private Vector3 _tmpPos; //calculated position... randomized inside sphere of incoming radius * size #endregion Fields #region Methods public void Awake() { _particleEmitter = (gameObject.AddComponent<EllipsoidParticleEmitter>()) as ParticleEmitter; _particleRenderer = (gameObject.AddComponent<ParticleRenderer>()) as ParticleRenderer; _particleAnimator = (gameObject.AddComponent<ParticleAnimator>()) as ParticleAnimator; _particleRenderer.sortingLayerName = "Topmost"; _particleEmitter.hideFlags = HideFlags.HideAndDontSave; _particleRenderer.hideFlags = HideFlags.HideAndDontSave; _particleAnimator.hideFlags = HideFlags.HideAndDontSave; _particleAnimator.damping = _baseDamping; _particleEmitter.emit = false; _particleRenderer.maxParticleSize = maxScreenSize; _particleRenderer.material = material; _particleRenderer.material.color = Color.white; //workaround for this not being settable elsewhere _particleAnimator.sizeGrow = sizeGrow; if (explodeOnAwake) { Explode(); } }
/// <summary> /// Unity functions. /// </summary> // Use this when the level is loaded void Awake() { particleAnimator = GetComponent<ParticleAnimator>(); particleRenderer = GetComponent<ParticleRenderer>(); if (particleAnimator) { particleAnimator.autodestruct = true; } // Set the player layer gameObject.layer = LayerMask.NameToLayer("Enemy"); CollisionScale = Mathf.Clamp01(CollisionScale); AttractionRange = Mathf.Max(0.0f,AttractionRange); AttractionForce = Mathf.Clamp01(AttractionForce); AttackSpeed = Mathf.Max(0.0f,AttackSpeed); ForceStep = Mathf.Max(0.0f,ForceStep); Damage = Mathf.Max(0.0f,Damage); DyingFactor = Mathf.Clamp01(DyingFactor); if ( AttractionRange == 0.0f || AttractionForce == 0.0f ) { AttractionRange = 0.0f; AttractionForce = 0.0f; } }
static void ParticleAnimator_colorAnimation(JSVCall vc) { if (vc.bGet) { UnityEngine.ParticleAnimator _this = (UnityEngine.ParticleAnimator)vc.csObj; var result = _this.colorAnimation; var arrRet = result; for (int i = 0; arrRet != null && i < arrRet.Length; i++) { JSMgr.datax.setObject((int)JSApi.SetType.SaveAndTempTrace, arrRet[i]); JSApi.moveSaveID2Arr(i); } JSApi.setArrayS((int)JSApi.SetType.Rval, (arrRet != null ? arrRet.Length : 0), true); } else { UnityEngine.Color[] arg0 = JSDataExchangeMgr.GetJSArg <UnityEngine.Color[]>(() => { int jsObjID = JSApi.getObject((int)JSApi.GetType.Arg); int length = JSApi.getArrayLength(jsObjID); var ret = new UnityEngine.Color[length]; for (var i = 0; i < length; i++) { JSApi.getElement(jsObjID, i); ret[i] = (UnityEngine.Color)JSMgr.datax.getObject((int)JSApi.GetType.SaveAndRemove); } return(ret); }); UnityEngine.ParticleAnimator _this = (UnityEngine.ParticleAnimator)vc.csObj; _this.colorAnimation = arg0; } }
/* METHODES */ //Constructor void Awake() { // A retenir : GemLight = gameObject.AddComponent("Light") as Light; //Lien avec les composants des particules GemPartEmitter = GetComponent<ParticleEmitter>(); //Lien avec l'Emitter des particules GemPartAnimation = GetComponent<ParticleAnimator>(); //Lien avec l'Animator des particules //GemPartRenderer = GetComponent<ParticleRenderer>(); //Lien avec le Renderer des particules InitialColor = Color.yellow; //Définition de la couleur initiale de la Gemme OppositeColor = Color.magenta; //Définition de la couleur opposé de la Gemme //Initialisation du tableau dynamiquement GemPartStarkle = new Color[5]; //Initialisation des 5 couleurs comosant le Renderer //Lien avec la Lumière GemLight = GetComponent<Light>(); GemTitle = GameObject.Find("GUI Text"); //Lien avec le GUIText de la scène //Initialisation des statuts GemPartEmitter.emit = false; //Dissimulation des particules GemTitle.guiText.enabled = false; //Dissimulation du texte MyPart = (ParticleSystem) Instantiate(test); ChangeMode = false; }
