コード例 #1
0
 public void ToTheGround()
 {
     FindObjectOfType <AudioManager>().Stop("forceField");
     grabScript.DeactivateParticles();
     forceParticles.SetFloat("Input", 0f);
     ArmsAnimatorBehabior.GrabObjects(0);
     rigidBody.isKinematic                  = false;
     grabScript.grabbingAnObject            = false;
     transform.parent                       = null;
     GetComponent <BoxCollider>().isTrigger = false;
 }
コード例 #2
0
 private void OnTriggerEnter(Collider other)
 {
     if (other.gameObject.CompareTag("Player"))
     {
         FindObjectOfType <AudioManager>().Play("jetStart");
         FindObjectOfType <AudioManager>().ReduceMusicVolume(5f);
         forceParticles.SetFloat("bigOnes", 0.5f);
         forceParticles.SetFloat("smallOnes", 0.5f);
         areaLight1.SetActive(true);
         areaLight2.SetActive(true);
         FindObjectOfType <PauseManager>().callEndCoroutine(); //lanza la pantalla final
     }
 }
コード例 #3
0
 private void Awake()
 {
     rigidBody      = GetComponent <Rigidbody>();
     grabScript     = player.GetComponent <GrabObjects>();
     forceParticles = GetComponentInChildren <UnityEngine.Experimental.VFX.VisualEffect>();
     forceParticles.SetFloat("Input", 0.0f);
 }
コード例 #4
0
    void setTextures()
    {
        //I can't do this in the thread, but this is very fast
        for (int i = 0; i < ParticleCount; i++)
        {
            colors[i] = colormap.GetPixel(scaledTeff[i], 0);
        }

        int width  = (int)Mathf.Min(ParticleCount, maxTexSize);
        int height = (int)Mathf.Round(Mathf.Ceil(ParticleCount / maxTexSize));

        // Create texture
        PosTex = new Texture2D(width, height, TextureFormat.RGBAFloat, false);
        PosTex.SetPixels(positions);
        PosTex.Apply();

        SizeTex = new Texture2D(width, height, TextureFormat.RFloat, false);
        //SizeTex = new Texture2D(width, height, TextureFormat.RGBAFloat, false);
        SizeTex.SetPixels(sizes);
        SizeTex.Apply();

        ColorTex = new Texture2D(width, height, TextureFormat.RGBAFloat, false);
        ColorTex.SetPixels(colors);
        ColorTex.Apply();

        // if (saveTextures){
        //  SaveTextureToFile(PosTex, "VFXGaiaPosTexture");
        //  SaveTextureToFile(SizeTex, "VFXGaiaSizeTexture");
        //  SaveTextureToFile(ColorTex, "VFXGaiaColorTexture");
        // }

        vfx.SetInt("VFXGaiaParticleCount", ParticleCount);
        vfx.SetFloat("VFXGaiaRScale", rmax);
        vfx.SetTexture("VFXGaiaPosTexture", PosTex);
        vfx.SetTexture("VFXGaiaSizeTexture", SizeTex);
        vfx.SetTexture("VFXGaiaColorTexture", ColorTex);
    }
コード例 #5
0
 public void DeactivateParticles()
 {
     forceParticles.SetFloat("Input", 0f);
 }