public void Update(float deltaTime) { ElapsedTime += deltaTime; for (int i = 0; i < AffectorList.Count; i++) { Affector aft = AffectorList[i]; aft.Update(deltaTime); } Position += Velocity * deltaTime; //if (Mathf.Abs(Acceleration) > 1e-04) //{ //Velocity += Velocity.normalized * Acceleration * deltaTime; //} if (SyncClient) { //NOTICE: only sync position. CurWorldPos = Position + GetRealClientPos(); } else { CurWorldPos = Position; } CollisionDetection(); //sync subemitters position. if (Owner.UseSubEmitters && SubEmitter != null && XffectComponent.IsActive(SubEmitter.gameObject)) { SubEmitter.transform.position = CurWorldPos; } RenderObj.Update(deltaTime); if (Owner.UseShaderCurve2 || Owner.UseShaderCurve1) { float x = Owner.UseShaderCurve1 ? Owner.ShaderCurveX1.Evaluate(GetElapsedTime(), this) : 1f; float y = Owner.UseShaderCurve2 ? Owner.ShaderCurveX2.Evaluate(GetElapsedTime(), this) : 0f; RenderObj.ApplyShaderParam(x, y); } LastWorldPos = CurWorldPos; if (ElapsedTime > LifeTime && LifeTime > 0) { Reset(); Remove(); } }
public void Update(float deltaTime) { ElapsedTime += deltaTime; for (int i = 0; i < AffectorList.Count; i++) { Affector aft = AffectorList[i]; aft.Update(deltaTime); } Position += Velocity * deltaTime; if (SyncClient) { CurWorldPos = Position + GetRealClientPos(); } else { CurWorldPos = Position; } RenderObj.Update(deltaTime); if (Owner.UseShaderCurve2 || Owner.UseShaderCurve1) { float x = Owner.UseShaderCurve1 ? Owner.ShaderCurveX1.Evaluate(GetElapsedTime(), this) : 1f; float y = Owner.UseShaderCurve2 ? Owner.ShaderCurveX2.Evaluate(GetElapsedTime(), this) : 0f; RenderObj.ApplyShaderParam(x, y); } else if (Owner.UseFlowControl) { float x = Owner.FlowSpeed * GetElapsedTime(); float y = Owner.FlowStretchLength; RenderObj.ApplyShaderParam(x, y); } LastWorldPos = CurWorldPos; if (ElapsedTime > LifeTime && LifeTime > 0) { Reset(); Remove(); } }
public void Update(float deltaTime) { ElapsedTime += deltaTime; for (int i = 0; i < AffectorList.Count; i++) { Affector aft = AffectorList[i]; aft.Update(deltaTime); } if (Owner.EmitType == (int)EMITTYPE.Spline && Owner.DirType == DIRECTION_TYPE.Spline) { XSpline spline = Owner.EmitSpline.Spline; if (Owner.SplineEaseType == XEase.Easing.Linear) { mSplineIterator.Iterate(mOriSpeed * deltaTime); } else { mSplineOffset += mOriSpeed * deltaTime; float t = mSplineOffset / spline.Length; t = Mathf.Clamp(t, 0, 1); mSplineIterator.SetOffset(XEase.EaseByType(Owner.SplineEaseType, 0, spline.Length, t)); } Position = mSplineIterator.GetPosition(); } else { Position += Velocity * deltaTime; } //if (Mathf.Abs(Acceleration) > 1e-04) //{ //Velocity += Velocity.normalized * Acceleration * deltaTime; //} if (SyncClient) { //NOTICE: only sync position. CurWorldPos = Position + GetRealClientPos(); } else { CurWorldPos = Position; } CollisionDetection(); //sync subemitters position. if (Owner.UseSubEmitters && SubEmitter != null && XffectComponent.IsActive(SubEmitter.gameObject)) { SubEmitter.transform.position = CurWorldPos; } RenderObj.Update(deltaTime); if (Owner.UseShaderCurve2 || Owner.UseShaderCurve1) { float x = Owner.UseShaderCurve1 ? Owner.ShaderCurveX1.Evaluate(GetElapsedTime(), this) : 1f; float y = Owner.UseShaderCurve2 ? Owner.ShaderCurveX2.Evaluate(GetElapsedTime(), this) : 0f; RenderObj.ApplyShaderParam(x, y); } else if (Owner.UseFlowControl) { float x = Owner.FlowSpeed * GetElapsedTime(); float y = Owner.FlowStretchLength; //float d = x % y; //float p = x / y; //float px = x; //if (Mathf.FloorToInt(p) % 2 == 0) //{ // //first circle. // px = d; //} //else //{ // px = y - d; //} RenderObj.ApplyShaderParam(x, y); } LastWorldPos = CurWorldPos; if (ElapsedTime > LifeTime && LifeTime > 0) { Reset(); Remove(); } }