/* METHODES */ //Constructor void Awake() { //Lien avec les composants des particules GemPartEmitter = GetComponent<ParticleEmitter>(); //Lien avec l'Emitter des particules GemPartAnimation = GetComponent<ParticleAnimator>(); //Lien avec l'Animator des particules InitialColor = Color.magenta; //Définition de la couleur initiale de la Gemme OppositeColor = new Color32(255,132,0,255); //Définition de la couleur opposé de la Gemme //Initialisation du tableau dynamiquement GemPartStarkle = new Color[5]; //Initialisation des 5 couleurs comosant le Renderer //Lien avec la Lumière GemLight = GetComponent<Light>(); GemTitle = GameObject.Find("Title").GetComponent<TextMesh>(); //Lien avec le GUIText de la scène //Initialisation des statuts GemPartEmitter.emit = false; //Dissimulation des particules GemTitle.renderer.enabled = false; //Dissimulation du texte ChangeMode = false; //Récuparation des scripts Blue = GameObject.FindGameObjectWithTag("Blue").GetComponent<BlueGem>(); Yellow = GameObject.FindGameObjectWithTag("Yellow").GetComponent<YellowGem>(); White = GameObject.FindGameObjectWithTag("White").GetComponent<WhiteGem>(); Black = GameObject.FindGameObjectWithTag("Black").GetComponent<BlackGem>(); Red = GameObject.FindGameObjectWithTag("Red").GetComponent<RedGem>(); }
// -------------------------------------------------------------------------------------- // Legacy Only... public static void ConvertToStaticScale(ParticleEmitter pe, ParticleAnimator pa) { if (pe == null) return; Vector3 vecVelScale = (pe.transform.lossyScale); float fVelScale = (NcTransformTool.GetTransformScaleMeanValue(pe.transform)); float fScale = (NcTransformTool.GetTransformScaleMeanValue(pe.transform)); pe.minSize *= fScale; pe.maxSize *= fScale; pe.worldVelocity = Vector3.Scale(pe.worldVelocity, vecVelScale); pe.localVelocity = Vector3.Scale(pe.localVelocity, vecVelScale); pe.rndVelocity = Vector3.Scale(pe.rndVelocity, vecVelScale); pe.angularVelocity *= fVelScale; pe.rndAngularVelocity *= fVelScale; pe.emitterVelocityScale *= fVelScale; if (pa != null) { pa.rndForce = Vector3.Scale(pa.rndForce, vecVelScale); pa.force = Vector3.Scale(pa.force, vecVelScale); // pa.damping *= fScale; } Vector3 ellipsoid; float minEmitterRange; NgSerialized.GetEllipsoidSize(pe, out ellipsoid, out minEmitterRange); NgSerialized.SetEllipsoidSize(pe, ellipsoid * fScale, minEmitterRange * fScale); // NgAssembly.LogFieldsPropertis(pe); }
static public int constructor(IntPtr l) { UnityEngine.ParticleAnimator o; o = new UnityEngine.ParticleAnimator(); pushObject(l, o); return(1); }
public void Init( Vessel v, int type ) { attachedTo = v; AsteriodType = type; if( AsteriodType == 1 )//Comet { try { MainEmitter = (ParticleEmitter)v.rootPart.gameObject.AddComponent("MeshParticleEmitter"); ParticleRender = v.rootPart.gameObject.AddComponent<ParticleRenderer>(); ParticleAnim = v.rootPart.gameObject.AddComponent<ParticleAnimator>(); ParticleRender.material.mainTexture = Utils.LoadTexture( "GameData/KittopiaSpace/Textures/Default/Glow.png" ); MainEmitter.maxSize = 20; MainEmitter.minSize = 10; MainEmitter.maxEnergy = 5; MainEmitter.minEnergy = 2.5f; MainEmitter.useWorldSpace = false; MainEmitter.rndVelocity = new Vector3( 50, 50, 50 ); MainEmitter.emit = true; } catch{} } CanImpact = false; }
static public int set_colorAnimation(IntPtr l) { UnityEngine.ParticleAnimator o = (UnityEngine.ParticleAnimator)checkSelf(l); UnityEngine.Color[] v; checkType(l, 2, out v); o.colorAnimation = v; return(0); }
static public int set_localRotationAxis(IntPtr l) { UnityEngine.ParticleAnimator o = (UnityEngine.ParticleAnimator)checkSelf(l); UnityEngine.Vector3 v; checkType(l, 2, out v); o.localRotationAxis = v; return(0); }
static public int set_force(IntPtr l) { UnityEngine.ParticleAnimator o = (UnityEngine.ParticleAnimator)checkSelf(l); UnityEngine.Vector3 v; checkType(l, 2, out v); o.force = v; return(0); }
static public int set_autodestruct(IntPtr l) { UnityEngine.ParticleAnimator o = (UnityEngine.ParticleAnimator)checkSelf(l); bool v; checkType(l, 2, out v); o.autodestruct = v; return(0); }
static public int set_doesAnimateColor(IntPtr l) { UnityEngine.ParticleAnimator o = (UnityEngine.ParticleAnimator)checkSelf(l); bool v; checkType(l, 2, out v); o.doesAnimateColor = v; return(0); }
static public int set_sizeGrow(IntPtr l) { UnityEngine.ParticleAnimator o = (UnityEngine.ParticleAnimator)checkSelf(l); float v; checkType(l, 2, out v); o.sizeGrow = v; return(0); }
static public int constructor(IntPtr l) { try { UnityEngine.ParticleAnimator o; o=new UnityEngine.ParticleAnimator(); pushValue(l,true); pushValue(l,o); return 2; } catch(Exception e) { return error(l,e); } }
