예제 #1
1
 void Awake()
 {
     myTransform = GetComponent<Transform>();
     myRigidBody = GetComponent<Rigidbody>();
     myHealth = GetComponent<Health>();
     BloodParticle = GetComponentInChildren<ParticleSystem>();
 }
	// Use this for initialization
    protected override void Awake()
    {
        base.Awake();
		vfx = GetComponent<ParticleSystem>();
		coll = GetComponent<PolygonCollider2D>();
		effector = GetComponent<PointEffector2D>();
	}
예제 #3
0
    void Start()
    {
        soundStopped = true;
        trigger = GetComponent<Trigger>();

        particles = GetComponent<ParticleSystem>();
    }
예제 #4
0
 // Use this for initialization
 void Start()
 {
     owner = GetComponentInParent<Character>();
     playerHit = Resources.Load<ParticleSystem>("Particles/Prefabs/OnHit/FX_BloodHit_Player");
     enemyHit = Resources.Load<ParticleSystem>("Particles/Prefabs/OnHit/FX_BloodHit_EnemySlow");
     envHit = Resources.Load<ParticleSystem>("Particles/Prefabs/OnHit/FX_EnvHit");
 }
예제 #5
0
    // Start
    void Start()
    {
        myParticleSystem = particleSystem;

        // Server side doesn't compute particles
        if(uLink.Network.isServer) {
            // Disable emission
            myParticleSystem.enableEmission = false;

            if(!myParticleSystem.isStopped)
                myParticleSystem.Stop();

            // Is there a delayed explosion component?
            var delayedExplosion = GetComponent<DelayedExplosion>();

            // Destroy this object after the standard duration of the particle system
            if(delayedExplosion == null)
                Destroy(gameObject, myParticleSystem.duration);
            else
                Destroy(gameObject, delayedExplosion.delayTime + 0.1f);

            // No LateUpdate on the server
            enabled = false;
        }
    }
예제 #6
0
    private void Awake()
    {
        m_ExplosionParticles = Instantiate(m_ExplosionPrefab).GetComponent<ParticleSystem>();
        m_ExplosionAudio = m_ExplosionParticles.GetComponent<AudioSource>();

        m_ExplosionParticles.gameObject.SetActive(false);
    }
예제 #7
0
 void Awake()
 {
     rb2d = GetComponent<Rigidbody2D>();
     anim = GetComponent<Animator>();
     aud = GetComponent<AudioSource>();
     jps = transform.GetChild(2).GetComponent<ParticleSystem>();
 }
예제 #8
0
 // Use this for initialization
 void Start()
 {
     //Hämtar bara referenser 1 gång, GetComponent är väldigt långsam!!!
     rb2d = GetComponent<Rigidbody2D>();
     anim = GetComponent<Animator>();
     ps = GetComponent<ParticleSystem>();
 }
예제 #9
0
    public override void AffectParticle(ref ParticleSystem.Particle p, float dt)
    {
        // This math is much easier in local space
        if (particleController.IsWorldSpace()) {
            particleController.InverseTransformParticle(ref p);
        }

        Vector3 r = p.position - centerOffset;
        float radius = r.magnitude;
        Vector3 ac = Vector3.Cross(up, r.normalized);
        ac.Normalize();

        if (acceleration)
        {
            ac *= linearTangentalAcceleration * dt;
            Vector3 cf = ((r * ac.sqrMagnitude) / radius) * centrifugalCoef;
            p.velocity += ac + cf;
        }
        else
        {
            ac *= linearTangentalAcceleration;
            p.velocity = ac;
        }

        if (particleController.IsWorldSpace()) {
            particleController.TransformParticle(ref p);
        }
    }
예제 #10
0
 void Awake()
 {
     _particles = this.particleSystem;
     _particles.renderer.sortingLayerName = "Foreground";
     _mainCamera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<Camera>();
     _trackerScript = _mainCamera.GetComponent<CameraTracker> ();
 }
		public override ParticleAffector CreateAffector( ParticleSystem psys )
		{
			ParticleAffector p = new LinearForceAffector( psys );
			affectorList.Add( p );

			return p;
		}
예제 #12
0
	void OnEnable()
	{
		_particleSystem = GetComponent<ParticleSystem>();

		StopAllCoroutines();
		StartCoroutine("ParticleProcess");
	}
예제 #13
0
 private void Set_SmallSteam()
 {
     _pSmall.SetActive (true) ;
     _pMedium.SetActive (false) ;
     _p = _pSmall.GetComponent<ParticleSystem>() ;
     _p.enableEmission = false ;
 }
예제 #14
0
		public override void AffectParticles( ParticleSystem system, float timeElapsed )
		{
			Vector3 scaledVector = Vector3.Zero;

			if ( forceApp == ForceApplication.Add )
			{
				// scale force by time
				scaledVector = forceVector * timeElapsed;
			}

			// affect each particle
			for ( int i = 0; i < system.Particles.Count; i++ )
			{
				Particle p = (Particle)system.Particles[ i ];

				if ( forceApp == ForceApplication.Add )
				{
					p.Direction += scaledVector;
				}
				else
				{ // Average
					p.Direction = ( p.Direction + forceVector ) / 2;
				}
			}
		}
예제 #15
0
 void OnEnable()
 {
     m_ps = transform.Find("ef death").GetComponent<ParticleSystem>();
     Vector3 pos = m_ps.transform.position;
     pos.y = 0f;
     m_ps.transform.position = pos;
 }
예제 #16
0
	void Awake ()
	{
		capsuleCollider = GetComponent <CapsuleCollider> ();
		currentHealth = startingHealth;
		hitParticles = GetComponentInChildren <ParticleSystem> ();
		animator = GetComponent<Animator> ();
	}
예제 #17
0
 // Use this for initialization
 void Start()
 {
     ps = this.GetComponent<ParticleSystem> ();
     statText.text = stat;
     statText.transform.position = this.transform.position;//textPos.transform.position;// + new Vector3(0.5f, 0.0f, 0.0f);
     statText.enabled = false;
 }
예제 #18
0
    // Use this for initialization

