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 constructor(IntPtr l) { UnityEngine.ParticleRenderer o; o = new UnityEngine.ParticleRenderer(); pushObject(l, o); return(1); }
static void ParticleRenderer_uvTiles(JSVCall vc) { if (vc.bGet) { UnityEngine.ParticleRenderer _this = (UnityEngine.ParticleRenderer)vc.csObj; var result = _this.uvTiles; 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.Rect[] arg0 = JSDataExchangeMgr.GetJSArg <UnityEngine.Rect[]>(() => { int jsObjID = JSApi.getObject((int)JSApi.GetType.Arg); int length = JSApi.getArrayLength(jsObjID); var ret = new UnityEngine.Rect[length]; for (var i = 0; i < length; i++) { JSApi.getElement(jsObjID, i); ret[i] = (UnityEngine.Rect)JSMgr.datax.getObject((int)JSApi.GetType.SaveAndRemove); } return(ret); }); UnityEngine.ParticleRenderer _this = (UnityEngine.ParticleRenderer)vc.csObj; _this.uvTiles = arg0; } }
/// <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; } }
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(); } }
// Use this for initialization void Awake() { emitter = this.GetComponentInChildren<ParticleEmitter>(); pRenderer = this.GetComponentInChildren<ParticleRenderer>(); manager = GameObject.Find("GameManager").GetComponent<GameManager>(); colors = manager.colors; partMaterials = manager.materials; }
static public int set_uvTiles(IntPtr l) { UnityEngine.ParticleRenderer o = (UnityEngine.ParticleRenderer)checkSelf(l); UnityEngine.Rect[] v; checkType(l, 2, out v); o.uvTiles = v; return(0); }
static public int set_particleRenderMode(IntPtr l) { UnityEngine.ParticleRenderer o = (UnityEngine.ParticleRenderer)checkSelf(l); UnityEngine.ParticleRenderMode v; checkEnum(l, 2, out v); o.particleRenderMode = v; return(0); }
void Start() { particleSystem = GetComponent<ParticleRenderer>(); //Change Foreground to the layer you want it to display on //You could prob. make a public variable for this particleSystem.sortingLayerName = "CharacterFront"; particleSystem.sortingOrder = 5; }
static public int set_maxParticleSize(IntPtr l) { UnityEngine.ParticleRenderer o = (UnityEngine.ParticleRenderer)checkSelf(l); float v; checkType(l, 2, out v); o.maxParticleSize = v; return(0); }
// Use this for initialization void Start() { emitter = this.GetComponentInChildren<ParticleEmitter>(); pRenderer = this.GetComponentInChildren<ParticleRenderer>(); manager = GameObject.Find("GameManager"); GameManager managerScript = manager.GetComponent<GameManager>(); colors = managerScript.colors; partMaterials = managerScript.materials; }
static public int set_cameraVelocityScale(IntPtr l) { UnityEngine.ParticleRenderer o = (UnityEngine.ParticleRenderer)checkSelf(l); float v; checkType(l, 2, out v); o.cameraVelocityScale = v; return(0); }
void Awake() { oneOverZigs = 1f / (float)zigs; GetComponent<ParticleEmitter>().emit = false; particleRenderer = GetComponent<ParticleRenderer>(); GetComponent<ParticleEmitter>().Emit(zigs); particles = GetComponent<ParticleEmitter>().particles; particleRenderer.enabled = false; }
static public int set_uvAnimationCycles(IntPtr l) { UnityEngine.ParticleRenderer o = (UnityEngine.ParticleRenderer)checkSelf(l); float v; checkType(l, 2, out v); o.uvAnimationCycles = v; return(0); }
// Use this for initialization void Start() { StateEmiiter = StateBoard.GetComponent<ParticleEmitter>(); StateEmiiter.emit = false; StateRenderer = StateBoard.GetComponent<ParticleRenderer>(); All = new Material[3 ][ ]; All[0] = English; All[1] = SC; All[2] = TC; }
// Use this for initialization void Start() { StartCoroutine("flareLightoff"); GetComponent<AudioSource>().PlayOneShot(flareBurningSound); flarelight = GetComponent<Light>(); flaresound = GetComponent<AudioSource>(); smokepParSystem = GetComponent<ParticleRenderer>(); Destroy(gameObject,flareTimer + 1f); }
void Awake() { noise = new Perlin(); oneOverZigs = 1f / (float) zigs; particleEmitter.emit = false; particleEmitter.maxEmission = zigs; particleEmitter.Emit(zigs); particles = particleEmitter.particles; _myParticleRenderer = GetComponent < ParticleRenderer > (); }
