void OnGUI() { // Manipulator values GUI.Box(new Rect(0, 0, 220, 125), "Manipulator"); GUI.Label(new Rect(10, 30, 200, 30), "Strength: " + manipulatorStrength.ToString("f1")); manipulatorStrength = GUI.HorizontalSlider(new Rect(10, 55, 200, 30), manipulatorStrength, 0f, 30f); if (GUI.Button(new Rect(10, 85, 200, 30), "Transition: " + manipulator.property.transition.ToString())) { if (manipulator.property.transition == MANIPULATORPROPERTYTRANSITIONC.Linear) { manipulator.property.transition = MANIPULATORPROPERTYTRANSITIONC.Lerp; } else { manipulator.property.transition = MANIPULATORPROPERTYTRANSITIONC.Linear; } } // Turbulence values GUI.Box(new Rect(240, 0, 220, 125), "Turbulence"); GUI.Label(new Rect(250, 30, 200, 30), "Strength: " + particles.turbulenceStrength.ToString("f1")); particles.turbulenceStrength = GUI.HorizontalSlider(new Rect(250, 55, 200, 30), particles.turbulenceStrength, 0f, 50f); if (GUI.Button(new Rect(250, 85, 200, 30), "Type: " + particles.turbulenceType.ToString())) { if (particles.turbulenceType == TURBULENCETYPE.Perlin) { particles.turbulenceType = TURBULENCETYPE.Simplex; } else { particles.turbulenceType = TURBULENCETYPE.Perlin; } } // Mesh values GUI.Box(new Rect(Screen.width - 220, 0, 220, 125), "Mesh"); GUI.Label(new Rect(Screen.width - 210, 30, 200, 30), "Rotation Speed: " + rotationSpeed.ToString("f1")); rotationSpeed = GUI.HorizontalSlider(new Rect(Screen.width - 210, 55, 200, 30), rotationSpeed, -100f, 100f); if (GUI.Button(new Rect(Screen.width - 210, 85, 200, 30), "Subdivide x" + subdivisionFactor.ToString())) { subdivisionFactor++; subdivisionFactor = subdivisionFactor % 4; // Subdivide or recreate the original mesh depending on subdivision factor if (subdivisionFactor == 0) { IsoSphere.CreateMesh(gameObject, 1, proceduralMeshSize, false); } else { SubdivideMesh.Subdivide(gameObject.GetComponent <MeshFilter>().mesh); } UpdateTargetManipulator(); } }
void Start() { // Create an isosphere on this GameObject (could be any type of mesh configuration) IsoSphere.CreateMesh(gameObject, proceduralMeshRecursion, proceduralMeshSize, false); // Create a Manipulator on the particle system and set it up to work as a mesh target if (particles != null) { // Create the new manipulator manipulator = PlaygroundC.ManipulatorObject(gameObject.transform, particles); // Set the manipulator to Property: Mesh Target and make it transition its particles manipulator.type = MANIPULATORTYPEC.Property; manipulator.property.type = MANIPULATORPROPERTYTYPEC.MeshTarget; manipulator.property.meshTarget.gameObject = gameObject; manipulator.property.transition = MANIPULATORPROPERTYTRANSITIONC.Linear; } else { Debug.Log("You must assign a Particle Playground system to this script.", gameObject); } }