    public void Awake()
    {
        ParticleSystem = GetComponentInChildren<ParticleSystem>();
        _emissionModule = ParticleSystem.emission;
        ResetThis();
        ParticleSystem.gameObject.SetActive(false);
    }
예제 #19
0
 private ParticleSystem instantiate(ParticleSystem prefab, Vector3 position)
 {
     Vector3 wek = new Vector3 (position.x, position.y + 1, position.z - 1);
     ParticleSystem newParticleSystem = Instantiate(prefab,wek,Quaternion.identity) as ParticleSystem;
     Destroy(newParticleSystem.gameObject,newParticleSystem.startLifetime);
     return newParticleSystem;
 }
예제 #20
0
 /// <summary>
 /// Initialises the script
 /// </summary>
 void Start()
 {
     m_particles = GetComponent<ParticleSystem> ();
     m_particles.GetComponent<Renderer>().sortingLayerName = "World";
     m_particles.GetComponent<Renderer>().sortingOrder = 4;
     m_rigidBody = transform.parent.GetComponent<Rigidbody>();
 }
예제 #21
0
파일: Sh.cs 프로젝트: Sunghyo/fashionstory
    void Start()
    {
        controller = new Controller ();

        controller.EnableGesture (Gesture.GestureType.TYPE_SWIPE);
        controller.EnableGesture (Gesture.GestureType.TYPE_CIRCLE);
        controller.EnableGesture (Gesture.GestureType.TYPE_SCREEN_TAP);
        //for swipe
        controller.Config.SetFloat ("Gesture.Swipe.MinLength", 200.0f);
        controller.Config.SetFloat ("Gesture.Swipe.MinVelocity", 750f);
        //for circle
        controller.Config.SetFloat ("Gesture.Circle.MinRadius", 80.0f);
        controller.Config.SetFloat ("Gesture.Circle.MinArc", 1.8f);
        //for screen tap
        controller.Config.SetFloat ("Gesture.ScreenTap.MinForwardVelocity", 1.0f);
        controller.Config.SetFloat ("Gesture.ScreenTap.HistorySeconds", .05f);
        controller.Config.SetFloat ("Gesture.ScreenTap.MinDistance", 1.0f);

        controller.Config.Save ();
        timeLimit = 5.0f;
        timer = 0.0f;

        p = GameObject.Find ("ps").GetComponent<ParticleSystem> ();
        before = GameObject.Find ("before").GetComponent<SpriteRenderer> ();
        after = GameObject.Find ("after").GetComponent<SpriteRenderer> ();

        after.color = new Color (255, 255, 255, 0);
        p.Pause ();
    }
 void Start()
 {
     stateController = GameObject.FindWithTag("Player").GetComponent<TurtleStateController>();
     forceVector = transform.forward * magnitude;
     particleSystem = GetComponent<ParticleSystem>();
     particleSystem.Play();
 }
예제 #23
0
 void PuffGroundFX_End()
 {
     if (PuffGroundParticleSystem != null) {
         PuffGroundParticleSystem.loop = false;
         PuffGroundParticleSystem = null;
     }
 }
예제 #24
0
 void Awake()
 {
     Instance = this;
     hearts = transform.FindChild("HeartParticles").GetComponent<ParticleSystem>();
     rb = GetComponent<Rigidbody2D>();
     animator = GetComponent<Animator>();
 }
예제 #25
0
 void Start()
 {
     characterController = GetComponent<CharacterController>();
     characterParticles = GameObject.Find("Player/Flute Radius").GetComponent<ParticleSystem>();
     fluteCall1 = FMOD_StudioSystem.instance.GetEvent("event:/sfx/player/flute1");
     fluteCall2 = FMOD_StudioSystem.instance.GetEvent("event:/sfx/player/flute2");
 }
예제 #26
0
 // Use this for initialization
 void Start()
 {
     tx = transform;
     starDistanceSqr = starDistance * starDistance;
     starClipDistanceSqr = starClipDistance * starClipDistance;
     particleSystem = GetComponent<ParticleSystem> ();
 }
예제 #27
0
	// Update is called once per frame
	void Update () {
		if (Input.GetMouseButtonDown (0)) {
			clone = Instantiate (shotEffectPrefab, transform.position, transform.rotation) as ParticleSystem;
			clone.Play ();

		}
	}
예제 #28
0
	protected void Start()
	{
		particleComponent = GetComponent<ParticleSystem>();
		particleEmission  = particleComponent.emissionRate;

		particleComponent.emissionRate = TOD_Sky.Instance.IsDay ? particleEmission : 0;
	}
예제 #29
0
 void Awake()
 {
     m_time = 0f;
     m_isFireing = false;
     m_particleSystem = GetComponent<ParticleSystem>();
     m_lineRenderer = GetComponent<LineRenderer>();
 }
예제 #30
0
	//private GameObject streamRight;
	//private GameObject streamCentre;
	//private ParticleSystem streamLeftP;
	//private ParticleSystem streamRightP;
	//private ParticleSystem streamCentreP;


	void Start()
	{
		instance = this;
		anim = GameObject.Find ("Portal_").GetComponent<Animator> ();
		text = GameObject.Find ("Text");
		textEnter = GameObject.Find ("Text_Enter");

		transition = GameObject.Find ("TransitionTemp").GetComponent<Animator>();

		galaxy1 = GameObject.Find ("Galaxy1").GetComponent<ParticleSystem>();
		galaxy1_1 = GameObject.Find ("Galaxy1_1").GetComponent<ParticleSystem>();
		galaxy1_1_1 = GameObject.Find ("Galaxy1_1_1").GetComponent<ParticleSystem>();
		galaxy1_2 = GameObject.Find ("Galaxy1_2").GetComponent<ParticleSystem>();
		galaxy1_3 = GameObject.Find ("Galaxy1_3").GetComponent<ParticleSystem>();

		galaxy2 = GameObject.Find ("Galaxy2").GetComponent<ParticleSystem>();
		galaxy2_1 = GameObject.Find ("Galaxy2_1").GetComponent<ParticleSystem>();
		galaxy2_1_1 = GameObject.Find ("Galaxy2_1_1").GetComponent<ParticleSystem>();
		galaxy2_2 = GameObject.Find ("Galaxy2_2").GetComponent<ParticleSystem>();
		galaxy2_3 = GameObject.Find ("Galaxy2_3").GetComponent<ParticleSystem>();

