static bool EmissionModule_SetBursts__Burst_Array__Int32(JSVCall vc, int argc) { int len = argc; if (len == 2) { UnityEngine.ParticleSystem.Burst[] arg0 = JSDataExchangeMgr.GetJSArg <UnityEngine.ParticleSystem.Burst[]>(() => { int jsObjID = JSApi.getObject((int)JSApi.GetType.Arg); int length = JSApi.getArrayLength(jsObjID); var ret = new UnityEngine.ParticleSystem.Burst[length]; for (var i = 0; i < length; i++) { JSApi.getElement(jsObjID, i); ret[i] = (UnityEngine.ParticleSystem.Burst)JSMgr.datax.getObject((int)JSApi.GetType.SaveAndRemove); } return(ret); }); System.Int32 arg1 = (System.Int32)JSApi.getInt32((int)JSApi.GetType.Arg); UnityEngine.ParticleSystem.EmissionModule argThis = (UnityEngine.ParticleSystem.EmissionModule)vc.csObj; argThis.SetBursts(arg0, arg1); JSMgr.changeJSObj(vc.jsObjID, argThis); } return(true); }
// Use this for initialization public void Awake() { ParticleSystem = GetComponentInChildren<ParticleSystem>(); _emissionModule = ParticleSystem.emission; ResetThis(); ParticleSystem.gameObject.SetActive(false); }
static public int constructor(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif UnityEngine.ParticleSystem.EmissionModule o; o = new UnityEngine.ParticleSystem.EmissionModule(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
static void EmissionModule_burstCount(JSVCall vc) { UnityEngine.ParticleSystem.EmissionModule _this = (UnityEngine.ParticleSystem.EmissionModule)vc.csObj; var result = _this.burstCount; JSApi.setInt32((int)JSApi.SetType.Rval, (System.Int32)(result)); }
// Update is called once per frame void Update() { if (IsRender && !antRender) { for (int i = 0; i < particles.Length; i++) { em = particles[i].emission; em.enabled = true; } antRender = true; } else if (!IsRender && antRender) { for (int i = 0; i < particles.Length; i++) { em = particles[i].emission; em.enabled = false; } antRender = false; } }
private void Awake() { //Set rigid body m_RigidBodyComponent = GetComponent<Rigidbody>( ); m_Robot = GetComponent<Robot> (); m_SmokeParticleSys = transform.FindChild( "RobotSmokeLeft" ).GetComponent<ParticleSystem>( ); m_SmokeParticleEmit = m_SmokeParticleSys.emission; }
// Use this for initialization void Start () { activeObjectList = new List<GameObject>(); pushForce = new Vector2(0.0f, 0.0f); particles = gameObject.GetComponent<ParticleSystem>(); emis = particles.emission; emis.enabled = false; particles.Play(); }
void Awake() { this.ParticleSystem = gameObject.GetComponentInChildren<ParticleSystem>(); this.ParticleSystemEmit = this.ParticleSystem.emission; this.SpriteRed = Resources.Load<Sprite>("unlock/boutonStart"); this.SpriteGreen = Resources.Load<Sprite>("unlock/boutonStartClic"); }
void Start() { Health = MaxHealth; fullEmissionRate = HealthFX.emission.rate.constantMax; emitModule = HealthFX.emission; emitModule.rate = new ParticleSystem.MinMaxCurve(0); }
// Use this for initialization void Awake() { cam = Camera.main.transform; serverCube = GameObject.Find("ServerCube"); clientCube = GameObject.Find("ClientCube"); serverps = serverCube.GetComponent<ParticleSystem>().emission; clientps = clientCube.GetComponent<ParticleSystem>().emission; }
// Use this for initialization void Start () { player = GameObject.FindGameObjectWithTag("Player"); currentTime = 0.0f; gainXp = false; system = GetComponent<ParticleSystem>(); emission = system.emission; emission.SetBursts(new ParticleSystem.Burst[] { new ParticleSystem.Burst(2.0f, 100) }); particles = new ParticleSystem.Particle[system.maxParticles]; }
// called my manager public void initialize(ProjectileManager manager, PType type) { mesh = transform.Find("Model").gameObject; col = GetComponent<Collider>(); rb = GetComponent<Rigidbody>(); psem = transform.Find("Particles").GetComponent<ParticleSystem>().emission; lightComp = GetComponent<Light>(); this.manager = manager; this.type = type; freeze = false; reset(); }