static public int get_particleRenderMode(IntPtr l) { try { UnityEngine.ParticleRenderer self = (UnityEngine.ParticleRenderer)checkSelf(l); pushEnum(l, (int)self.particleRenderMode); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int get_velocityScale(IntPtr l) { try { UnityEngine.ParticleRenderer self = (UnityEngine.ParticleRenderer)checkSelf(l); pushValue(l, self.velocityScale); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int constructor(IntPtr l) { try { UnityEngine.ParticleRenderer o; o=new UnityEngine.ParticleRenderer(); pushValue(l,true); pushValue(l,o); return 2; } catch(Exception e) { return error(l,e); } }
static public int get_uvAnimationCycles(IntPtr l) { try { UnityEngine.ParticleRenderer self = (UnityEngine.ParticleRenderer)checkSelf(l); pushValue(l, true); pushValue(l, self.uvAnimationCycles); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int get_velocityScale(IntPtr l) { try { UnityEngine.ParticleRenderer self = (UnityEngine.ParticleRenderer)checkSelf(l); pushValue(l, true); pushValue(l, self.velocityScale); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int get_particleRenderMode(IntPtr l) { try { UnityEngine.ParticleRenderer self = (UnityEngine.ParticleRenderer)checkSelf(l); pushValue(l, true); pushEnum(l, (int)self.particleRenderMode); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { LuaDLL.lua_remove(l, 1); UnityEngine.ParticleRenderer o; if (matchType(l, 1)) { o = new UnityEngine.ParticleRenderer(); pushObject(l, o); return(1); } LuaDLL.luaL_error(l, "New object failed."); return(0); }
static public int constructor(IntPtr l) { try { UnityEngine.ParticleRenderer o; o = new UnityEngine.ParticleRenderer(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }
void Start() { BallisticsSettings globalBallisticsSettings = GlobalSettings.Instance.ballisticsSettings; _terminalVelocity = globalBallisticsSettings.windVelocity + buoyancyVelocity; _position = transform.position; _localPosition = transform.localPosition; var particleAnimator = GetComponent<ParticleAnimator>(); particleAnimator.force = 0.5f * (1 / particleAnimator.damping - 1) * _terminalVelocity; _particleRenderer = GetComponent<ParticleRenderer>(); }
public static int constructor(IntPtr l) { try { UnityEngine.ParticleRenderer o; o=new UnityEngine.ParticleRenderer(); pushValue(l,o); return 1; } catch(Exception e) { LuaDLL.luaL_error(l, e.ToString()); return 0; } }
static public int constructor(IntPtr l) { try { UnityEngine.ParticleRenderer o; o = new UnityEngine.ParticleRenderer(); pushValue(l, o); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int set_uvTiles(IntPtr l) { try { UnityEngine.ParticleRenderer self = (UnityEngine.ParticleRenderer)checkSelf(l); UnityEngine.Rect[] v; checkType(l, 2, out v); self.uvTiles = v; return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int set_particleRenderMode(IntPtr l) { try { UnityEngine.ParticleRenderer self = (UnityEngine.ParticleRenderer)checkSelf(l); UnityEngine.ParticleRenderMode v; checkEnum(l, 2, out v); self.particleRenderMode = v; return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int set_velocityScale(IntPtr l) { try { UnityEngine.ParticleRenderer self = (UnityEngine.ParticleRenderer)checkSelf(l); float v; checkType(l, 2, out v); self.velocityScale = v; return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int set_particleRenderMode(IntPtr l) { try { UnityEngine.ParticleRenderer self = (UnityEngine.ParticleRenderer)checkSelf(l); UnityEngine.ParticleRenderMode v; checkEnum(l, 2, out v); self.particleRenderMode = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_velocityScale(IntPtr l) { try { UnityEngine.ParticleRenderer self = (UnityEngine.ParticleRenderer)checkSelf(l); float v; checkType(l, 2, out v); self.velocityScale = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_uvTiles(IntPtr l) { try { UnityEngine.ParticleRenderer self = (UnityEngine.ParticleRenderer)checkSelf(l); UnityEngine.Rect[] v; checkArray(l, 2, out v); self.uvTiles = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static void ParticleRenderer_uvAnimationCycles(JSVCall vc) { if (vc.bGet) { UnityEngine.ParticleRenderer _this = (UnityEngine.ParticleRenderer)vc.csObj; var result = _this.uvAnimationCycles; JSApi.setSingle((int)JSApi.SetType.Rval, (System.Single)(result)); } else { System.Single arg0 = (System.Single)JSApi.getSingle((int)JSApi.GetType.Arg); UnityEngine.ParticleRenderer _this = (UnityEngine.ParticleRenderer)vc.csObj; _this.uvAnimationCycles = arg0; } }
