//Build these to look correct at the stock Detonator size of 10m... then let the size parameter //cascade through to the emitters and let them do the scaling work... keep these absolute. public void BuildCloudRing() { _cloudRing = new GameObject("CloudRing"); _cloudRingEmitter = (DetonatorBurstEmitter)_cloudRing.AddComponent("DetonatorBurstEmitter"); _cloudRing.transform.parent = transform; _cloudRing.transform.localPosition = localPosition; _cloudRingEmitter.material = cloudRingMaterial; _cloudRingEmitter.useExplicitColorAnimation = true; }
//Build these to look correct at the stock Detonator size of 10m... then let the size parameter //cascade through to the emitters and let them do the scaling work... keep these absolute. public void BuildShockwave() { _shockwave = new GameObject("Shockwave"); _shockwaveEmitter = (DetonatorBurstEmitter)_shockwave.AddComponent("DetonatorBurstEmitter"); _shockwave.transform.parent = this.transform; _shockwave.transform.localPosition = localPosition; _shockwaveEmitter.material = shockwaveMaterial; _shockwaveEmitter.exponentialGrowth = false; }
public void BuildFireShadow() { _fireShadow = new GameObject("FireShadow"); _fireShadowEmitter = (DetonatorBurstEmitter)_fireShadow.AddComponent<DetonatorBurstEmitter>(); _fireShadow.transform.parent = this.transform; _fireShadow.transform.localRotation = Quaternion.identity; _fireShadowEmitter.material = fireShadowMaterial; _fireShadowEmitter.useWorldSpace = MyDetonator().useWorldSpace; _fireShadowEmitter.upwardsBias = MyDetonator().upwardsBias; }
//Build these to look correct at the stock Detonator size of 10m... then let the size parameter //cascade through to the emitters and let them do the scaling work... keep these absolute. public void BuildGlow() { _glow = new GameObject("Glow"); _glowEmitter = (DetonatorBurstEmitter)_glow.AddComponent("DetonatorBurstEmitter"); _glow.transform.parent = this.transform; _glow.transform.localPosition = localPosition; _glowEmitter.material = glowMaterial; _glowEmitter.exponentialGrowth = false; _glowEmitter.useExplicitColorAnimation = true; }
public void BuildFireballB() { _fireballB = new GameObject("FireballB"); _fireballBEmitter = (DetonatorBurstEmitter)_fireballB.AddComponent("DetonatorBurstEmitter"); _fireballB.transform.parent = this.transform; _fireballB.transform.localRotation = Quaternion.identity; _fireballBEmitter.material = fireballBMaterial; _fireballBEmitter.useWorldSpace = MyDetonator().useWorldSpace; _fireballBEmitter.upwardsBias = MyDetonator().upwardsBias; }
//Build these to look correct at the stock Detonator size of 10m... then let the size parameter //cascade through to the emitters and let them do the scaling work... keep these absolute. public void BuildCloudRing() { _cloudRing = new GameObject("CloudRing"); _cloudRingEmitter = (DetonatorBurstEmitter)_cloudRing.AddComponent<DetonatorBurstEmitter>(); _cloudRingEmitter.useWorldSpace = false; _cloudRing.transform.parent = this.transform; _cloudRing.transform.localPosition = localPosition; _cloudRing.transform.localRotation = Quaternion.identity; _cloudRingEmitter.material = cloudRingMaterial; _cloudRingEmitter.useExplicitColorAnimation = true; }
//Build these to look correct at the stock Detonator size of 10m... then let the size parameter //cascade through to the emitters and let them do the scaling work... keep these absolute. public void BuildShockwave() { _shockwave = new GameObject("Shockwave"); _shockwaveEmitter = (DetonatorBurstEmitter)_shockwave.AddComponent("DetonatorBurstEmitter"); _shockwave.transform.parent = this.transform; _shockwave.transform.localRotation = Quaternion.identity; _shockwave.transform.localPosition = localPosition; _shockwaveEmitter.material = shockwaveMaterial; _shockwaveEmitter.exponentialGrowth = false; _shockwaveEmitter.useWorldSpace = MyDetonator().useWorldSpace; }
public void BuildSmokeA() { _smokeA = new GameObject("SmokeA"); _smokeAEmitter = (DetonatorBurstEmitter)_smokeA.AddComponent <DetonatorBurstEmitter>(); _smokeA.transform.parent = this.transform; _smokeA.transform.localPosition = localPosition; _smokeA.transform.localRotation = Quaternion.identity; _smokeAEmitter.material = smokeAMaterial; _smokeAEmitter.exponentialGrowth = false; _smokeAEmitter.sizeGrow = 0.095f; _smokeAEmitter.useWorldSpace = MyDetonator().useWorldSpace; _smokeAEmitter.upwardsBias = MyDetonator().upwardsBias; }
//Build these to look correct at the stock Detonator size of 10m... then let the size parameter //cascade through to the emitters and let them do the scaling work... keep these absolute. public void BuildGlow() { // _glow = new GameObject("Glow"); _glow = Instantiate(GameObject.Find("/ParticleHelper")) as GameObject; _glow.name = "Glow"; _glowEmitter = (DetonatorBurstEmitter)_glow.AddComponent("DetonatorBurstEmitter"); _glow.transform.parent = this.transform; _glow.transform.localPosition = localPosition; _glowEmitter.material = glowMaterial; _glowEmitter.exponentialGrowth = false; _glowEmitter.useExplicitColorAnimation = true; _glowEmitter.useWorldSpace = MyDetonator().useWorldSpace; }