void Awake() { ipAddress = Application.isEditor ? "192.168.0.103" : "192.168.0.105"; cam = Camera.main.transform; serverCube = GameObject.Find("ServerCube"); clientCube = GameObject.Find("ClientCube"); keyPad = UnityEngine.Object.FindObjectOfType<IPKeyPad>(); serverps = serverCube.GetComponent<ParticleSystem>().emission; clientps = clientCube.GetComponent<ParticleSystem>().emission; }
static public int constructor(IntPtr l) { try { UnityEngine.ParticleSystem.EmissionModule o; o = new UnityEngine.ParticleSystem.EmissionModule(); pushValue(l, o); return(1); } catch (Exception e) { return(error(l, e)); } }
// Use this for initialization void Start () { playerHeart = GameObject.FindObjectOfType<PlayerHeart>(); boomBitch = GetComponent<PointEffector2D>(); fireAbilityParticle = GetComponent<ParticleSystem>(); emission = fireAbilityParticle.emission; emission.enabled = false; boomBitch.enabled = false; firePlayer = GameObject.FindObjectOfType<Player>(); fireBall = GameObject.FindObjectOfType<FireBall>(); theGrad = fireAbilityParticle.colorOverLifetime; grads = GetComponent<FlickerGradients>(); }
static public int constructor(IntPtr l) { try { UnityEngine.ParticleSystem.EmissionModule o; o=new UnityEngine.ParticleSystem.EmissionModule(); pushValue(l,true); pushValue(l,o); return 2; } catch(Exception e) { return error(l,e); } }
// Use this for initialization private void Start() { ps = GetComponentInChildren<ParticleSystem>(); psEmit = ps.emission; ps.Stop(); ps.gameObject.SetActive(false); finishLocation = (Vector2)this.gameObject.transform.position; //finishParticlesEmit = GetComponent<ParticleSystem>().emission; //finishParticlesEmit.enabled = false; Game.onGameStateChange.AddListener(GameStateChanged); }
static int QPYX_get_emission_YXQP(IntPtr L_YXQP) { object QPYX_o_YXQP = null; try { QPYX_o_YXQP = ToLua.ToObject(L_YXQP, 1); UnityEngine.ParticleSystem QPYX_obj_YXQP = (UnityEngine.ParticleSystem)QPYX_o_YXQP; UnityEngine.ParticleSystem.EmissionModule QPYX_ret_YXQP = QPYX_obj_YXQP.emission; ToLua.PushValue(L_YXQP, QPYX_ret_YXQP); return(1); } catch (Exception QPYX_e_YXQP) { return(LuaDLL.toluaL_exception(L_YXQP, QPYX_e_YXQP, QPYX_o_YXQP, "attempt to index emission on a nil value")); } }
////////////////////// EmissionModule /////////////////////////////////////// // constructors // fields // properties static void EmissionModule_enabled(JSVCall vc) { if (vc.bGet) { UnityEngine.ParticleSystem.EmissionModule _this = (UnityEngine.ParticleSystem.EmissionModule)vc.csObj; var result = _this.enabled; JSApi.setBooleanS((int)JSApi.SetType.Rval, (System.Boolean)(result)); } else { System.Boolean arg0 = (System.Boolean)JSApi.getBooleanS((int)JSApi.GetType.Arg); UnityEngine.ParticleSystem.EmissionModule _this = (UnityEngine.ParticleSystem.EmissionModule)vc.csObj; _this.enabled = arg0; JSMgr.changeJSObj(vc.jsObjID, _this); } }
static void EmissionModule_type(JSVCall vc) { if (vc.bGet) { UnityEngine.ParticleSystem.EmissionModule _this = (UnityEngine.ParticleSystem.EmissionModule)vc.csObj; var result = _this.type; JSApi.setEnum((int)JSApi.SetType.Rval, (int)result); } else { UnityEngine.ParticleSystemEmissionType arg0 = (UnityEngine.ParticleSystemEmissionType)JSApi.getEnum((int)JSApi.GetType.Arg); UnityEngine.ParticleSystem.EmissionModule _this = (UnityEngine.ParticleSystem.EmissionModule)vc.csObj; _this.type = arg0; JSMgr.changeJSObj(vc.jsObjID, _this); } }
static void EmissionModule_rate(JSVCall vc) { if (vc.bGet) { UnityEngine.ParticleSystem.EmissionModule _this = (UnityEngine.ParticleSystem.EmissionModule)vc.csObj; var result = _this.rate; JSMgr.datax.setObject((int)JSApi.SetType.Rval, result); } else { UnityEngine.ParticleSystem.MinMaxCurve arg0 = (UnityEngine.ParticleSystem.MinMaxCurve)JSMgr.datax.getObject((int)JSApi.GetType.Arg); UnityEngine.ParticleSystem.EmissionModule _this = (UnityEngine.ParticleSystem.EmissionModule)vc.csObj; _this.rate = arg0; JSMgr.changeJSObj(vc.jsObjID, _this); } }
