public void FixedUpdateCustom(float deltaTime) { #if UNITY_EDITOR if (UseSubEmitters && !EditorApplication.isPlaying) { Debug.LogWarning("Effect Layer:" + gameObject.name + " has sub emitters, it can't be updated in editor mode, please play the game to see the results."); return; } #endif //Version 2.2.0, update the camera when new level is loaded. if (MyCamera == null) { FindMyCamera(); ResetCamera(MyCamera); } int needToAdd = emitter.GetNodes(deltaTime); AddNodes(needToAdd); for (int i = 0; i < MaxENodes; i++) { EffectNode node = ActiveENodes[i]; if (node == null) { continue; } node.Update(deltaTime); } }
public void FixedUpdateCustom() { int nodes = this.emitter.GetNodes(); this.AddNodes(nodes); for (int i = 0; i < this.MaxENodes; i++) { EffectNode node = this.ActiveENodes[i]; if (node != null) { node.Update(); } } }
public void FixedUpdateCustom(float deltaTime) { int needToAdd = emitter.GetNodes(deltaTime); AddNodes(needToAdd); for (int i = 0; i < MaxENodes; i++) { EffectNode node = ActiveENodes[i]; if (node == null) { continue; } node.Update(deltaTime); } }
public void FixedUpdateCustom(float deltaTime) { //Version 2.2.0, update the camera when new level is loaded. if (MyCamera == null) { FindMyCamera(); ResetCamera(MyCamera); } int needToAdd = emitter.GetNodes(deltaTime); AddNodes(needToAdd); for (int i = 0; i < MaxENodes; i++) { EffectNode node = ActiveENodes[i]; if (node == null) { continue; } node.Update(deltaTime); } }