//Build these to look correct at the stock Detonator size of 10m... then let the size parameter //cascade through to the emitters and let them do the scaling work... keep these absolute. public void BuildSparks() { _sparks = new GameObject("Sparks"); _sparksEmitter = (DetonatorBurstEmitter)_sparks.AddComponent<DetonatorBurstEmitter>(); _sparks.transform.parent = this.transform; _sparks.transform.localPosition = localPosition; _sparks.transform.localRotation = Quaternion.identity; _sparksEmitter.material = sparksMaterial; _sparksEmitter.force = Physics.gravity / 3; //don't fall fast - these are sparks _sparksEmitter.useExplicitColorAnimation = false; _sparksEmitter.useWorldSpace = MyDetonator().useWorldSpace; _sparksEmitter.upwardsBias = MyDetonator().upwardsBias; }
//Build these to look correct at the stock Detonator size of 10m... then let the size parameter //cascade through to the emitters and let them do the scaling work... keep these absolute. public void BuildShockwave() { _shockwave = new GameObject("Shockwave"); _shockwaveEmitter = (DetonatorBurstEmitter)_shockwave.AddComponent <DetonatorBurstEmitter>(); _shockwave.transform.parent = this.transform; _shockwave.transform.localRotation = Quaternion.identity; _shockwave.transform.localPosition = localPosition; _shockwaveEmitter.material = shockwaveMaterial; _shockwaveEmitter.isFlipbook = isFlipbook; _shockwaveEmitter.gridSize = gridSize; _shockwaveEmitter.exponentialGrowth = false; _shockwaveEmitter.useWorldSpace = MyDetonator().useWorldSpace; }
public void BuildSmokeA() { _smokeA = new GameObject("SmokeA"); _smokeAEmitter = (DetonatorBurstEmitter)_smokeA.AddComponent<DetonatorBurstEmitter>(); _smokeA.transform.parent = this.transform; _smokeA.transform.localPosition = localPosition; _smokeA.transform.localRotation = Quaternion.identity; _smokeAEmitter.material = smokeAMaterial; _smokeAEmitter.exponentialGrowth = false; _smokeAEmitter.sizeGrow = 0.095f; _smokeAEmitter.useWorldSpace = MyDetonator().useWorldSpace; _smokeAEmitter.upwardsBias = MyDetonator().upwardsBias; }
public void BuildFireShadow() { // _fireShadow = new GameObject("FireShadow"); _fireShadow = Instantiate(GameObject.Find("/ParticleHelper")) as GameObject; _fireShadow.name = "FireballA"; // _fireShadowEmitter = (DetonatorBurstEmitter)_fireShadow.AddComponent("DetonatorBurstEmitter"); _fireShadowEmitter = _fireShadow.AddComponent<DetonatorBurstEmitter>(); _fireShadow.transform.parent = this.transform; _fireShadow.transform.localRotation = Quaternion.identity; _fireShadowEmitter.material = fireShadowMaterial; _fireShadowEmitter.useWorldSpace = MyDetonator().useWorldSpace; _fireShadowEmitter.upwardsBias = MyDetonator().upwardsBias; }
//Build these to look correct at the stock Detonator size of 10m... then let the size parameter //cascade through to the emitters and let them do the scaling work... keep these absolute. public void BuildSparks() { _sparks = new GameObject("Sparks"); _sparksEmitter = (DetonatorBurstEmitter)_sparks.AddComponent <DetonatorBurstEmitter>(); _sparks.transform.parent = this.transform; _sparks.transform.localPosition = localPosition; _sparks.transform.localRotation = Quaternion.identity; _sparksEmitter.material = sparksMaterial; _sparksEmitter.force = Physics.gravity / 3; //don't fall fast - these are sparks _sparksEmitter.useExplicitColorAnimation = false; _sparksEmitter.useWorldSpace = MyDetonator().useWorldSpace; _sparksEmitter.upwardsBias = MyDetonator().upwardsBias; }
public void BuildSmokeB() { _smokeB = new GameObject("SmokeB"); _smokeBEmitter = (DetonatorBurstEmitter)_smokeB.AddComponent <DetonatorBurstEmitter>(); _smokeB.transform.parent = this.transform; _smokeB.transform.localPosition = localPosition; _smokeB.transform.localRotation = Quaternion.identity; _smokeBEmitter.material = smokeBMaterial; _smokeBEmitter.isFlipbook = isBFlipbook; _smokeBEmitter.gridSize = BGridSize; _smokeBEmitter.exponentialGrowth = false; _smokeBEmitter.sizeGrow = 0.095f; _smokeBEmitter.useWorldSpace = MyDetonator().useWorldSpace; _smokeBEmitter.upwardsBias = MyDetonator().upwardsBias; }
public void BuildSmokeB() { // _smokeB = new GameObject("SmokeB"); _smokeB = Instantiate(GameObject.Find("/ParticleHelper")) as GameObject; _smokeB.name = "SmokeB"; // _smokeBEmitter = (DetonatorBurstEmitter)_smokeB.AddComponent("DetonatorBurstEmitter"); _smokeBEmitter = _smokeB.AddComponent<DetonatorBurstEmitter>(); _smokeB.transform.parent = this.transform; _smokeB.transform.localPosition = localPosition; _smokeB.transform.localRotation = Quaternion.identity; _smokeBEmitter.material = smokeBMaterial; _smokeBEmitter.exponentialGrowth = false; _smokeBEmitter.sizeGrow = 0.095f; _smokeBEmitter.useWorldSpace = MyDetonator().useWorldSpace; _smokeBEmitter.upwardsBias = MyDetonator().upwardsBias; }
using UnityEngine;
using System.Collections; [RequireComponent (typeof (Detonator))]
using UnityEngine;
[RequireComponent (typeof (Detonator))] [AddComponentMenu("Detonator/Fireball")]
using UnityEngine;