static public int get_localRotationAxis(IntPtr l) { try { UnityEngine.ParticleAnimator self = (UnityEngine.ParticleAnimator)checkSelf(l); pushValue(l, true); pushValue(l, self.localRotationAxis); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int get_localRotationAxis(IntPtr l) { try { UnityEngine.ParticleAnimator self = (UnityEngine.ParticleAnimator)checkSelf(l); pushValue(l, self.localRotationAxis); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
void getRequiredComponents() { pe = gameObject.GetComponent<ParticleEmitter>(); if (pe == null) { throw new System.Exception("This script can only be used if the gameobject has a ParticleEmitter"); } pa = gameObject.GetComponent<ParticleAnimator>(); if (pa == null) { throw new System.Exception("This script can only be used if the gameobject has a ParticleAnimator"); } }
static public int get_autodestruct(IntPtr l) { try { UnityEngine.ParticleAnimator self = (UnityEngine.ParticleAnimator)checkSelf(l); pushValue(l, true); pushValue(l, self.autodestruct); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { try { UnityEngine.ParticleAnimator o; o = new UnityEngine.ParticleAnimator(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { LuaDLL.lua_remove(l, 1); UnityEngine.ParticleAnimator o; if (matchType(l, 1)) { o = new UnityEngine.ParticleAnimator(); pushObject(l, o); return(1); } LuaDLL.luaL_error(l, "New object failed."); return(0); }
void StartBirds() { // transform.position = new Vector3( ((Random.Range(0,2)*2)-1) * Random.Range(65f, 80f), transform.position.y, Random.Range(-30f, -20f)); // transform.LookAt(new Vector3(0, transform.position.y, Random.Range(-80f, -50f)) ); Transform birds = (Transform)Instantiate(birdsPrefab, transform.position, transform.rotation); animator = birds.GetComponentInChildren(typeof(ParticleAnimator)) as ParticleAnimator; animator.force = new Vector3(0, Random.Range(-0.3f, 0.3f), 0); emitter = birds.GetComponentInChildren(typeof(ParticleEmitter)) as ParticleEmitter; emitter.emit = true; birdTimer = Time.time + Random.Range(5,20); }
static public int constructor(IntPtr l) { try { UnityEngine.ParticleAnimator o; o = new UnityEngine.ParticleAnimator(); pushValue(l, o); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
public static int constructor(IntPtr l) { try { UnityEngine.ParticleAnimator o; o=new UnityEngine.ParticleAnimator(); pushValue(l,o); return 1; } catch(Exception e) { LuaDLL.luaL_error(l, e.ToString()); return 0; } }
static public int set_colorAnimation(IntPtr l) { try { UnityEngine.ParticleAnimator self = (UnityEngine.ParticleAnimator)checkSelf(l); UnityEngine.Color[] v; checkArray(l, 2, out v); self.colorAnimation = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_doesAnimateColor(IntPtr l) { try { UnityEngine.ParticleAnimator self = (UnityEngine.ParticleAnimator)checkSelf(l); bool v; checkType(l, 2, out v); self.doesAnimateColor = v; return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int set_sizeGrow(IntPtr l) { try { UnityEngine.ParticleAnimator self = (UnityEngine.ParticleAnimator)checkSelf(l); float v; checkType(l, 2, out v); self.sizeGrow = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_localRotationAxis(IntPtr l) { try { UnityEngine.ParticleAnimator self = (UnityEngine.ParticleAnimator)checkSelf(l); UnityEngine.Vector3 v; checkType(l, 2, out v); self.localRotationAxis = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_localRotationAxis(IntPtr l) { try { UnityEngine.ParticleAnimator self = (UnityEngine.ParticleAnimator)checkSelf(l); UnityEngine.Vector3 v; checkType(l, 2, out v); self.localRotationAxis = v; return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int set_doesAnimateColor(IntPtr l) { try { UnityEngine.ParticleAnimator self = (UnityEngine.ParticleAnimator)checkSelf(l); bool v; checkType(l, 2, out v); self.doesAnimateColor = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_sizeGrow(IntPtr l) { try { UnityEngine.ParticleAnimator self = (UnityEngine.ParticleAnimator)checkSelf(l); float v; checkType(l, 2, out v); self.sizeGrow = v; return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static void ParticleAnimator_localRotationAxis(JSVCall vc) { if (vc.bGet) { UnityEngine.ParticleAnimator _this = (UnityEngine.ParticleAnimator)vc.csObj; var result = _this.localRotationAxis; JSApi.setVector3S((int)JSApi.SetType.Rval, result); } else { UnityEngine.Vector3 arg0 = (UnityEngine.Vector3)JSApi.getVector3S((int)JSApi.GetType.Arg); UnityEngine.ParticleAnimator _this = (UnityEngine.ParticleAnimator)vc.csObj; _this.localRotationAxis = arg0; } }