// fields // properties static void ParticleRenderer_particleRenderMode(JSVCall vc) { if (vc.bGet) { UnityEngine.ParticleRenderer _this = (UnityEngine.ParticleRenderer)vc.csObj; var result = _this.particleRenderMode; JSApi.setEnum((int)JSApi.SetType.Rval, (int)result); } else { UnityEngine.ParticleRenderMode arg0 = (UnityEngine.ParticleRenderMode)JSApi.getEnum((int)JSApi.GetType.Arg); UnityEngine.ParticleRenderer _this = (UnityEngine.ParticleRenderer)vc.csObj; _this.particleRenderMode = arg0; } }
static void ParticleRenderer_uvAnimationYTile(JSVCall vc) { if (vc.bGet) { UnityEngine.ParticleRenderer _this = (UnityEngine.ParticleRenderer)vc.csObj; var result = _this.uvAnimationYTile; JSApi.setInt32((int)JSApi.SetType.Rval, (System.Int32)(result)); } else { System.Int32 arg0 = (System.Int32)JSApi.getInt32((int)JSApi.GetType.Arg); UnityEngine.ParticleRenderer _this = (UnityEngine.ParticleRenderer)vc.csObj; _this.uvAnimationYTile = arg0; } }
static void ParticleRenderer_cameraVelocityScale(JSVCall vc) { if (vc.bGet) { UnityEngine.ParticleRenderer _this = (UnityEngine.ParticleRenderer)vc.csObj; var result = _this.cameraVelocityScale; JSApi.setSingle((int)JSApi.SetType.Rval, (System.Single)(result)); } else { System.Single arg0 = (System.Single)JSApi.getSingle((int)JSApi.GetType.Arg); UnityEngine.ParticleRenderer _this = (UnityEngine.ParticleRenderer)vc.csObj; _this.cameraVelocityScale = 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 int set_maxPartileSize(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.ParticleRenderer obj = (UnityEngine.ParticleRenderer)o; float arg0 = (float)LuaDLL.luaL_checknumber(L, 2); obj.maxPartileSize = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index maxPartileSize on a nil value")); } }
static int set_uvTiles(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.ParticleRenderer obj = (UnityEngine.ParticleRenderer)o; UnityEngine.Rect[] arg0 = ToLua.CheckStructArray <UnityEngine.Rect>(L, 2); obj.uvTiles = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index uvTiles on a nil value")); } }
static int _CreateParticleRenderer(IntPtr L) { int count = LuaDLL.lua_gettop(L); if (count == 0) { ParticleRenderer obj = new ParticleRenderer(); LuaScriptMgr.Push(L, obj); return 1; } else { LuaDLL.luaL_error(L, "invalid arguments to method: ParticleRenderer.New"); } return 0; }
static int set_particleRenderMode(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.ParticleRenderer obj = (UnityEngine.ParticleRenderer)o; UnityEngine.ParticleRenderMode arg0 = (UnityEngine.ParticleRenderMode)ToLua.CheckObject(L, 2, typeof(UnityEngine.ParticleRenderMode)); obj.particleRenderMode = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index particleRenderMode on a nil value")); } }
static int get_uvTiles(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.ParticleRenderer obj = (UnityEngine.ParticleRenderer)o; UnityEngine.Rect[] ret = obj.uvTiles; ToLua.Push(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index uvTiles on a nil value")); } }
static int get_maxPartileSize(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.ParticleRenderer obj = (UnityEngine.ParticleRenderer)o; float ret = obj.maxPartileSize; LuaDLL.lua_pushnumber(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index maxPartileSize on a nil value")); } }
/// <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; }
void CreateParticleSystem () { GameObject pSysGo = new GameObject(vegetationName); string emitterType = "MeshParticleEmitter"; pSysGo.GetComponent<Transform>().parent = t; meshFilter = pSysGo.AddComponent<MeshFilter>(); meshFilter.mesh = island.IslandMesh; pEmitter = (ParticleEmitter) pSysGo.AddComponent(emitterType); particleRenderer = pSysGo.AddComponent<ParticleRenderer>(); particleRenderer.renderer.sharedMaterial = vegetationMaterial; particleRenderer.maxParticleSize = 0.01f; particleRenderer.particleRenderMode = ParticleRenderMode.VerticalBillboard; pEmitter.maxEmission = maxParticles; pEmitter.emit = false; }
