void Awake() { GlobalAccess = this; currentActivePEList = new List <Transform>(); TotalEffects = ParticleEffectPrefabs.Length; CurrentParticleEffectNum = 1; // Warn About Lengths of Arrays not matching if (ParticleEffectSpawnOffsets.Length != TotalEffects) { Debug.LogError( "ParticleEffectsLibrary-ParticleEffectSpawnOffset: Not all arrays match length, double check counts."); } if (ParticleEffectPrefabs.Length != TotalEffects) { Debug.LogError( "ParticleEffectsLibrary-ParticleEffectPrefabs: Not all arrays match length, double check counts."); } // Setup Starting PE Name String effectNameString = ParticleEffectPrefabs[CurrentParticleEffectIndex].name + " (" + CurrentParticleEffectNum.ToString() + " of " + TotalEffects.ToString() + ")"; }
private void Awake() { ParticleEffectsLibrary.GlobalAccess = this; this.currentActivePEList = new List <Transform>(); this.TotalEffects = this.ParticleEffectPrefabs.Length; this.CurrentParticleEffectNum = 1; if (this.ParticleEffectSpawnOffsets.Length != this.TotalEffects) { Debug.LogError((object)"ParticleEffectsLibrary-ParticleEffectSpawnOffset: Not all arrays match length, double check counts."); } if (this.ParticleEffectPrefabs.Length != this.TotalEffects) { Debug.LogError((object)"ParticleEffectsLibrary-ParticleEffectPrefabs: Not all arrays match length, double check counts."); } this.effectNameString = ((Object)this.ParticleEffectPrefabs[this.CurrentParticleEffectIndex]).get_name() + " (" + this.CurrentParticleEffectNum.ToString() + " of " + this.TotalEffects.ToString() + ")"; }
void Awake() { GlobalAccess = this; currentActivePEList = new List<Transform> (); TotalEffects = ParticleEffectPrefabs.Length; CurrentParticleEffectNum = 1; // Warn About Lengths of Arrays not matching if (ParticleEffectSpawnOffsets.Length != TotalEffects) { Debug.LogError ("ParticleEffectsLibrary-ParticleEffectSpawnOffset: Not all arrays match length, double check counts."); } if (ParticleEffectPrefabs.Length != TotalEffects) { Debug.LogError ("ParticleEffectsLibrary-ParticleEffectPrefabs: Not all arrays match length, double check counts."); } // Setup Starting PE Name String effectNameString = ParticleEffectPrefabs [CurrentParticleEffectIndex].name + " (" + CurrentParticleEffectNum.ToString() + " of " + TotalEffects.ToString() + ")"; }