// fields // properties static void ParticleAnimator_doesAnimateColor(JSVCall vc) { if (vc.bGet) { UnityEngine.ParticleAnimator _this = (UnityEngine.ParticleAnimator)vc.csObj; var result = _this.doesAnimateColor; JSApi.setBooleanS((int)JSApi.SetType.Rval, (System.Boolean)(result)); } else { System.Boolean arg0 = (System.Boolean)JSApi.getBooleanS((int)JSApi.GetType.Arg); UnityEngine.ParticleAnimator _this = (UnityEngine.ParticleAnimator)vc.csObj; _this.doesAnimateColor = arg0; } }
/// <summary> /// Unity functions. /// </summary> // Use this when the level is loaded protected override void Awake() { base.Awake(); particleAnimator = GetComponent<ParticleAnimator>(); particleRenderer = GetComponent<ParticleRenderer>(); if (particleAnimator) { particleAnimator.autodestruct = true; } // Set the player layer gameObject.layer = LayerMask.NameToLayer("Enemy"); }
static void ParticleAnimator_sizeGrow(JSVCall vc) { if (vc.bGet) { UnityEngine.ParticleAnimator _this = (UnityEngine.ParticleAnimator)vc.csObj; var result = _this.sizeGrow; JSApi.setSingle((int)JSApi.SetType.Rval, (System.Single)(result)); } else { System.Single arg0 = (System.Single)JSApi.getSingle((int)JSApi.GetType.Arg); UnityEngine.ParticleAnimator _this = (UnityEngine.ParticleAnimator)vc.csObj; _this.sizeGrow = arg0; } }
static int set_doesAnimateColor(IntPtr L) { UnityEngine.ParticleAnimator obj = (UnityEngine.ParticleAnimator)ToLua.ToObject(L, 1); bool arg0 = LuaDLL.luaL_checkboolean(L, 2); try { obj.doesAnimateColor = arg0; } catch (Exception e) { return(LuaDLL.luaL_error(L, obj == null ? "attempt to index doesAnimateColor on a nil value" : e.Message)); } return(0); }
static int set_localRotationAxis(IntPtr L) { UnityEngine.ParticleAnimator obj = (UnityEngine.ParticleAnimator)ToLua.ToObject(L, 1); UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 2); try { obj.localRotationAxis = arg0; } catch (Exception e) { return(LuaDLL.luaL_error(L, obj == null ? "attempt to index localRotationAxis on a nil value" : e.Message)); } return(0); }
static int set_sizeGrow(IntPtr L) { UnityEngine.ParticleAnimator obj = (UnityEngine.ParticleAnimator)ToLua.ToObject(L, 1); float arg0 = (float)LuaDLL.luaL_checknumber(L, 2); try { obj.sizeGrow = arg0; } catch (Exception e) { return(LuaDLL.luaL_error(L, obj == null ? "attempt to index sizeGrow on a nil value" : e.Message)); } return(0); }
static int get_doesAnimateColor(IntPtr L) { UnityEngine.ParticleAnimator obj = (UnityEngine.ParticleAnimator)ToLua.ToObject(L, 1); bool ret; try { ret = obj.doesAnimateColor; } catch (Exception e) { return(LuaDLL.luaL_error(L, obj == null ? "attempt to index doesAnimateColor on a nil value" : e.Message)); } LuaDLL.lua_pushboolean(L, ret); return(1); }
static int _CreateUnityEngine_ParticleAnimator(IntPtr L) { int count = LuaDLL.lua_gettop(L); if (count == 0) { UnityEngine.ParticleAnimator obj = new UnityEngine.ParticleAnimator(); ToLua.Push(L, obj); return(1); } else { LuaDLL.luaL_error(L, "invalid arguments to method: UnityEngine.ParticleAnimator.New"); } return(0); }
private float range; //.2f #endregion Fields #region Methods //----------------- Variables end ----------------------------------// void Awake() { myTransform = transform; // Ignore bullet colliding with Player Physics.IgnoreLayerCollision(8, 9); // Ignore bullet colliding with bullet Physics.IgnoreLayerCollision(8, 8); bulletSpeed = 40; bulletLife = 4; range = 0.5f; alreadyhitsomething = false; isbullet1 = false; isbullet2 = false; particleAnimator = bulletexplosion.GetComponent<ParticleAnimator>(); particleemitter = bulletexplosion.GetComponent<ParticleEmitter>(); particleForce = new Vector3(0, 0, 0); }
