public UnityEngine.ParticleSystem.MinMaxCurve getNegativeCurve(ValueTypeUtil.CurveType flag = ValueTypeUtil.CurveType.Normal, float scale = 1.0f) { UnityEngine.ParticleSystem.MinMaxCurve ret; if (flag == ValueTypeUtil.CurveType.Rotation) { ret = new UnityEngine.ParticleSystem.MinMaxCurve(-max * UnityEngine.Mathf.PI / 180.0f * scale, -min * UnityEngine.Mathf.PI / 180.0f * scale); } else { ret = new UnityEngine.ParticleSystem.MinMaxCurve(-max * scale, -min * scale); } return(ret); }
public UnityEngine.ParticleSystem.MinMaxCurve getNegativeCurve(ValueTypeUtil.CurveType flag = ValueTypeUtil.CurveType.Normal, float scale = 1.0f) { UnityEngine.ParticleSystem.MinMaxCurve ret; if (flag == ValueTypeUtil.CurveType.Rotation) { ret = new UnityEngine.ParticleSystem.MinMaxCurve(maxCurveAnchorValue, ValueTypeUtil.GenerateAnimationCurve(anchors, true, UnityEngine.Mathf.PI / 180.0f * scale)); } else { ret = new UnityEngine.ParticleSystem.MinMaxCurve(maxCurveAnchorValue, ValueTypeUtil.GenerateAnimationCurve(anchors, true, scale)); } return(ret); }