private void EmitExplosion(ref Vector3 pos) { int count = UnityEngine.Random.Range(2, 5); while (count != 0) { float xVelocity = UnityEngine.Random.Range(-2.0f, 2.0f) * cameraMultiplier; float yVelocity = UnityEngine.Random.Range(1.0f, 3.0f) * cameraMultiplier; float lifetime = UnityEngine.Random.Range(0.1f, 0.2f); float size = UnityEngine.Random.Range(0.05f, 0.1f) * cameraMultiplier; RainExplosionParticleSystem.Emit(pos, new Vector3(xVelocity, yVelocity, 0.0f), size, lifetime, explosionColor); count--; } }
private void EmitExplosion(ref Vector3 pos) { int count = UnityEngine.Random.Range(2, 5); while (count != 0) { float xVelocity = UnityEngine.Random.Range(-2.0f, 2.0f) * cameraMultiplier; float yVelocity = UnityEngine.Random.Range(1.0f, 3.0f) * cameraMultiplier; float lifetime = UnityEngine.Random.Range(0.1f, 0.2f); float size = UnityEngine.Random.Range(0.05f, 0.1f) * cameraMultiplier; ParticleSystem.EmitParams param = new ParticleSystem.EmitParams(); param.position = pos; param.velocity = new Vector3(xVelocity, yVelocity, 0.0f); param.startLifetime = lifetime; param.startSize = size; param.startColor = explosionColor; RainExplosionParticleSystem.Emit(param, 1); count--; } }