static int get_colorAnimation(IntPtr L) { UnityEngine.ParticleAnimator obj = (UnityEngine.ParticleAnimator)ToLua.ToObject(L, 1); UnityEngine.Color[] ret = null; try { ret = obj.colorAnimation; } catch (Exception e) { return(LuaDLL.luaL_error(L, obj == null ? "attempt to index colorAnimation on a nil value" : e.Message)); } ToLua.Push(L, ret); return(1); }
static int _CreateParticleAnimator(IntPtr L) { int count = LuaDLL.lua_gettop(L); if (count == 0) { ParticleAnimator obj = new ParticleAnimator(); LuaScriptMgr.Push(L, obj); return 1; } else { LuaDLL.luaL_error(L, "invalid arguments to method: ParticleAnimator.New"); } return 0; }
/// <summary> /// Unity functions. /// </summary> // Use this when the level is loaded void Awake() { particleAnimator = GetComponent<ParticleAnimator>(); particleRenderer = GetComponent<ParticleRenderer>(); //sphereCollider = GetComponent<SphereCollider>(); if (particleEmitter && particleRenderer && particleAnimator) { particleEmitter.enabled = true; particleEmitter.emit = false; particleEmitter.useWorldSpace = false; particleAnimator.autodestruct = false; particleAnimator.doesAnimateColor = false; } // Deactivate the audio source if ( audio ) { audio.enabled = false; } // Set the player layer gameObject.layer = LayerMask.NameToLayer("Enemy"); CollisionScale = Mathf.Clamp01(CollisionScale); AttractionRange = Mathf.Max(0.0f,AttractionRange); AttractionForce = Mathf.Clamp01(AttractionForce); AttackSpeed = Mathf.Max(0.0f,AttackSpeed); ForceStep = Mathf.Max(0.0f,ForceStep); Damage = Mathf.Max(0.0f,Damage); DyingFactor = Mathf.Clamp01(DyingFactor); HitSpeedReduction = Mathf.Clamp01(HitSpeedReduction); if ( AttractionRange == 0.0f || AttractionForce == 0.0f ) { AttractionRange = 0.0f; AttractionForce = 0.0f; } m_Touched = false; }
/* METHODES */ //Constructor void Awake() { //Lien avec les composants des particules GemPartEmitter = GetComponent<ParticleEmitter>(); //Lien avec l'Emitter des particules GemPartAnimation = GetComponent<ParticleAnimator>(); //Lien avec l'Animator des particules InitialColor = Color.magenta; //Définition de la couleur initiale de la Gemme OppositeColor = new Color32(255,132,0,255); //Définition de la couleur opposé de la Gemme //Initialisation du tableau dynamiquement GemPartStarkle = new Color[5]; //Initialisation des 5 couleurs comosant le Renderer //Lien avec la Lumière GemLight = GetComponent<Light>(); GemTitle = GameObject.Find("Title").GetComponent<TextMesh>(); //Lien avec le GUIText de la scène //Initialisation des statuts GemPartEmitter.emit = false; //Dissimulation des particules GemTitle.renderer.enabled = false; //Dissimulation du texte }
static int _CreateUnityEngine_ParticleAnimator(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 0) { UnityEngine.ParticleAnimator obj = new UnityEngine.ParticleAnimator(); ToLua.Push(L, obj); return 1; } else { return LuaDLL.luaL_throw(L, "invalid arguments to ctor method: UnityEngine.ParticleAnimator.New"); } } catch(Exception e) { return LuaDLL.toluaL_exception(L, e); } }
public override void OnSetReplayState() { base.OnSetReplayState(); m_pe = GetComponent<ParticleEmitter>(); m_pa = GetComponent<ParticleAnimator>(); if (m_pa != null) m_pa.autodestruct = false; }
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void Awake() { leftCollider = GameObject.Find("Left").transform; rightCollider = GameObject.Find("Right").transform; destroy_threshold = GameObject.Find("Down").transform.position.y; //spriteRenderer = transform.GetChild(0).GetComponent<SpriteRenderer>(); sphereCollider = GetComponent<SphereCollider>(); rotationScript = GetComponent<RotationScript>(); burstParticlesParent = GameObject.Find("BurstParticlesParent"); burstParticleInstance = Instantiate(burstParticle, new Vector3(10000,10000,1), Quaternion.identity) as GameObject; burstParticleInstance.transform.SetParent(burstParticlesParent.transform); particleAnim = burstParticleInstance.GetComponent<ParticleAnimator>(); particleAnim.autodestruct = false; particleEmit = burstParticleInstance.GetComponent<ParticleEmitter>(); particleEmit.emit = false; scoresParent = GameObject.Find("ScoresParent"); if(name!="DummyBall(Clone)"){ scoreInstance = Instantiate(scorePrefab, new Vector3(10,10,1), Quaternion.identity) as GameObject; scoreInstance.transform.SetParent(scoresParent.transform); scoreInstance.transform.localScale = new Vector3(1,1,1); scoreText = scoreInstance.GetComponent<Text>(); //textMesh = scoreInstance.GetComponent<TextMesh>(); //textMesh.renderer.sortingLayerName = "MiddleLayer"; scoreLife = Random.Range(0.3f, 0.8f); } }