static int get_emission(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.ParticleSystem obj = (UnityEngine.ParticleSystem)o; UnityEngine.ParticleSystem.EmissionModule ret = obj.emission; ToLua.PushValue(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index emission on a nil value")); } }
static int get_emission(IntPtr L) { #if UNITY_EDITOR ToluaProfiler.AddCallRecord("UnityEngine.ParticleSystem.emission"); #endif object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.ParticleSystem obj = (UnityEngine.ParticleSystem)o; UnityEngine.ParticleSystem.EmissionModule ret = obj.emission; ToLua.PushValue(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index emission on a nil value")); } }
private void Start() { m_hornMagic.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; GameObject particles = Instantiate(m_particlePrefab, m_hornMagic.transform, false) as GameObject; ParticleSystem particleSystem = particles.GetComponent<ParticleSystem>(); ParticleSystem.ShapeModule shape = particleSystem.shape; shape.meshRenderer = m_hornMagic; m_hornEmission = particleSystem.emission; float scale = m_hornMagic.bounds.extents.magnitude; m_baseEmissionRate = m_hornEmission.rate.constant * scale; m_hornMagic.material.SetFloat("_Displacement", m_hornMagic.material.GetFloat("_Displacement") * scale); m_hornMagic.material.SetFloat("_Amplitude", m_hornMagic.material.GetFloat("_Amplitude") * scale); m_hornMagic.material.SetFloat("_SpatialFrequency", m_hornMagic.material.GetFloat("_SpatialFrequency") / scale); m_hornMagicColor = m_magicColor; m_hornMagicColor.a = 0; m_emissionFraction = 0; }
private IEnumerator ReplenishMalware() { particlesEmission = InstantiateParticles.emission; particlesEmission.rate = new ParticleSystem.MinMaxCurve(10f); yield return new WaitForSecondsInterruptTime(TimeToReplenishSingleMalware - 1); particlesEmission.rate = new ParticleSystem.MinMaxCurve(40f); yield return new WaitForSecondsInterruptTime(1f); DoReplenishMalware(); particlesEmission.rate = new ParticleSystem.MinMaxCurve(0f); //if there are malware to create, recall this coroutine if (malwareQueue > 0) { Replenish = StartCoroutine(ReplenishMalware()); } else { //otherwise null out this reference Replenish = null; } }
protected void AwakeBaseClass() { dead = false; health = maxHealth; myCollider = GetComponent<Collider2D> (); GameObject craftsSix = new GameObject(); craftsSix.transform.parent = this.transform; craftsSix.transform.position = this.transform.position + sixOclockPos; craftsSix.name = "Craft's Six"; bloodSplashImage = GameObject.FindGameObjectWithTag ("Manager Tools").transform.FindChild ("Canvas (Effects, screen)/Blood Splash").GetComponent<Image>(); if(healthSlider != null) healthSliderColour = healthSlider.GetComponentInChildren<Image> (); myAudioSource = GetComponent<AudioSource> (); smokeEm = smoke.emission; flamesEm = flames.emission; }
public void Start() { ps1 = GetComponent<ParticleSystem> (); em1 = ps1.emission; ps2 = GetComponent<ParticleSystem> (); em2 = ps2.emission; ps3 = GetComponent<ParticleSystem> (); em3 = ps3.emission; GameObject go = GameObject.Find("SocketIO"); socket = go.GetComponent<SocketIOComponent>(); txt = this.gameObject.GetComponent<Text>(); socket.On("sendname", OnSendName); socket.On("twitter-stream", OnRandomyNumber); socket.On("welcome",OnWelcome); socket.On("error", TestError); socket.On("close", TestClose); socket.On ("presidential", OnPresidential); socket.On ("migrant", OnMigrant); socket.On ("poverty", OnPoverty); }