/// <summary> /// Unity functions. /// </summary> // Use this when the level is loaded void Awake() { // Set collision layer and game tag gameObject.layer = LayerMask.NameToLayer("Enemy"); gameObject.tag = "Web"; m_Touched = false; sphereCollider = GetComponent<SphereCollider>(); //particleAnimator = GetComponent<ParticleAnimator>(); particleRenderer = GetComponent<ParticleRenderer>(); if (particleEmitter && particleRenderer) { particleEmitter.enabled = true; particleEmitter.emit = false; particleEmitter.useWorldSpace = false; //particleAnimator.autodestruct = false; //particleAnimator.doesAnimateColor = false; } if ( audio ) { audio.enabled = false; } 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); HitSpeedReduction = Mathf.Clamp01(HitSpeedReduction); if ( AttractionRange == 0.0f || AttractionForce == 0.0f ) { AttractionRange = 0.0f; AttractionForce = 0.0f; } }
static int _CreateUnityEngine_ParticleRenderer(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 0) { UnityEngine.ParticleRenderer obj = new UnityEngine.ParticleRenderer(); ToLua.Push(L, obj); return 1; } else { return LuaDLL.luaL_throw(L, "invalid arguments to ctor method: UnityEngine.ParticleRenderer.New"); } } catch(Exception e) { return LuaDLL.toluaL_exception(L, e); } }
private void addComponents() { pEmitter = (ParticleEmitter)gameObject.AddComponent("MeshParticleEmitter"); pRenderer = gameObject.AddComponent<ParticleRenderer>(); pAnimator = gameObject.AddComponent<ParticleAnimator>(); }
// 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")); } }
void Start() { particleRenderer = GetComponent<ParticleRenderer>(); }
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(); } }
// Use this for initialization public void Awake() { if (CenterPoint == null) Debug.LogError ("No Center Point defined in Inspector"); // Create Particle Emitter in Script _pe = (ParticleEmitter)gameObject.AddComponent <EllipsoidParticleEmitter>(); _pe.emit = false; _pe.useWorldSpace = false; _pr = gameObject.AddComponent<ParticleRenderer> (); _pr.sharedMaterial = Blip; _pr.particleRenderMode = RenderMode; _pr.lengthScale = 0.0f; _pr.velocityScale = 1.0f; enabled = true; // Find our Layer based on the LayerMask from the Inspector int mask = (int)BlipLayer; if (!Mathf.IsPowerOfTwo (mask)) Debug.LogError ("Please assign only one Layer to RadarSystem, your height lines will not be visible"); bit = 0; while (((mask = mask>>1) & 0x1) == 0) { bit++; } bit += 1; if (OnPlane) { drawLineHeights = false; } }
public SGenericParticleSystem(ParticleEmitter emitter, ParticleRenderer renderer, Particle[] particles) { if (emitter == null || renderer == null) return; instanceID = emitter.GetInstanceID(); goInstanceID = emitter.gameObject.GetInstanceID(); isLegacy = true; isWorldSpace = emitter.useWorldSpace; emit = emitter.emit; enabled = emitter.enabled; position = emitter.transform.position; name = emitter.gameObject.name; SetParticleRenderer(renderer); this.particles = new SGenericParticleArray(particles); }
private void SetParticleRenderer(ParticleRenderer renderer) { if (renderer == null) return; this.renderer = new SParticleRenderer(); SetMainCamPos(); switch (renderer.particleRenderMode) { case ParticleRenderMode.Billboard: this.renderer.renderMode = SParticleRenderMode.Billboard; break; case ParticleRenderMode.HorizontalBillboard: this.renderer.renderMode = SParticleRenderMode.HorizontalBillboard; break; case ParticleRenderMode.SortedBillboard: this.renderer.renderMode = SParticleRenderMode.SortedBillboard; break; case ParticleRenderMode.Stretch: this.renderer.renderMode = SParticleRenderMode.Stretch; break; case ParticleRenderMode.VerticalBillboard: this.renderer.renderMode = SParticleRenderMode.VerticalBillboard; break; } this.renderer.cameraVelocityScale = renderer.cameraVelocityScale; this.renderer.lengthScale = renderer.lengthScale; this.renderer.velocityScale = renderer.velocityScale; }
/// <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>(); } }
/// <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 Awake() { if(GetComponent<ParticleSystem>() == null) myPartRenderer = GetComponent<ParticleRenderer>(); }
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); }