// Loop Function -------------------------------------------------------------------- void Awake() { // particleEmitter.emit = false; if (IsShuriken()) { m_ps = GetComponent<ParticleSystem>(); } else { m_pe = GetComponent<ParticleEmitter>(); m_pa = GetComponent<ParticleAnimator>(); m_pr = GetComponent<ParticleRenderer>(); if (m_pe != null) m_bMeshParticleEmitter = (m_pe.ToString().Contains("MeshParticleEmitter")); } }
/// <summary>Defines the particle effects used in this module.</summary> public void SetupParticles(bool repulsor) { if (!KFPersistenceManager.isDustEnabled) return; kfdustFx = (GameObject)GameObject.Instantiate(Resources.Load(dustEffectObject)); kfdustFx.transform.position = part.transform.position; kfdustFx.particleEmitter.localVelocity = Vector3.zero; kfdustFx.particleEmitter.useWorldSpace = true; kfdustFx.particleEmitter.emit = false; kfdustFx.particleEmitter.minEnergy = minDustEnergy; kfdustFx.particleEmitter.minEmission = minDustEmission; kfdustFx.particleEmitter.minSize = minDustSize; dustAnimator = kfdustFx.particleEmitter.GetComponent<ParticleAnimator>(); if (repulsor) // this needs to be run whether the lights are enabled or not, or the lights wont' work properly if switched on in flight SetupRepulsorLights(); }
// Use this for initialization void Awake() { Duration = 0f; Timer = 0f; LocalScale = 0f; _particleAnimator = transform.GetComponentInChildren<ParticleAnimator>(); }
private void addComponents() { pEmitter = (ParticleEmitter)gameObject.AddComponent("MeshParticleEmitter"); pRenderer = gameObject.AddComponent<ParticleRenderer>(); pAnimator = gameObject.AddComponent<ParticleAnimator>(); }
/// <summary> /// The main initialisation. Here we create the subcomponents. /// </summary> void Awake() { if (!GetComponent<ParticleEmitter>()) { emitter = (ParticleEmitter)gameObject.AddComponent("MeshParticleEmitter"); emitter.useWorldSpace = false; emitter.emit = true; } else { emitter = GetComponent<ParticleEmitter>(); } if (!GetComponent<ParticleAnimator>()) { animator = gameObject.AddComponent<ParticleAnimator>(); animator.doesAnimateColor = true; } else { animator = GetComponent<ParticleAnimator>(); } if (!GetComponent<ParticleRenderer>()) { renderer = gameObject.AddComponent<ParticleRenderer>(); renderer.material = new Material(Shader.Find("Particles/Alpha Blended")); } else { renderer = GetComponent<ParticleRenderer>(); } if (!GetComponent<MeshFilter>()) { filter = gameObject.AddComponent<MeshFilter>(); } else { filter = GetComponent<MeshFilter>(); } }
private Vector3 _tmpPos; //calculated position... randomized inside sphere of incoming radius * size #endregion Fields #region Methods public void Awake() { // GameObject g = GameObject.Find("/ParticleHelper"); // ParticleEmitter pe = g.GetComponent<ParticleEmitter>(); // _particleEmitter = (gameObject.AddComponent("EllipsoidParticleEmitter")) as ParticleEmitter; // _particleRenderer = (gameObject.AddComponent("ParticleRenderer")) as ParticleRenderer; // _particleAnimator = (gameObject.AddComponent("ParticleAnimator")) as ParticleAnimator; // _particleEmitter = gameObject.AddComponent(pe.GetType()) as ParticleEmitter; // _particleEmitter = gameObject.GetComponent("EllipsoidParticleEmitter") as ParticleEmitter; // _particleEmitter.enabled = true; _particleEmitter = gameObject.GetComponent<ParticleEmitter>(); _particleRenderer = gameObject.AddComponent<ParticleRenderer>(); _particleAnimator = gameObject.AddComponent<ParticleAnimator>(); _particleEmitter.hideFlags = HideFlags.HideAndDontSave; _particleRenderer.hideFlags = HideFlags.HideAndDontSave; _particleAnimator.hideFlags = HideFlags.HideAndDontSave; _particleAnimator.damping = _baseDamping; _particleEmitter.emit = false; _particleRenderer.maxParticleSize = maxScreenSize; _particleRenderer.material = material; _particleRenderer.material.color = Color.white; //workaround for this not being settable elsewhere _particleAnimator.sizeGrow = sizeGrow; if (explodeOnAwake) { Explode(); } }