		galaxy3 = GameObject.Find ("Galaxy3").GetComponent<ParticleSystem>();
		galaxy3_1 = GameObject.Find ("Galaxy3_1").GetComponent<ParticleSystem>();
		galaxy3_1_1 = GameObject.Find ("Galaxy3_1_1").GetComponent<ParticleSystem>();
		galaxy3_2 = GameObject.Find ("Galaxy3_2").GetComponent<ParticleSystem>();
		galaxy3_3 = GameObject.Find ("Galaxy3_3").GetComponent<ParticleSystem>();
		//streamRightP = GameObject.Find ("StreamRight").GetComponent<ParticleSystem>();
		//streamCentreP = GameObject.Find ("StreamCentre").GetComponent<ParticleSystem>();
		//streamLeft = GameObject.Find ("StreamLeft");
		//streamRight = GameObject.Find ("StreamRight");
		//streamCentre = GameObject.Find ("StreamCentre");
	}
예제 #31
0
 private void Awake()
 {
     particleSystem = GetComponentInChildren <ParticleSystem>();
     meshRenderer   = gameObject.GetComponent <MeshRenderer>();
     light          = GetComponentInChildren <Light>();
 }
예제 #32
0
 private void Start()
 {
     particles = GetComponent <ParticleSystem>();
     PlayerController.OnItemCarried += OnItemCarried;
     PlayerController.OnItemDropped += OnItemDropped;
 }
예제 #33
0
    public void Move(float move, bool jump)
    {
        // check jump logic and see if this is a legal jump
        newJump = checkJumpLogic(jump);


        //only control the player if grounded or airControl is turned on
        if (Grounded || AirControl)
        {
            // Move the character by finding the target velocity
            Vector3 targetVelocity = new Vector2(move * 10f, rb2d.velocity.y);
            // And then smoothing it out and applying it to the character
            rb2d.velocity = Vector3.SmoothDamp(rb2d.velocity, targetVelocity, ref Velocity, MovementSmoothing);

            // If the input is moving the player right and the player is facing left...
            if (move > 0 && !FacingRight)
            {
                // ... flip the player.
                Flip();
            }
            // Otherwise if the input is moving the player left and the player is facing right...
            else if (move < 0 && FacingRight)
            {
                // ... flip the player.
                Flip();
            }
        }
        // Grabbing the wall
        if (!Grounded && GrabbableWall)
        {
            if (rb2d.velocity.y <= 0) //player must be stationary or descending
            {
                bool prevWallSlide = WallSliding;
                //if they are pressing towards the correct wall, slide down
                if (move < 0 && !FacingRight)
                {
                    // ... slow down
                    WallSliding = true;
                }
                // Otherwise if the input is moving the player left and the player is facing right...
                else if (move > 0 && FacingRight)
                {
                    // ... slow down
                    WallSliding = true;
                }
                //did WallSliding Just Toggle?
                if (prevWallSlide != WallSliding) //catch the wall for a moment
                {
                    rb2d.velocity = Vector2.zero;
                }
            }
            else   // ensure that gravity is set correctly because you are going up
            {
                WallSliding = false;
            }
        }
        else   // neither ground nor wall are affecting you.
        {
            WallSliding = false;
        }


        // If the player should jump...
        if (newJump)
        {
            if (Grounded) //normal ground jump
            {
                Grounded = false;
                rb2d.AddForce(new Vector2(0f, JumpForce));
                ParticleSystem dustInstance = Instantiate(jumpParticles, GroundCheck);
            }
            else if (IsWallKickable() && recentlyWallSlid > 0)
            {
                WallSliding = false;
                rb2d.AddForce(new Vector2(move * WallKickForce, WallSlideMult * JumpForce));
                Debug.Log("Move: " + move.ToString() + " Force: " + (move * WallKickForce).ToString());
                ParticleSystem dustInstance = Instantiate(jumpParticles, WallKickCheck);
            }
        }
    }
예제 #34
0
    void OnTriggerEnter2D(Collider2D other)
    {
        if (other.gameObject.CompareTag("Button"))
        {
            CageObj = GameObject.FindGameObjectWithTag("Cage");
            SoundManager.PlaySound("cage");
            Object.Destroy(CageObj);
        }
        else if (other.gameObject.CompareTag("h1"))
        {
            if (life < 3)
            {
                heart = GameObject.FindGameObjectWithTag("h1");
                life++;
                Object.Destroy(heart);
            }
        }
        else if (other.gameObject.CompareTag("h2"))
        {
            if (life < 3)
            {
                heart = GameObject.FindGameObjectWithTag("h2");
                life++;
                Object.Destroy(heart);
            }
        }
        else if (other.gameObject.CompareTag("h3"))
        {
            if (life < 3)
            {
                heart = GameObject.FindGameObjectWithTag("h3");
                life++;
                Object.Destroy(heart);
            }
        }
        else if (other.gameObject.CompareTag("h4"))
        {
            if (life < 3)
            {
                heart = GameObject.FindGameObjectWithTag("h4");
                life++;
                Object.Destroy(heart);
            }
        }
        else if (other.gameObject.CompareTag("VictoryFish"))
        {
            Fish = GameObject.FindGameObjectWithTag("VictoryFish");

