public sealed override void OnUpdate(VFXSpawnerState state, VFXExpressionValues vfxValues, VisualEffect vfxComponent)
        {
            if (!state.playing || state.deltaTime == 0)
            {
                return;
            }

            float threshold = vfxValues.GetFloat(velocityThresholdPropertyId);

            Vector3 pos  = vfxValues.GetVector3(positionPropertyId);
            float   dist = Vector3.Magnitude(m_OldPosition - pos);

            if (threshold <= 0.0f || dist < threshold * state.deltaTime)
            {
                float count = dist * vfxValues.GetFloat(ratePerUnitPropertyId);
                if (vfxValues.GetBool(clampToOnePropertyId))
                {
                    count = Mathf.Min(count, 1.0f);
                }
                state.spawnCount += count;

                state.vfxEventAttribute.SetVector3(oldPositionAttributeId, m_OldPosition);
                state.vfxEventAttribute.SetVector3(positionAttributeId, pos);
            }
            m_OldPosition = pos;
        }
        static internal VFXExpressionValues CreateExpressionValuesWrapper(IntPtr ptr)
        {
            var expressionValue = new VFXExpressionValues();

            expressionValue.m_Ptr = ptr;
            return(expressionValue);
        }
 public sealed override void OnPlay(VFXSpawnerState state, VFXExpressionValues vfxValues, VisualEffect vfxComponent)
 {
     // Evaluate Loop Count only when hitting start;
     // LoopCount < 0 means infinite mode
     // LoopCount == 0 means no spawn
     m_LoopMaxCount        = vfxValues.GetInt(loopCountPropertyID);
     m_WaitingForTotalTime = vfxValues.GetFloat(loopDurationPropertyID);
     m_LoopCurrentIndex    = 0;
     if (m_LoopMaxCount == m_LoopCurrentIndex)
     {
         state.playing = false;
     }
 }
 public sealed override void OnUpdate(VFXSpawnerState state, VFXExpressionValues vfxValues, VisualEffect vfxComponent)
 {
     if (m_LoopCurrentIndex != m_LoopMaxCount && state.totalTime > m_WaitingForTotalTime)
     {
         if (state.playing)
         {
             m_WaitingForTotalTime = state.totalTime + vfxValues.GetFloat(delayPropertyID);
             state.playing         = false;                                                   //We are in playing state, if m_LoopCurrentIndex + 1 == m_LoopMaxCount, we have finished here
             m_LoopCurrentIndex    = m_LoopCurrentIndex + 1 > 0 ? m_LoopCurrentIndex + 1 : 0; //It's possible to count to infinite if m_LoopMaxCount < 0, this ternary avoid stop going back to zero
         }
         else
         {
             m_WaitingForTotalTime = vfxValues.GetFloat(loopDurationPropertyID);
             state.totalTime       = 0.0f;
             state.playing         = true; //We are in not playing state, we was waiting for the moment when restart will be launch
         }
     }
 }
 public sealed override void OnStop(VFXSpawnerState state, VFXExpressionValues vfxValues, VisualEffect vfxComponent)
 {
 }
 public sealed override void OnPlay(VFXSpawnerState state, VFXExpressionValues vfxValues, VisualEffect vfxComponent)
 {
     m_OldPosition = vfxValues.GetVector3(positionPropertyId);
 }
Esempio n. 7
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 public sealed override void OnUpdate(VFXSpawnerState state, VFXExpressionValues vfxValues, VisualEffect vfxComponent)
 {
     state.vfxEventAttribute.SetFloat(spawnTimeID, state.totalTime);
 }
 public abstract void OnStop(VFXSpawnerState state, VFXExpressionValues vfxValues, VisualEffect vfxComponent);
 public override void OnUpdate(VFXSpawnerState state, VFXExpressionValues vfxValues, VisualEffect vfxComponent)
 {
 }
 public override void OnPlay(VFXSpawnerState state, VFXExpressionValues vfxValues, VisualEffect vfxComponent)
 {
     m_Index = (m_Index + 1) % Math.Max(1, vfxValues.GetUInt(stripMaxCountID));
     state.vfxEventAttribute.SetUint(stripIndexID, m_Index);
 }
 public sealed override void OnStop(VFXSpawnerState state, VFXExpressionValues vfxValues, VisualEffect vfxComponent)
 {
     m_LoopCurrentIndex = m_LoopMaxCount;
 }