/*private string[] particleTypes = { "fx_exhaustFlame_white_tiny", "fx_exhaustFlame_yellow", "fx_exhaustFlame_blue", //"fx_exhaustLight_yellow", "fx_exhaustLight_blue", "fx_exhaustFlame_blue_small", "fx_smokeTrail_light", "fx_smokeTrail_medium", "fx_smokeTrail_large", "fx_smokeTrail_veryLarge", "fx_smokeTrail_aeroSpike", "fx_gasBurst_white", "fx_gasJet_white", "fx_SRB_large_emit", "fx_SRB_large_emit2", "fx_exhaustSparks_flameout", "fx_exhaustSparks_flameout_2", "fx_exhaustSparks_yellow", "fx_shockExhaust_red_small", nope "fx_shockExhaust_blue_small", "fx_shockExhaust_blue", "fx_LES_emit", "fx_ksX_emit", "fx_ks25_emit", "fx_ks1_emit" };*/ //int currentParticle = 0; private void SetupParticles() { /*UnityEngine.Object o = null; while (o == null) { string name = "Effects/" + particleTypes[currentParticle]; Debug.Log("Attempting to load " + name); o = UnityEngine.Resources.Load(name); currentParticle++; if (currentParticle >= particleTypes.Length) currentParticle = 0; }*/ //ScreenMessages.PostScreenMessage(particleTypes[currentParticle]); if (scrapeSparks) { sparkFx = (GameObject)GameObject.Instantiate(UnityEngine.Resources.Load("Effects/fx_exhaustSparks_flameout")); sparkFx.transform.parent = part.transform; sparkFx.transform.position = part.transform.position; sparkFx.particleEmitter.localVelocity = Vector3.zero; sparkFx.particleEmitter.useWorldSpace = true; sparkFx.particleEmitter.emit = false; sparkFx.particleEmitter.minEnergy = 0; sparkFx.particleEmitter.minEmission = 0; } dustFx = (GameObject)GameObject.Instantiate(UnityEngine.Resources.Load("Effects/fx_smokeTrail_light")); dustFx.transform.parent = part.transform; dustFx.transform.position = part.transform.position; dustFx.particleEmitter.localVelocity = Vector3.zero; dustFx.particleEmitter.useWorldSpace = true; dustFx.particleEmitter.emit = false; dustFx.particleEmitter.minEnergy = 0; dustFx.particleEmitter.minEmission = 0; dustAnimator = dustFx.particleEmitter.GetComponent<ParticleAnimator>(); /*fragmentFx = (GameObject)GameObject.Instantiate(UnityEngine.Resources.Load("Effects/fx_exhaustSparks_yellow")); fragmentFx.transform.parent = part.transform; fragmentFx.transform.position = part.transform.position; fragmentFx.particleEmitter.localVelocity = Vector3.zero; fragmentFx.particleEmitter.useWorldSpace = true; fragmentFx.particleEmitter.emit = false; fragmentFx.particleEmitter.minEnergy = 0; fragmentFx.particleEmitter.minEmission = 0; fragmentAnimator = fragmentFx.particleEmitter.GetComponent<ParticleAnimator>();*/ }
// Use this when the level is loaded protected override void Awake() { base.Awake(); particleAnimator = GetComponent<ParticleAnimator>(); particleRenderer = GetComponent<ParticleRenderer>(); // Set the player layer gameObject.layer = LayerMask.NameToLayer("Player"); // We want this object to be persistent across the levels Object.DontDestroyOnLoad( this ); // Spawn the finger Spawn(); }
/// <summary> /// Unity functions. /// </summary> // Use this when the level is loaded void Awake() { // Set layer and tag gameObject.layer = LayerMask.NameToLayer("Enemy"); gameObject.tag = "Spawnable"; m_IsActive = false; m_Glowing = false; m_Blowing = false; m_AnimationTime = 0.0f; m_ElapesedTime = 0.0f; particleAnimator = GetComponent<ParticleAnimator>(); particleRenderer = GetComponent<ParticleRenderer>(); if (particleEmitter && particleAnimator && particleRenderer) { particleEmitter.enabled = false; particleEmitter.emit = false; particleEmitter.useWorldSpace = false; particleEmitter.minEnergy = particleEmitter.maxEnergy; particleEmitter.minEmission = particleEmitter.maxEmission; m_InitialParticleSize = particleEmitter.minSize = particleEmitter.maxSize; particleAnimator.autodestruct = false; particleAnimator.doesAnimateColor = false; m_AnimationTime = particleEmitter.maxEnergy / particleRenderer.uvAnimationCycles; m_SpawnTexture = particleRenderer.material.mainTexture; //m_InitialColor = particleRenderer.material.GetColor("_TintColor"); //if (m_InitialColor.a == 0.0f) { m_InitialColor = Color.black; } } // Every spawnable has to be child of an useful. if (transform.parent) { m_AttachedUseful = transform.parent.GetComponent<Useful>(); } }
