/// <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); } }
/// <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(); } } } }