            if (score >= 60)
            {
                SoundManager.PlaySound("confetti");
                confetti_clone = Instantiate(confetti, Fish.transform.position, Quaternion.identity);
                Destroy(confetti_clone.gameObject, 2f);
                Invoke("next", 2f); // CHANGE TO CUTSCENE, NOT ENDGAME
            }
            else
            {
                gemtext.enabled = true;
                gemtext.text    = "At least 60 gem points needed to continue!";
                Invoke("notext", 3f);
            }
        }
        else if (other.gameObject.CompareTag("Gem1"))
        {
            if (alph > 0.5)
            {
                Gem          = GameObject.FindGameObjectWithTag("Gem1");
                gemsys_clone = Instantiate(gemsys, Gem.transform.position, Quaternion.identity);
                SoundManager.PlaySound("gem");
                Object.Destroy(Gem);
                score++;
                scoreBoard.text = "Score: " + score;
                Destroy(gemsys_clone.gameObject, 2f);
            }
        }
        else if (other.gameObject.CompareTag("Gem2"))
        {
            if (alph > 0.5)
            {
                Gem          = GameObject.FindGameObjectWithTag("Gem2");
                gemsys_clone = Instantiate(gemsys, Gem.transform.position, Quaternion.identity);
                SoundManager.PlaySound("gem");
                Object.Destroy(Gem);
                score++;
                scoreBoard.text = "Score: " + score;
                Destroy(gemsys_clone.gameObject, 2f);
            }
        }
        else if (other.gameObject.CompareTag("Gem3"))
        {
            if (alph > 0.5)
            {
                Gem          = GameObject.FindGameObjectWithTag("Gem3");
                gemsys_clone = Instantiate(gemsys, Gem.transform.position, Quaternion.identity);
                SoundManager.PlaySound("gem");
                Object.Destroy(Gem);
                score++;
                scoreBoard.text = "Score: " + score;
                Destroy(gemsys_clone.gameObject, 2f);
            }
        }
        else if (other.gameObject.CompareTag("Gem4"))
        {
            if (alph > 0.5)
            {
                Gem          = GameObject.FindGameObjectWithTag("Gem4");
                gemsys_clone = Instantiate(gemsys, Gem.transform.position, Quaternion.identity);
                SoundManager.PlaySound("gem");
                Object.Destroy(Gem);
                score++;
                scoreBoard.text = "Score: " + score;
                Destroy(gemsys_clone.gameObject, 2f);
            }
        }
        else if (other.gameObject.CompareTag("Gem5"))
        {
            if (alph > 0.5)
            {
                Gem          = GameObject.FindGameObjectWithTag("Gem5");
                gemsys_clone = Instantiate(gemsys, Gem.transform.position, Quaternion.identity);
                SoundManager.PlaySound("gem");
                Object.Destroy(Gem);
                score++;
                scoreBoard.text = "Score: " + score;
                Destroy(gemsys_clone.gameObject, 2f);
            }
        }
        else if (other.gameObject.CompareTag("Gem10"))
        {
            if (alph > 0.5)
            {
                Gem          = GameObject.FindGameObjectWithTag("Gem10");
                gemsys_clone = Instantiate(gemsys, Gem.transform.position, Quaternion.identity);
                SoundManager.PlaySound("gem");
                Object.Destroy(Gem);
                score           = score + 5;
                scoreBoard.text = "Score: " + score;
                Destroy(gemsys_clone.gameObject, 2f);
            }
        }
        else if (other.gameObject.CompareTag("Gem6"))
        {
            if (alph > 0.5)
            {
                Gem          = GameObject.FindGameObjectWithTag("Gem6");
                gemsys_clone = Instantiate(gemsys, Gem.transform.position, Quaternion.identity);
                SoundManager.PlaySound("gem");
                Object.Destroy(Gem);
                score++;
                scoreBoard.text = "Score: " + score;
                Destroy(gemsys_clone.gameObject, 2f);
            }
        }
        else if (other.gameObject.CompareTag("Gem7"))
        {
            if (alph > 0.5)
            {
                Gem          = GameObject.FindGameObjectWithTag("Gem7");
                gemsys_clone = Instantiate(gemsys, Gem.transform.position, Quaternion.identity);
                SoundManager.PlaySound("gem");
                Object.Destroy(Gem);
                score           = score + 10;
                scoreBoard.text = "Score: " + score;
                Destroy(gemsys_clone.gameObject, 2f);
            }
        }
        else if (other.gameObject.CompareTag("Gem8"))
        {
            if (alph > 0.5)
            {
                Gem          = GameObject.FindGameObjectWithTag("Gem8");
                gemsys_clone = Instantiate(gemsys, Gem.transform.position, Quaternion.identity);
                SoundManager.PlaySound("gem");
                Object.Destroy(Gem);
                score           = score + 5;
                scoreBoard.text = "Score: " + score;
                Destroy(gemsys_clone.gameObject, 2f);
            }
        }
        else if (other.gameObject.CompareTag("Gem9"))
        {
            if (alph > 0.5)
            {
                Gem          = GameObject.FindGameObjectWithTag("Gem9");
                gemsys_clone = Instantiate(gemsys, Gem.transform.position, Quaternion.identity);
                SoundManager.PlaySound("gem");
                Object.Destroy(Gem);
                score           = score + 10;
                scoreBoard.text = "Score: " + score;
                Destroy(gemsys_clone.gameObject, 2f);
            }
        }
        else if (other.gameObject.CompareTag("Gem11"))
        {
            if (alph > 0.5)
            {
                Gem          = GameObject.FindGameObjectWithTag("Gem11");
                gemsys_clone = Instantiate(gemsys, Gem.transform.position, Quaternion.identity);
                SoundManager.PlaySound("gem");
                Object.Destroy(Gem);
                score           = score + 5;
                scoreBoard.text = "Score: " + score;
                Destroy(gemsys_clone.gameObject, 2f);
            }
        }
        else if (other.gameObject.CompareTag("Gem12"))
        {
            if (alph > 0.5)
            {
                Gem          = GameObject.FindGameObjectWithTag("Gem12");
                gemsys_clone = Instantiate(gemsys, Gem.transform.position, Quaternion.identity);
                SoundManager.PlaySound("gem");
                Object.Destroy(Gem);
                score           = score + 10;
                scoreBoard.text = "Score: " + score;
                Destroy(gemsys_clone.gameObject, 2f);
            }
        }
        else if (other.gameObject.CompareTag("Gem13"))
        {
            if (alph > 0.5)
            {
                Gem          = GameObject.FindGameObjectWithTag("Gem13");
                gemsys_clone = Instantiate(gemsys, Gem.transform.position, Quaternion.identity);
                SoundManager.PlaySound("gem");
                Object.Destroy(Gem);
                score           = score + 10;
                scoreBoard.text = "Score: " + score;
                Destroy(gemsys_clone.gameObject, 2f);
            }
        }
    }
예제 #35
0
 public void Start()
 {
     ps = GetComponent <ParticleSystem>();
 }
예제 #36
0
    // Use this for initialization

    void Start()
    {
        _particleSystem = GetComponent <ParticleSystem>();
    }
예제 #37
0
 // Use this for initialization
 void Start()
 {
     mPS  = GetComponent <ParticleSystem>();
     mPos = gameObject.transform.position;
 }
예제 #38
0
 // Use this for initialization
 void Start()
 {
     ps = GetComponent <ParticleSystem>();
     ps.Stop();
 }
예제 #39
0
    // Use this for initialization
    void Start()
    {
        sp = GetComponent <ParticleSystem> ();

        Destroy(gameObject, sp.duration);
    }
예제 #40
0
    // Use this for initialization
    void Start()
    {
        ParticleSystem particleSystem = GetComponent <ParticleSystem>();