void Start() { pa = GetComponent<ParticleAnimator>(); }
public void Setup() { if (part.partInfo == null) { return; } if (obj != null) { return; } var shaderName = config.GetValue("ShaderName"); var textureName = config.GetValue("TextureName"); obj = GameObject.CreatePrimitive(PrimitiveType.Sphere); obj.collider.enabled = false; obj.renderer.material.color = new Color(0, 0, 0, 0); obj.renderer.material.shader = Shader.Find("Transparent/Diffuse"); obj.transform.parent = part.transform; obj.transform.localRotation = Quaternion.identity; animator = (ParticleAnimator)obj.AddComponent<ParticleAnimator>(); emitter = (ParticleEmitter)obj.AddComponent("MeshParticleEmitter"); renderer = (ParticleRenderer)obj.AddComponent<ParticleRenderer>(); var material = new Material(Shader.Find(shaderName)); material.mainTexture = GameDatabase.Instance.GetTexture(textureName, false); material.color = Color.white; renderer.materials = new Material[] { material }; animator.colorAnimation = new Color[5]; if (Misc.Parse(config.GetValue("Collision"), false)) { obj.AddComponent("WorldParticleCollider"); } AngularVelocity = Misc.Parse(config.GetValue("AngularVelocity"), 0f); CameraVelocityScale = Misc.Parse(config.GetValue("CameraVelocityScale"), 0f); ColorAnimation1 = ConfigNode.ParseColor(config.GetValue("ColorAnimation1")); ColorAnimation2 = ConfigNode.ParseColor(config.GetValue("ColorAnimation2")); ColorAnimation3 = ConfigNode.ParseColor(config.GetValue("ColorAnimation3")); ColorAnimation4 = ConfigNode.ParseColor(config.GetValue("ColorAnimation4")); ColorAnimation5 = ConfigNode.ParseColor(config.GetValue("ColorAnimation5")); Damping = Misc.Parse(config.GetValue("Damping"), 1f); Emit = Misc.Parse(config.GetValue("Emit"), true); EmitterVelocityScale = Misc.Parse(config.GetValue("EmitterVelocityScale"), 1f); Force = Misc.Parse(config.GetValue("Force"), Vector3.zero); LengthScale = Misc.Parse(config.GetValue("LengthScale"), 1f); LocalRotationAxis = Misc.Parse(config.GetValue("LocalRotationAxis"), Vector3.zero); LocalVelocity = Misc.Parse(config.GetValue("LocalVelocity"), Vector3.zero); MaxEmission = Misc.Parse(config.GetValue("MaxEmission"), 0f); MaxEnergy = Misc.Parse(config.GetValue("MaxEnergy"), 0f); MaxParticleSize = Misc.Parse(config.GetValue("MaxParticleSize"), 0f); MaxSize = Misc.Parse(config.GetValue("MaxSize"), 0f); MinEmission = Misc.Parse(config.GetValue("MinEmission"), 0f); MinEnergy = Misc.Parse(config.GetValue("MinEnergy"), 0f); MinSize = Misc.Parse(config.GetValue("MinSize"), 0f); RandomAngularVelocity = Misc.Parse(config.GetValue("RandomAngularVelocity"), 0f); RandomForce = Misc.Parse(config.GetValue("RandomForce"), Vector3.zero); RandomRotation = Misc.Parse(config.GetValue("RandomRotation"), false); RandomVelocity = Misc.Parse(config.GetValue("RandomVelocity"), Vector3.zero); RenderMode = Misc.Parse(config.GetValue("RenderMode"), ParticleRenderMode.Billboard); SizeGrow = Misc.Parse(config.GetValue("SizeGrow"), 0f); UseWorldSpace = Misc.Parse(config.GetValue("UseWorldSpace"), false); VelocityScale = Misc.Parse(config.GetValue("VelocityScale"), 0f); WorldRotationAxis = Misc.Parse(config.GetValue("WorldRotationAxis"), Vector3.zero); WorldVelocity = Misc.Parse(config.GetValue("WorldVelocity"), Vector3.zero); EmitterPosition = Misc.Parse(config.GetValue("EmitterPosition"), Vector3.zero); EmitterScale = Misc.Parse(config.GetValue("EmitterScale"), Vector3.zero); }
/// <summary>Defines the particle effects used in this module.</summary> public void SetupParticles(bool repulsor) { kfdustFx = (GameObject)GameObject.Instantiate(Resources.Load(dustEffectObject)); kfdustFx.transform.position = part.transform.position; kfdustFx.particleEmitter.localVelocity = Vector3.zero; kfdustFx.particleEmitter.useWorldSpace = true; kfdustFx.particleEmitter.emit = false; kfdustFx.particleEmitter.minEnergy = minDustEnergy; kfdustFx.particleEmitter.minEmission = minDustEmission; kfdustFx.particleEmitter.minSize = minDustSize; dustAnimator = kfdustFx.particleEmitter.GetComponent<ParticleAnimator>(); if (repulsor) SetupRepulsorLights(); }