePreset(ParticlesPrefab prefab, ParticlesPrefab.Preset Preset)
        {
            switch (Preset)
            {
            case ParticlesPrefab.Preset.SmallStars:
                prefab.Size          = 0.4f;
                prefab.MaxScreenSize = 0.04f;
                prefab.Texture       = DefaultResources.StarTexture;
                prefab.ColorDistributor.Variation = 0.6f;
                break;

            case ParticlesPrefab.Preset.BigStars:
                prefab.Size          = 1;
                prefab.MaxScreenSize = 0.1f;
                prefab.ColorDistributor.Variation = 0.4f;
                prefab.Texture = DefaultResources.StarTexture;
                break;

            case ParticlesPrefab.Preset.Dust:
                prefab.Size          = 3;
                prefab.MaxScreenSize = 0.25f;
                prefab.AlphaDistributor.Multiplayer = 0.02f;
                prefab.ColorDistributor.Variation   = 0.1f;
                prefab.Texture = DefaultResources.DustTexture;
                break;
            }

            prefab.Seed           = Random.Next(int.MinValue, int.MaxValue);
            prefab.OriginalPreset = Preset;
        }
Esempio n. 2
0
        /// <summary>
        /// Creates and adds a <see cref="Galaxia.ParticlesPrefab"/> from a given preset
        /// </summary>
        /// <param name="name">Name of the new Particles Prefab</param>
        /// <param name="Preset"></param>
        /// <returns>The created and populated Particles Prefab</returns>
        public ParticlesPrefab Create(string name, ParticlesPrefab.Preset Preset)
        {
            ParticlesPrefab prefab = CreateInstance <ParticlesPrefab>();

            prefab.name = name;
            PopulatePreset(prefab, Preset);
            Add(prefab);
            #if HIDE_SUB_ASSETS
            prefab.hideFlags = HideFlags.HideInHierarchy;
            #endif
            return(prefab);
        }