// Load a contrail based on the current group name private BaseShip_Contrail LoadContrail(ConfigFile Info, String GroupName) { // Ignore if not contrail if(GroupName.ToLower().StartsWith("contrail") == false) return null; // Alloc a new contrail BaseShip_Contrail Contrail = new BaseShip_Contrail(); // Get color, width, and ship position Vector3 ContrailColor = Info.GetKey_Vector3(GroupName, "Color"); float ContrailWidth = Info.GetKey_Float(GroupName, "Width"); Contrail.ContrailShipPos = Info.GetKey_Vector2(GroupName, "Pos"); // Initialize the contrail objects Contrail.ContrailObject = new GameObject("Contrail"); Contrail.Contrail = Contrail.ContrailObject.AddComponent("LineRenderer") as LineRenderer; Contrail.Contrail.material = new Material(Shader.Find("Particles/Additive"));//("Particles/Additive")); Contrail.Contrail.SetColors(new Color(ContrailColor.x, ContrailColor.y, ContrailColor.z), Color.clear); Contrail.Contrail.SetWidth(ContrailWidth, 2.0f); Contrail.Contrail.SetVertexCount(BaseShip_Contrail.ContrailLength - 1); // -1 since we are lerp-ing Contrail.ContrailPoints = new Vector2[BaseShip_Contrail.ContrailLength]; Contrail.ContrailTime = 0.0f; // Reset trail SetPos(ShipPosition); // All done! return Contrail; }