protected virtual void Awake() { this.uiParticleSystem = (UIParticleRenderer)((Component)this).GetComponent <UIParticleRenderer>(); if (!Object.op_Implicit((Object)this.imageRenderer)) { if (this.verboseDebug) { Debug.LogWarning((object)"Image Renderer not defined, must be defined in order for the system to work"); } this.isPlaying = false; } if (!Object.op_Implicit((Object)this.particlesSystem)) { this.particlesSystem = (ParticleSystem)((Component)this).GetComponent <ParticleSystem>(); if (!Object.op_Implicit((Object)this.particlesSystem)) { if (!this.verboseDebug) { return; } Debug.LogError((object)"No particle system found. Static Sprite Emission won't work"); return; } } this.mainModule = this.particlesSystem.get_main(); ((ParticleSystem.MainModule) ref this.mainModule).set_loop(false); ((ParticleSystem.MainModule) ref this.mainModule).set_playOnAwake(false); this.particlesSystem.Stop(); this.SimulationSpace = ((ParticleSystem.MainModule) ref this.mainModule).get_simulationSpace(); }
/// <summary> /// Obtain needed references and define base variables. /// </summary> protected virtual void Awake() { uiParticleSystem = GetComponent <UIParticleRenderer>(); //uiParticleSystem.GetComponent<UIParticleSystem>().hideFlags = HideFlags.HideInInspector; //Find Renderer in current gameObject if non is draggued if (!imageRenderer) { if (verboseDebug) { Debug.LogWarning("Image Renderer not defined, must be defined in order for the system to work"); } isPlaying = false; } //Find Particle System in current gameObject if non is draggued if (!particlesSystem) { particlesSystem = GetComponent <ParticleSystem>(); if (!particlesSystem) { if (verboseDebug) { Debug.LogError("No particle system found. Static Sprite Emission won't work"); } return; } } //Set base varibles in the system for this emitter work as expected #if UNITY_5_5_OR_NEWER mainModule = particlesSystem.main; mainModule.loop = false; mainModule.playOnAwake = false; particlesSystem.Stop(); //validate simulation Space SimulationSpace = mainModule.simulationSpace; #else particlesSystem.loop = false; particlesSystem.playOnAwake = false; particlesSystem.Stop(); //validate simulation Space SimulationSpace = particlesSystem.simulationSpace; #endif }