private void InitializeDrawer(FlowRainDrawerContainer dc) { dc.TimeElapsed = 0f; dc.lifetime = RainDropTools.Random(Variables.LifetimeMin, Variables.LifetimeMax); dc.fluctuationRate = RainDropTools.Random(Variables.fluctuationRateMin, Variables.fluctuationRateMax); dc.acceleration = RainDropTools.Random(Variables.AccelerationMin, Variables.AccelerationMax); dc.transform.localPosition = RainDropTools.GetSpawnLocalPos(this.transform, camera, 0f, Variables.SpawnOffsetY); dc.startPos = dc.transform.localPosition; dc.acceleration = RainDropTools.Random(Variables.AccelerationMin, Variables.AccelerationMax); Material mat = RainDropTools.CreateRainMaterial(ShaderType, RenderQueue); RainDropTools.ApplyRainMaterialValue( mat, ShaderType, Variables.NormalMap, Variables.OverlayTexture, Variables.DistortionValue, Variables.OverlayColor, Variables.ReliefValue, Variables.Blur, Variables.Darkness ); dc.Drawer.lifeTime = dc.lifetime; dc.Drawer.vertexDistance = 0.01f; dc.Drawer.angleDivisions = 20; dc.Drawer.material = mat; dc.Drawer.widthCurve = Variables.TrailWidth; dc.Drawer.widthMultiplier = RainDropTools.Random(Variables.SizeMinX, Variables.SizeMaxX); dc.Drawer.textureMode = LineTextureMode.Stretch; dc.Drawer.vertexDistance = (1f * this.Distance * RainDropTools.GetCameraOrthographicSize(this.camera).y) / (Variables.Resolution * 10f); dc.Drawer.Clear(); dc.Drawer.enabled = false; }
private void InitializeDrawer(SimpleRainDrawerContainer dc) { dc.TimeElapsed = 0f; dc.lifetime = RainDropTools.Random(Variables.LifetimeMin, Variables.LifetimeMax); dc.transform.localPosition = RainDropTools.GetSpawnLocalPos(this.transform, camera, 0f, Variables.SpawnOffsetY); dc.startPos = dc.transform.localPosition; dc.startSize = new Vector3( RainDropTools.Random(Variables.SizeMinX, Variables.SizeMaxX), RainDropTools.Random(Variables.SizeMinY, Variables.SizeMaxY), 1f ); dc.transform.localEulerAngles += Vector3.forward * (Variables.AutoRotate ? UnityEngine.Random.Range(0f, 179.9f) : 0f); dc.Drawer.NormalMap = Variables.NormalMap; dc.Drawer.ReliefTexture = Variables.OverlayTexture; dc.Drawer.Darkness = Variables.Darkness; dc.Drawer.Hide(); }