protected override void ReadFromImpl(object obj)
 {
     base.ReadFromImpl(obj);
     ParticleSystem.NoiseModule uo = (ParticleSystem.NoiseModule)obj;
     enabled               = uo.enabled;
     separateAxes          = uo.separateAxes;
     strength              = uo.strength;
     strengthMultiplier    = uo.strengthMultiplier;
     strengthX             = uo.strengthX;
     strengthXMultiplier   = uo.strengthXMultiplier;
     strengthY             = uo.strengthY;
     strengthYMultiplier   = uo.strengthYMultiplier;
     strengthZ             = uo.strengthZ;
     strengthZMultiplier   = uo.strengthZMultiplier;
     frequency             = uo.frequency;
     damping               = uo.damping;
     octaveCount           = uo.octaveCount;
     octaveMultiplier      = uo.octaveMultiplier;
     octaveScale           = uo.octaveScale;
     quality               = uo.quality;
     scrollSpeed           = uo.scrollSpeed;
     scrollSpeedMultiplier = uo.scrollSpeedMultiplier;
     remapEnabled          = uo.remapEnabled;
     remap            = uo.remap;
     remapMultiplier  = uo.remapMultiplier;
     remapX           = uo.remapX;
     remapXMultiplier = uo.remapXMultiplier;
     remapY           = uo.remapY;
     remapYMultiplier = uo.remapYMultiplier;
     remapZ           = uo.remapZ;
     remapZMultiplier = uo.remapZMultiplier;
     positionAmount   = uo.positionAmount;
     rotationAmount   = uo.rotationAmount;
     sizeAmount       = uo.sizeAmount;
 }
예제 #2
0
 // Copy from
 public void CopyFrom(RFParticleNoise source)
 {
     enabled     = source.enabled;
     strengthMin = source.strengthMin;
     strengthMax = source.strengthMax;
     frequency   = source.frequency;
     scrollSpeed = source.scrollSpeed;
     damping     = source.damping;
     quality     = source.quality;
 }
예제 #3
0
 // Constructor
 public RFParticleNoise()
 {
     enabled     = false;
     strengthMin = 0.3f;
     strengthMax = 0.6f;
     frequency   = 0.3f;
     scrollSpeed = 0.7f;
     damping     = true;
     quality     = ParticleSystemNoiseQuality.High;
 }