        Destroy(gameObject, particleSystem.main.duration);  // 本だとparticleSystem.durationだが、duplicated
    }
예제 #41
0
 private void Awake()
 {
     ps  = GetComponent <ParticleSystem>();
     col = GetComponent <Collider>();
 }
예제 #42
0
    private void Start()
    {
        dirt = GameObject.FindGameObjectWithTag("Player").GetComponentInChildren <ParticleSystem>();

        isDug = FindObjectOfType <SaveManager>().GetDug(digPlaceName);
    }
 void Start()
 {
     projectileHittingPlanet = GetComponent <ParticleSystem> ();
 }
예제 #44
0
        protected bool Initialize()
        {
            // initialize members
            if (_transform == null)
            {
                _transform = transform;
            }
            if (pSystem == null)
            {
                pSystem = GetComponent <ParticleSystem>();

                if (pSystem == null)
                {
                    return(false);
                }

#if UNITY_5_5_OR_NEWER
                mainModule = pSystem.main;
                if (pSystem.main.maxParticles > 14000)
                {
                    mainModule.maxParticles = 14000;
                }
#else
                if (pSystem.maxParticles > 14000)
                {
                    pSystem.maxParticles = 14000;
                }
#endif

                pRenderer = pSystem.GetComponent <ParticleSystemRenderer>();
                if (pRenderer != null)
                {
                    pRenderer.enabled = false;
                }

                if (material == null)
                {
                    var foundShader = ShaderLibrary.GetShaderInstance("UI Extensions/Particles/Additive");
                    if (foundShader)
                    {
                        material = new Material(foundShader);
                    }
                }

                currentMaterial = material;
                if (currentMaterial && currentMaterial.HasProperty("_MainTex"))
                {
                    currentTexture = currentMaterial.mainTexture;
                    if (currentTexture == null)
                    {
                        currentTexture = Texture2D.whiteTexture;
                    }
                }
                material = currentMaterial;
                // automatically set scaling
#if UNITY_5_5_OR_NEWER
                mainModule.scalingMode = ParticleSystemScalingMode.Hierarchy;
#else
                pSystem.scalingMode = ParticleSystemScalingMode.Hierarchy;
#endif

                particles = null;
            }
#if UNITY_5_5_OR_NEWER
            if (particles == null)
            {
                particles = new ParticleSystem.Particle[pSystem.main.maxParticles];
            }
#else
            if (particles == null)
            {
                particles = new ParticleSystem.Particle[pSystem.maxParticles];
            }
#endif

            imageUV = new Vector4(0, 0, 1, 1);

            // prepare texture sheet animation
            textureSheetAnimation          = pSystem.textureSheetAnimation;
            textureSheetAnimationFrames    = 0;
            textureSheetAnimationFrameSize = Vector2.zero;
            if (textureSheetAnimation.enabled)
            {
                textureSheetAnimationFrames    = textureSheetAnimation.numTilesX * textureSheetAnimation.numTilesY;
                textureSheetAnimationFrameSize = new Vector2(1f / textureSheetAnimation.numTilesX, 1f / textureSheetAnimation.numTilesY);
            }

            return(true);
        }
 private void Start()
 {
     currentParticles = GetComponent <ParticleSystem>();
 }
예제 #46
0
    void OnCollisionEnter(Collision c)
    {
        ContactPoint cp = c.contacts[0];

        transform.up         = cp.normal;
        transform.localScale = new Vector3(1.5f, 0.5f, 1);

        ShakeController shake = Camera.main.gameObject.GetComponent <ShakeController>();

        shake.Shake();



        if (c.gameObject.tag == "Player")
        {
            paddleParticles.Stop();
            paddleParticles.transform.position = transform.position;
            paddleParticles.Play();

            sound.clip = paddleSound;
            sound.Play();
        }
        else if (c.gameObject.tag == "Bricks")
        {
            scoreParticles.Stop();
            scoreParticles.Play();

            ParticleSystem hitParticles = null;
            for (int i = 0; i < particlePool.Count; i++)
            {
                ParticleSystem p = particlePool[i];
                if (p.isStopped)
                {
                    hitParticles = p;
                    Debug.Log("reusing from my pool");
                    break;
                }
            }

            if (hitParticles == null)
            {
                hitParticles = Instantiate(hitParticlesPrefab) as ParticleSystem;
                particlePool.Add(hitParticles);
            }

            hitParticles.transform.up       = body.velocity;
            hitParticles.transform.position = transform.position;
            hitParticles.Play();
            sound.clip = brickSound;
            sound.Play();
        }
        else if (c.gameObject.tag == "Bricks 2")
        {
            scoreParticles.Stop();
            scoreParticles.Play();

            ParticleSystem hitParticles = null;
            for (int i = 0; i < particlePool.Count; i++)
            {
                ParticleSystem p = particlePool[i];
                if (p.isStopped)
                {
                    hitParticles = p;
                    Debug.Log("reusing from my pool");
                    break;
                }
            }

            if (hitParticles == null)
            {
                hitParticles = Instantiate(hitParticlesPrefab) as ParticleSystem;
                particlePool.Add(hitParticles);
            }

            hitParticles.transform.up       = body.velocity;
            hitParticles.transform.position = transform.position;
            hitParticles.Play();
            sound.clip = brickSound;
            sound.Play();
        }
        else
        {
            sound.clip = wallSound;
            sound.Play();
        }
    }
예제 #47
0
    void PlayParticles()
    {
        ParticleSystem s = Instantiate(particles, TargetPosition.position, transform.rotation) as ParticleSystem;

        s.Play();
    }
예제 #48
0
    static string CheckCulling(ParticleSystem particleSystem)
    {
        string text = "";

        if (particleSystem.collision.enabled)
        {
            text += "\n勾选了 Collision";
        }

        if (particleSystem.emission.enabled)
        {
            if (particleSystem.emission.rateOverDistance.curveMultiplier != 0)
            {
                text += "\nEmission使用了Current(非线性运算)";
            }
        }

        if (particleSystem.externalForces.enabled)
        {
            text += "\n勾选了 External Forces";
        }

