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); }
public List <UnityEngine.ParticleSystem.MinMaxCurve> getThreeDCurve(bool changYZ = true) { var ret = new List <UnityEngine.ParticleSystem.MinMaxCurve>(); List <List <CurveAnchor> > tmp = new List <List <CurveAnchor> > { anchorsX, anchorsY, anchorsZ }; for (int i = 0; i < tmp.Count; ++i) { ret.Add(new UnityEngine.ParticleSystem.MinMaxCurve(maxXYZ[i], ValueTypeUtil.GenerateAnimationCurve(tmp[i]))); } return(ret); }