コード例 #1
0
        /// <summary>
        /// This handles the positioning of the Brush Sprite and Particle System when a user touches the Wipe to Reveal System.
        /// </summary>
        /// <param name="position">The position in which to place brush sprite and particle system.</param>
        private void OnWipeBrushAndParticles(Vector3 position, int touchID, float currentPercentage, Camera cam)
        {
            if (!dictionaryWipeAssets.ContainsKey(touchID))
            {
                return;
            }

            WipeAssets wipeAssets = dictionaryWipeAssets[touchID];

            //BRUSH
            if (wipeAssets.objBrush)
            {
                wipeAssets.objBrush.position    = position + (Vector3)wipeSettings.offset;
                wipeAssets.objBrush.eulerAngles = cam.transform.eulerAngles;   //Make Brush face camera.
            }

            //Particles
            if (wipeAssets.objParticle)
            {
                wipeAssets.objParticle.position = position;
                SetParticleEmisions(currentPercentage, touchID);
            }
        }
コード例 #2
0
        /// <summary>
        /// Enable/Disable Brush or Particle of index value
        /// </summary>
        /// <param name="value"></param>
        /// <param name="index"></param>
        void EnableDisableBrushParticle(bool value, int index)
        {
            if (dictionaryWipeAssets.ContainsKey(index))
            {
                WipeAssets wipeAssets = dictionaryWipeAssets[index];

                if (wipeAssets.objBrush)
                {
                    wipeAssets.objBrush.GetComponent <SpriteRenderer>().enabled = value;
                }

                if (wipeAssets.objParticle)
                {
                    if (value == true)
                    {
                        wipeAssets.objParticle?.GetComponent <ParticleSystem>().Play();
                    }
                    else
                    {
                        wipeAssets.objParticle?.GetComponent <ParticleSystem>().Stop();
                    }
                }
            }
        }