        if (particleSystem.forceOverLifetime.enabled)
        {
            if (GetIsRandomized(particleSystem.forceOverLifetime.x) ||
                GetIsRandomized(particleSystem.forceOverLifetime.y) ||
                GetIsRandomized(particleSystem.forceOverLifetime.z) ||
                particleSystem.forceOverLifetime.randomized)
            {
                text += "\nForce Over Lifetime使用了Current(非线性运算)";
            }
        }
        if (particleSystem.inheritVelocity.enabled)
        {
            if (GetIsRandomized(particleSystem.inheritVelocity.curve))
            {
                text += "\nInherit Velocity使用了Current(非线性运算)";
            }
        }
        if (particleSystem.noise.enabled)
        {
            text += "\n勾选了 Noise";
        }
        if (particleSystem.rotationBySpeed.enabled)
        {
            text += "\n勾选了 Rotation By Speed";
        }
        if (particleSystem.rotationOverLifetime.enabled)
        {
            if (GetIsRandomized(particleSystem.rotationOverLifetime.x) ||
                GetIsRandomized(particleSystem.rotationOverLifetime.y) ||
                GetIsRandomized(particleSystem.rotationOverLifetime.z))
            {
                text += "\nRotation Over Lifetime使用了Current(非线性运算)";
            }
        }
        if (particleSystem.shape.enabled)
        {
            ParticleSystemShapeType shapeType = (ParticleSystemShapeType)particleSystem.shape.shapeType;
            switch (shapeType)
            {
            case ParticleSystemShapeType.Cone:
            case ParticleSystemShapeType.ConeVolume:
            case ParticleSystemShapeType.Donut:
            case ParticleSystemShapeType.Circle:
                if (particleSystem.shape.arcMode != ParticleSystemShapeMultiModeValue.Random)
                {
                    text += "\nShape的Circle-Arc使用了Random模式";
                }
                break;

            case ParticleSystemShapeType.SingleSidedEdge:
                if (particleSystem.shape.radiusMode != ParticleSystemShapeMultiModeValue.Random)
                {
                    text += "\nShape的Edge-Radius使用了Random模式";
                }
                break;

            default:
                break;
            }
        }
        if (particleSystem.subEmitters.enabled)
        {
            text += "\n勾选了 SubEmitters";
        }
        if (particleSystem.trails.enabled)
        {
            text += "\n勾选了 Trails";
        }
        if (particleSystem.trigger.enabled)
        {
            text += "\n勾选了 Trigger";
        }
        if (particleSystem.velocityOverLifetime.enabled)
        {
            if (GetIsRandomized(particleSystem.velocityOverLifetime.x) ||
                GetIsRandomized(particleSystem.velocityOverLifetime.y) ||
                GetIsRandomized(particleSystem.velocityOverLifetime.z))
            {
                text += "\nVelocity Over Lifetime使用了Current(非线性运算)";
            }
        }
        if (particleSystem.limitVelocityOverLifetime.enabled)
        {
            text += "\n勾选了 Limit Velocity Over Lifetime";
        }
        if (particleSystem.simulationSpace != 0)
        {
            text += "\nSimulationSpace 不等于0";
        }
        if (particleSystem.gravityModifier != 0)
        {
            text += "\nGravityModifier 不等于0";
        }
        return(text);
    }
예제 #49
0
    override public void Update()
    {
        ParticleSystemRenderer ren = GetComponentInChildren <ParticleSystemRenderer>();

        ren.material.color = ren.trailMaterial.color = gameSettings.GetComponent <GameSettings>().playerColors[playerNumber];


        if (GetComponent <PhotonView>().ownerId == PhotonNetwork.player.ID)
        {
            //THIS IS THE OWNER


            //update speeds
            float tempSpeed = MOVEMENT_SPEED;
            float tempMax   = MAX_SPEED;
            if (myPowerUp != powerUp.NONE)
            {
                timer += Time.deltaTime;
            }

            if (timer > 5)
            {
                timer     = 0;
                myPowerUp = powerUp.NONE;
            }

            if (myPowerUp == powerUp.SPEED)
            {
                tempSpeed += 1;
                tempMax   += 1;
            }



            //MOVEMENT
            int verticalMovement   = 0;
            int horizontalMovement = 0;

#if UNITY_STANDALONE
            if (Input.GetKey(thisMovement[MOVE_UP]))
            {
                verticalMovement += 1;
            }

            if (Input.GetKey(thisMovement[MOVE_DOWN]))
            {
                verticalMovement -= 1;
            }

            if (Input.GetKey(thisMovement[MOVE_RIGHT]))
            {
                horizontalMovement += 1;
            }

            if (Input.GetKey(thisMovement[MOVE_LEFT]))
            {
                horizontalMovement -= 1;
            }
#endif

            //Controls for Android devices
#if UNITY_ANDROID
            Touch touch = Input.GetTouch(0);

            if (!touch.Equals(null))
            {
                horizontalMovement = (int)(touch.deltaPosition.x);
                verticalMovement   = (int)(touch.deltaPosition.y);
            }
#endif

            xVel += horizontalMovement * tempSpeed * Time.deltaTime;
            yVel += verticalMovement * tempSpeed * Time.deltaTime;

            if (horizontalMovement == 0)
            {
                xVel -= Time.deltaTime * MOVEMENT_FRICTION * Mathf.Sign(xVel);
            }
            if (verticalMovement == 0)
            {
                yVel -= Time.deltaTime * MOVEMENT_FRICTION * Mathf.Sign(yVel);
            }

            if (Mathf.Abs(xVel) > tempMax)
            {
                xVel = tempMax * Mathf.Sign(xVel);
            }

            if (Mathf.Abs(xVel) < 0.2f && horizontalMovement == 0)
            {
                xVel = 0;
            }

            if (Mathf.Abs(yVel) > tempMax)
            {
                yVel = tempMax * Mathf.Sign(yVel);
            }

            if (Mathf.Abs(yVel) < 0.2f && verticalMovement == 0)
            {
                yVel = 0;
            }



            Vector3 move = (Vector3.up * yVel) + (Vector3.right * xVel);
            //move.Normalize();



            gameObject.transform.Translate(move);
        }
        else
        {
            //THIS IS ANOTHER PLAYER
        }

        //BOTH

        if (myPowerUp == powerUp.WIND)
        {
            GetComponent <SphereCollider>().radius = PLAYER_WIND_RADIUS;
            ParticleSystem ps = GetComponentInChildren <ParticleSystem>();

            ParticleSystem.ShapeModule shape = ps.shape;
            shape.radius = PLAYER_PARTICLE_WIND_RADIUS;

            ParticleSystem.EmissionModule emit = ps.emission;
            emit.rateOverTime = PLAYER_EMIT_WIND;
        }
        else
        {
            GetComponent <SphereCollider>().radius = PLAYER_RADIUS;
            ParticleSystem ps = GetComponentInChildren <ParticleSystem>();

            ParticleSystem.ShapeModule shape = ps.shape;
            shape.radius = PLAYER_PARTICLE_WIND_RADIUS;

