コード例 #1
0
ファイル: EffectLayer.cs プロジェクト: nonconforme/AOT-sl0w
    protected void AddNodes(int num)
    {
        int num2 = 0;

        for (int i = 0; i < this.MaxENodes; i++)
        {
            if (num2 == num)
            {
                break;
            }
            EffectNode node = this.AvailableENodes[i];
            if (node != null)
            {
                this.AddActiveNode(node);
                num2++;
                this.emitter.SetEmitPosition(node);
                float life = 0f;
                if (this.IsNodeLifeLoop)
                {
                    life = -1f;
                }
                else
                {
                    life = UnityEngine.Random.Range(this.NodeLifeMin, this.NodeLifeMax);
                }
                Vector3 emitRotation = this.emitter.GetEmitRotation(node);
                node.Init(emitRotation.normalized, this.OriSpeed, life, UnityEngine.Random.Range(this.OriRotationMin, this.OriRotationMax), UnityEngine.Random.Range(this.OriScaleXMin, this.OriScaleXMax), UnityEngine.Random.Range(this.OriScaleYMin, this.OriScaleYMax), this.Color1, this.OriLowerLeftUV, this.OriUVDimensions);
            }
        }
    }
コード例 #2
0
    protected void AddNodes(int num)
    {
        int added = 0;

        for (int i = 0; i < MaxENodes; i++)
        {
            if (added == num)
            {
                break;
            }
            EffectNode node = AvailableENodes[i];
            if (node != null)
            {
                AddActiveNode(node);
                added++;

                //activate on birth subemitter.
                if (UseSubEmitters && !string.IsNullOrEmpty(BirthSubEmitter))
                {
                    XffectComponent sub = SpawnCache.GetEffect(BirthSubEmitter);
                    if (sub == null)
                    {
                        return;
                    }

                    node.SubEmitter = sub;
                    sub.Active();
                }


                emitter.SetEmitPosition(node);
                float nodeLife     = 0;
                float realNodeLife = 0;
                if (IsNodeLifeLoop)
                {
                    nodeLife     = -1;
                    realNodeLife = Random.Range(NodeLifeMin, NodeLifeMax);
                }
                else
                {
                    nodeLife     = Random.Range(NodeLifeMin, NodeLifeMax);
                    realNodeLife = nodeLife;
                }
                Vector3 oriDir = emitter.GetEmitRotation(node);
                float   speed  = OriSpeed;
                if (IsRandomSpeed)
                {
                    speed = Random.Range(SpeedMin, SpeedMax);
                }
                node.Init(oriDir.normalized, speed, nodeLife, Random.Range(OriRotationMin, OriRotationMax),
                          Random.Range(OriScaleXMin, OriScaleXMax), Random.Range(OriScaleYMin, OriScaleYMax), Color1, UVTopLeft, UVDimension, OriScaleZ, realNodeLife);
            }
            else
            {
                continue;
            }
        }
    }
コード例 #3
0
    // for out caller use.
    public EffectNode EmitByPos(Vector3 pos)
    {
        int        added = 0;
        EffectNode ret   = null;

        for (int i = 0; i < MaxENodes; i++)
        {
            if (added == 1)
            {
                break;
            }
            EffectNode node = AvailableENodes[i];
            if (node != null)
            {
                AddActiveNode(node);
                added++;

                node.SetLocalPosition(pos);
                float nodeLife = 0;
                float realLife = 0;
                if (IsNodeLifeLoop)
                {
                    nodeLife = -1;
                    realLife = Random.Range(NodeLifeMin, NodeLifeMax);
                }
                else
                {
                    nodeLife = Random.Range(NodeLifeMin, NodeLifeMax);
                    realLife = nodeLife;
                }
                Vector3 oriDir = emitter.GetEmitRotation(node);


                node.Init(oriDir.normalized, OriSpeed, nodeLife, Random.Range(OriRotationMin, OriRotationMax),
                          Random.Range(OriScaleXMin, OriScaleXMax), Random.Range(OriScaleYMin, OriScaleYMax), Color1, UVTopLeft, UVDimension, OriScaleZ, realLife);

                ret = node;
            }
            else
            {
                continue;
            }
        }
        return(ret);
    }
コード例 #4
0
    protected void AddNodes(int num)
    {
        int num2 = 0;

        for (int i = 0; i < MaxENodes; i++)
        {
            if (num2 == num)
            {
                break;
            }
            EffectNode effectNode = AvailableENodes[i];
            if (effectNode != null)
            {
                AddActiveNode(effectNode);
                num2++;
                emitter.SetEmitPosition(effectNode);
                effectNode.Init(life: (!IsNodeLifeLoop) ? Random.Range(NodeLifeMin, NodeLifeMax) : (-1f), oriDir: emitter.GetEmitRotation(effectNode).normalized, speed: OriSpeed, oriRot: Random.Range(OriRotationMin, OriRotationMax), oriScaleX: Random.Range(OriScaleXMin, OriScaleXMax), oriScaleY: Random.Range(OriScaleYMin, OriScaleYMax), oriColor: Color1, oriLowerUv: OriLowerLeftUV, oriUVDimension: OriUVDimensions);
            }
        }
    }
コード例 #5
0
ファイル: EffectLayer.cs プロジェクト: rahul-sinha1908/rugby
    protected void AddNodes(int num)
    {
        int added = 0;

        for (int i = 0; i < MaxENodes; i++)
        {
            if (added == num)
            {
                break;
            }
            EffectNode node = AvailableENodes[i];
            if (node != null)
            {
                AddActiveNode(node);
                added++;

                emitter.SetEmitPosition(node);
                float nodeLife = 0;
                if (IsNodeLifeLoop)
                {
                    nodeLife = -1;
                }
                else
                {
                    nodeLife = Random.Range(NodeLifeMin, NodeLifeMax);
                }
                Vector3 oriDir = emitter.GetEmitRotation(node);
                float   speed  = OriSpeed;
                if (IsRandomSpeed)
                {
                    speed = Random.Range(SpeedMin, SpeedMax);
                }
                node.Init(oriDir.normalized, speed, nodeLife, Random.Range(OriRotationMin, OriRotationMax),
                          Random.Range(OriScaleXMin, OriScaleXMax), Random.Range(OriScaleYMin, OriScaleYMax), Color1, UVTopLeft, UVDimension);
            }
            else
            {
                continue;
            }
        }
    }