public void AddNewParticleType() { ParticleType newParticleType = new ParticleType(); newParticleType.Material = SceneManager.GetEmbeddedParticleMaterial(); particleEffect.Emitter.ParticleTypes.Add(newParticleType); particleEffect.Play(); // add a fade in effect particleEffect.Emitter.ParticleTypes[particleEffect.Emitter.ParticleTypes.Count - 1]. overLifeSettings.opacityOverLife.Values.Add(new Vector2(1, 0)); }
public override void Start() { base.Start(); fireEmitter = PoolManager.GetPoolItem <ParticleEffect>("SmokeEmitter"); fireEmitter.reqFollowTrans = true; fireEmitter.followTransform = transform; fireEmitter.Play(emissionRate, null, null, lifeTime, null, null, 0.0f, true); rotation = true; curAngle = Mathf.Atan2(moveVector.y, moveVector.x) * Mathf.Rad2Deg; }
public static ParticleEffect PlayParticleEffect(ParticleEffect i_Prefab, uint i_Seed, Vector3 i_WorldPosition, Quaternion i_WorldRotation, Transform i_Anchor, AnimCompletedCallback i_CompletedCallback = null) { if (i_Prefab == null) { if (i_CompletedCallback != null) { i_CompletedCallback(); } return(null); } ParticleEffect instance = ObjectPool.SpawnMain <ParticleEffect>(i_Prefab); instance.SetParticleSeed(i_Seed); instance.SetTargetTransform(i_WorldPosition, i_WorldRotation, i_Anchor); instance.Play(i_CompletedCallback); return(instance); }
/// <summary> /// Illuminates the lamp lights. /// </summary> void PlayLights() { lampLights.Play(); }