            ParticleSystem.EmissionModule emit = ps.emission;
            emit.rateOverTime = PLAYER_EMIT;
        }
    }
예제 #50
0
    private void ScaleParticleSystem(ParticleSystem particleSystem, float scaleFactor)
    {
        SerializedObject particleSystemSerialized;

        // Record Undo
        Undo.RecordObject(particleSystem, "Scale Particles");

        // Transform
        if (scalePosition)
        {
            particleSystem.transform.localPosition *= scaleFactor;
        }

        // Speed
#if UNITY_5_3_OR_NEWER
        ParticleSystem.MinMaxCurve minMaxCurve;
        ParticleSystem.MainModule  main = particleSystem.main;

        minMaxCurve              = main.startSpeed;
        minMaxCurve.constant    *= scaleFactor;
        minMaxCurve.constantMin *= scaleFactor;
        minMaxCurve.constantMax *= scaleFactor;
        ScaleCurve(minMaxCurve.curveMin, scaleFactor);
        ScaleCurve(minMaxCurve.curveMax, scaleFactor);
        main.startSpeed = minMaxCurve;

        minMaxCurve              = main.startSize;
        minMaxCurve.constant    *= scaleFactor;
        minMaxCurve.constantMin *= scaleFactor;
        minMaxCurve.constantMax *= scaleFactor;
        ScaleCurve(minMaxCurve.curveMin, scaleFactor);
        ScaleCurve(minMaxCurve.curveMax, scaleFactor);
        main.startSize = minMaxCurve;

        minMaxCurve              = main.gravityModifier;
        minMaxCurve.constant    *= scaleFactor;
        minMaxCurve.constantMin *= scaleFactor;
        minMaxCurve.constantMax *= scaleFactor;
        ScaleCurve(minMaxCurve.curveMin, scaleFactor);
        ScaleCurve(minMaxCurve.curveMax, scaleFactor);
        main.gravityModifier = minMaxCurve;
#else
        particleSystem.startSpeed      *= scaleFactor;
        particleSystem.startSize       *= scaleFactor;
        particleSystem.gravityModifier *= scaleFactor;
#endif

        // Items needing Serialized
        particleSystemSerialized = new SerializedObject(particleSystem);

        particleSystemSerialized.FindProperty("ShapeModule.angle").floatValue  *= scaleFactor;
        particleSystemSerialized.FindProperty("ShapeModule.radius").floatValue *= scaleFactor;
        particleSystemSerialized.FindProperty("ShapeModule.length").floatValue *= scaleFactor;
        particleSystemSerialized.FindProperty("ShapeModule.boxX").floatValue   *= scaleFactor;
        particleSystemSerialized.FindProperty("ShapeModule.boxY").floatValue   *= scaleFactor;
        particleSystemSerialized.FindProperty("ShapeModule.boxZ").floatValue   *= scaleFactor;

        particleSystemSerialized.FindProperty("VelocityModule.x.scalar").floatValue *= scaleFactor;
        particleSystemSerialized.FindProperty("VelocityModule.y.scalar").floatValue *= scaleFactor;
        particleSystemSerialized.FindProperty("VelocityModule.z.scalar").floatValue *= scaleFactor;

        particleSystemSerialized.FindProperty("ClampVelocityModule.magnitude.scalar").floatValue *= scaleFactor;
        particleSystemSerialized.FindProperty("ClampVelocityModule.dampen").floatValue           *= scaleFactor;
        particleSystemSerialized.FindProperty("ClampVelocityModule.x.scalar").floatValue         *= scaleFactor;
        particleSystemSerialized.FindProperty("ClampVelocityModule.y.scalar").floatValue         *= scaleFactor;
        particleSystemSerialized.FindProperty("ClampVelocityModule.z.scalar").floatValue         *= scaleFactor;

        particleSystemSerialized.FindProperty("ForceModule.x.scalar").floatValue *= scaleFactor;
        particleSystemSerialized.FindProperty("ForceModule.y.scalar").floatValue *= scaleFactor;
        particleSystemSerialized.FindProperty("ForceModule.z.scalar").floatValue *= scaleFactor;

        particleSystemSerialized.ApplyModifiedProperties();
    }
예제 #51
0
 public void Start()
 {
     ps  = GetComponent <ParticleSystem>();
     psr = GetComponent <ParticleSystemRenderer>();
     psr.sortingLayerName = LayerName;
 }
예제 #52
0
 private void Start()
 {
     m_ParticleSystem = GetComponent <ParticleSystem>();
 }
 void Awake()
 {
     ptclSys = GetComponent <ParticleSystem>();
 }
예제 #54
0
 private void Awake()
 {
     ps = GetComponent <ParticleSystem>();
 }
예제 #55
0
 internal static bool IsStopped(ParticleSystem root)
 {
     return((!ParticleSystemEditorUtils.playbackIsPlaying && !ParticleSystemEditorUtils.playbackIsPaused) && !ParticleSystemEditorUtils.playbackIsScrubbing);
 }
 // Use this for initialization
 void Start()
 {
     particles = particleObj.GetComponent <ParticleSystem> ();
     particles.Stop();
 }
예제 #57
0
        private void HandleKeyboardShortcuts()
        {
            Event evt = Event.current;

            if (evt.type == EventType.KeyDown)
            {
                int changeTime = 0;
                if (evt.keyCode == ((Event)kPlay).keyCode)
                {
                    if (EditorApplication.isPlaying)
                    {
                        // If world is playing Pause is not handled, just restart instead
                        Stop();
                        Play();
                    }
                    else
                    {
                        // In Edit mode we have full play/pause functionality
                        if (!ParticleSystemEditorUtils.playbackIsPlaying)
                        {
                            Play();
                        }
                        else
                        {
                            Pause();
                        }
                    }
                    evt.Use();
                }
                else if (evt.keyCode == ((Event)kStop).keyCode)
                {
                    Stop();
                    evt.Use();
                }
                else if (evt.keyCode == ((Event)kReverse).keyCode)
                {
                    changeTime = -1;
                }
                else if (evt.keyCode == ((Event)kForward).keyCode)
                {
                    changeTime = 1;
                }

                if (changeTime != 0)
                {
                    ParticleSystemEditorUtils.playbackIsScrubbing = true;
                    float previewSpeed = ParticleSystemEditorUtils.simulationSpeed;
                    float timeDiff     = (evt.shift ? 3f : 1f) * m_TimeHelper.deltaTime * (changeTime > 0 ? 3f : -3f);
                    ParticleSystemEditorUtils.playbackTime = Mathf.Max(0f, ParticleSystemEditorUtils.playbackTime + timeDiff * (previewSpeed));

                    foreach (ParticleSystem ps in m_SelectedParticleSystems)
                    {
                        ParticleSystem root = ParticleSystemEditorUtils.GetRoot(ps);
                        if (root.isStopped)
                        {
                            root.Play();
                            root.Pause();
                        }
                    }

