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; }
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 } }
private void Awake() { rigidBody = GetComponent <Rigidbody>(); grabScript = player.GetComponent <GrabObjects>(); forceParticles = GetComponentInChildren <UnityEngine.Experimental.VFX.VisualEffect>(); forceParticles.SetFloat("Input", 0.0f); }
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); }
public void DeactivateParticles() { forceParticles.SetFloat("Input", 0f); }