コード例 #1
0
    /// <summary>
    /// パーティクルを再生する
    /// </summary>
    /// <param name="type">パーティクルの種類</param>
    /// <param name="position">再生する位置</param>
    /// <param name="rotation">回転</param>
    /// <returns>再生しているパーティクル</returns>
    public static ParticleSystem Play(ParticleType type, Vector2 position, Quaternion rotation)
    {
        //生成・位置合わせ
        var ps = Instantiate(particleArray[(int)type]);

        ps.name = "[Particle - " + type.ToString() + " - Editable]";
        ps.transform.position = position;
        ps.transform.rotation = rotation;

        ps.Play();

        //返却
        return(ps);
    }
コード例 #2
0
    /// <summary>
    /// パーティクルを再生する
    /// </summary>
    /// <param name="type">パーティクルの種類</param>
    /// <param name="position">再生する位置</param>
    /// <param name="rotation">回転</param>
    /// <param name="playTime">再生する時間</param>
    public static void PlayOneShot(ParticleType type, Vector2 position, Quaternion rotation, float playTime)
    {
        //生成・位置合わせ
        var ps = Instantiate(particleArray[(int)type]);

        ps.name = "[Particle - " + type.ToString() + " ]";
        ps.transform.position = position;
        ps.transform.rotation = rotation;

        ps.Play();

        //削除を予約
        Destroy(ps.gameObject, playTime);
    }
コード例 #3
0
    // Spawns a requested particle at position
    public void SpawnParticleAt(ParticleType type, Vector3 position)
    {
        Debug.Log("Making particle");
        GameObject particle = ReadyParticle(position);

        switch (type)
        {
        case ParticleType.sword:
            effectParticleAnimator.SetTrigger("SwordTrigger");
            break;

        default:
            Debug.LogError("ParticleEffectSpawner::SpawnParticleAt(" + type.ToString() + ", " + position.ToString() + ") -- Unknown particle type.");
            Destroy(particle);
            break;
        }
    }
コード例 #4
0
    void InitializeParticle(ParticleType particle)
    {
        GameObject particleObject = null;

        switch (particle)
        {
        case ParticleType.Butterflies:
            //butterflies are not a Particle System thus need a special case.
            particleObject = handleButterflies(UnityEngine.Random.Range(4, 6));
            break;

        case ParticleType.Dust:
            particleObject = GameObject.Instantiate(dust, transform, true);
            break;

        case ParticleType.Fireflies:
            particleObject = GameObject.Instantiate(fireflies, transform, true);
            break;
        }
        if (particleObject != null)
        {
            particleObject.name = particle.ToString();
        }
    }
コード例 #5
0
 /// <summary>
 /// method to be used internally to create a dummy item to be verified, not to be used otherwise
 /// </summary>
 /// <param name="t1">type of the first particle</param>
 /// <param name="t2">type of the second particle</param>
 public CreationtableItem(ParticleType t1, ParticleType t2)
 {
     type1 = t1.ToString();
     type2 = t2.ToString();
 }
コード例 #6
0
 public ParticleTypeController(ParticleType _type)
 {
     type         = _type;
     instantiated = new List <SpriteSheetParticleController>();
     prefab       = Resources.Load <GameObject>("SpriteSheetParticle/" + type.ToString());
 }