                    ParticleSystemEditorUtils.PerformCompleteResimulation();
                    evt.Use();
                }
            }

            if (evt.type == EventType.KeyUp)
            {
                if (evt.keyCode == ((Event)kReverse).keyCode || evt.keyCode == ((Event)kForward).keyCode)
                {
                    ParticleSystemEditorUtils.playbackIsScrubbing = false;
                }
            }
        }
 void OnEnable()
 {
     particles = particleObj.GetComponent <ParticleSystem> ();
     particles.Stop();
     menuObj.transform.localScale = new Vector3(1.0f, 1.0f, 1.0f);
 }
예제 #59
0
        internal void PlayBackInfoGUI(bool isPlayMode)
        {
            EventType oldEventType  = Event.current.type;
            int       oldHotControl = GUIUtility.hotControl;
            string    oldFormat     = EditorGUI.kFloatFieldFormatString;

            EditorGUIUtility.labelWidth = 110.0f;

            if (!isPlayMode)
            {
                EditorGUI.kFloatFieldFormatString = s_Texts.secondsFloatFieldFormatString;
                if (Time.timeScale == 0.0f)
                {
                    using (new EditorGUI.DisabledScope(true))
                    {
                        EditorGUILayout.FloatField(s_Texts.previewSpeedDisabled, 0.0f);
                    }
                }
                else
                {
                    ParticleSystemEditorUtils.simulationSpeed = Mathf.Clamp(EditorGUILayout.FloatField(s_Texts.previewSpeed, ParticleSystemEditorUtils.simulationSpeed), 0f, 10f);
                }
                EditorGUI.kFloatFieldFormatString = oldFormat;

                EditorGUI.BeginChangeCheck();
                EditorGUI.kFloatFieldFormatString = s_Texts.secondsFloatFieldFormatString;
                float playbackTime = EditorGUILayout.FloatField(s_Texts.previewTime, ParticleSystemEditorUtils.playbackTime);
                EditorGUI.kFloatFieldFormatString = oldFormat;
                if (EditorGUI.EndChangeCheck())
                {
                    if (oldEventType == EventType.MouseDrag)
                    {
                        ParticleSystemEditorUtils.playbackIsScrubbing = true;
                        float previewSpeed    = ParticleSystemEditorUtils.simulationSpeed;
                        float oldplaybackTime = ParticleSystemEditorUtils.playbackTime;
                        float timeDiff        = playbackTime - oldplaybackTime;
                        playbackTime = oldplaybackTime + timeDiff * (0.05F * previewSpeed);
                    }

                    playbackTime = Mathf.Max(playbackTime, 0.0F);
                    ParticleSystemEditorUtils.playbackTime = playbackTime;

                    foreach (ParticleSystem ps in m_SelectedParticleSystems)
                    {
                        ParticleSystem root = ParticleSystemEditorUtils.GetRoot(ps);
                        if (root.isStopped)
                        {
                            root.Play();
                            root.Pause();
                        }
                    }

                    ParticleSystemEditorUtils.PerformCompleteResimulation();
                }

                // Detect start dragging
                if (oldEventType == EventType.MouseDown && GUIUtility.hotControl != oldHotControl)
                {
                    m_IsDraggingTimeHotControlID = GUIUtility.hotControl;
                    ParticleSystemEditorUtils.playbackIsScrubbing = true;
                }

                // Detect stop dragging
                if (m_IsDraggingTimeHotControlID != -1 && GUIUtility.hotControl != m_IsDraggingTimeHotControlID)
                {
                    m_IsDraggingTimeHotControlID = -1;
                    ParticleSystemEditorUtils.playbackIsScrubbing = false;
                }
            }

            int   particleCount   = 0;
            float fastestParticle = 0.0f;
            float slowestParticle = Mathf.Infinity;

            foreach (ParticleSystem ps in m_SelectedParticleSystems)
            {
                ps.CalculateEffectUIData(ref particleCount, ref fastestParticle, ref slowestParticle);
            }
            EditorGUILayout.LabelField(s_Texts.particleCount, GUIContent.Temp(particleCount.ToString()));

            bool hasSubEmitters      = false;
            int  subEmitterParticles = 0;

            foreach (ParticleSystem ps in m_SelectedParticleSystems)
            {
                int subEmitterParticlesCurrent = 0;
                if (ps.CalculateEffectUISubEmitterData(ref subEmitterParticlesCurrent, ref fastestParticle, ref slowestParticle))
                {
                    hasSubEmitters       = true;
                    subEmitterParticles += subEmitterParticlesCurrent;
                }
            }
            if (hasSubEmitters)
            {
                EditorGUILayout.LabelField(s_Texts.subEmitterParticleCount, GUIContent.Temp(subEmitterParticles.ToString()));
            }

            if (fastestParticle >= slowestParticle)
            {
                EditorGUILayout.LabelField(s_Texts.particleSpeeds, GUIContent.Temp(slowestParticle.ToString(s_Texts.speedFloatFieldFormatString) + " - " + fastestParticle.ToString(s_Texts.speedFloatFieldFormatString)));
            }
            else
            {
                EditorGUILayout.LabelField(s_Texts.particleSpeeds, GUIContent.Temp("0.0 - 0.0"));
            }

            if (!EditorApplication.isPlaying)
            {
                EditorGUILayout.LayerMaskField(ParticleSystemEditorUtils.previewLayers, s_Texts.previewLayers, SetPreviewLayersDelegate);
                ParticleSystemEditorUtils.resimulation = GUILayout.Toggle(ParticleSystemEditorUtils.resimulation, s_Texts.resimulation, EditorStyles.toggle);
            }

            ParticleEffectUI.m_ShowBounds = GUILayout.Toggle(ParticleEffectUI.m_ShowBounds, ParticleEffectUI.texts.showBounds, EditorStyles.toggle);

            EditorGUIUtility.labelWidth = 0.0f;
        }
예제 #60
0
    void SetParticle()
    {
        var obj = Selection.activeGameObject;

        copyPs = obj.GetComponent <ParticleSystem> ();
    }