public void Start() { //Init Unity particle system ps = GetComponent <UnityEngine.ParticleSystem>(); var main = ps.main; main.startSize = Constants.Radius; emitter = ps.emission; // add Unity Particle Renderer prenderer = GetComponent <ParticleSystemRenderer>(); prenderer.material.color = new Color(1f, 1f, 1f, 1); defaultmat = prenderer.material; // find cam cam = GameObject.Find("Main Camera"); // fps stuff timeleft = updateInterval; //init compute buffer particleBuffer = new ComputeBuffer(1000, Constants.SIZE_PARTICLE); gridBuffer = new ComputeBuffer(fluidSim.m_grid.GPUVoxel, Constants.SIZE_GRID); grid[] gridArray = new grid[fluidSim.m_grid.GPUVoxel]; fluidSim.m_grid.setUpGPUArray(gridArray); gridBuffer.SetData(gridArray); // Find the id of the kernel #if UNITY_STANDALONE_OSX mComputeShaderKernelID = computeShader.FindKernel("computeMain"); #endif #if UNITY_STANDALONE_WIN mComputeShaderKernelID = computeShader.FindKernel("CSMain"); #endif computeShader.SetBuffer(mComputeShaderKernelID, "field", gridBuffer); }
void Start() { this.ParticleSystem = gameObject.GetComponentInChildren<ParticleSystem>(); this.ParticleSystemEmit = this.ParticleSystem.emission; //this.ContactPointLayer = GameObject.Find("ContactPointLayer").GetComponent<ContactPointLayer>(); this.SpriteRed = Resources.Load<Sprite>("unlock/boutonStart"); this.SpriteGreen = Resources.Load<Sprite>("unlock/boutonStartClic"); }
private void Awake() { snowParticles = GetComponent<ParticleSystem>(); snowEmission = snowParticles.emission; snowEmission.enabled = false; snowParticles.Play(); }
void Start() { // Constrain to x-y axis m_rigidBody = GetComponent<Rigidbody>(); m_rigidBody.constraints = RigidbodyConstraints.FreezePositionZ; m_shootCooldownTimer = 0; ParticleSystem thrustParticleSystem = GetComponentInChildren<ParticleSystem>(); if ( thrustParticleSystem ) { m_thrustEmissions = thrustParticleSystem.emission; m_thrustEmissions.enabled = false; } }
void Start() { Anim = GetComponent<Animator>(); Rb2d = GetComponent<Rigidbody2D>(); em = ColaBottleParticles.emission; }
// Use this for initialization void Start () { //system = GetComponent<ParticleSystem>(); emission = system.emission; system.Stop(); }
void Update() { // Update each pinch detector (one per hand) int index = 0; foreach (PinchDetector pd in pinchDetectors) { // Sets the fluid to the currently looped on fluid (mainly to save time refactoring code for the multi-hand support added) if (index == 0) { fluid = fluid1; } else { fluid = fluid2; } // Updates the fluids color based on user selection updateFluidColor(); // Logic for painting float strength = pd.hand.GetLeapHand() != null?pd.hand.GetLeapHand().PinchStrength : 0f; float speed = pd.hand.GetLeapHand() != null?pd.hand.GetLeapHand().PalmVelocity.Magnitude : 0f; if (pd.DidStartHold) { if (fluidEnabled) { // Spawns fluid at point UnityEngine.ParticleSystem.EmissionModule em = fluid.GetComponent <ParticleSystem> ().emission; em.enabled = true; // Disable fluid collision UnityEngine.ParticleSystem.CollisionModule mod = fluid.GetComponent <ParticleSystem> ().collision; mod.enabled = false; // Disable fluid gravity fluid.GetComponent <ParticleSystem> ().gravityModifier = 0.0f; Vector3 pos = pd.transform.position; if (!inVr) { pos.y = -pos.y; } fluid.transform.position = pos; } else { // Line stuff paintLines [index].InitPaintLine(); } } if (pd.DidRelease) { // Fluid stuff if (fluidEnabled) { UnityEngine.ParticleSystem.EmissionModule em = fluid.GetComponent <ParticleSystem> ().emission; em.enabled = false; } else { // Line stuff paintLines [index].EndPaintLine(); } } if (pd.IsHolding) { if (fluidEnabled) { // Fluid stuff if (stencil == null || stencil.name == "Robot Kyle" || !snapping) { Vector3 pos = pd.Position; if (!inVr) { pos.y = -pos.y; } fluid.transform.position = pos; } else { Vector3 pos = pd.Position; if (!inVr) { pos.y = -pos.y; } Vector3 nearest = NearestVertexTo(pos, stencil); fluid.transform.position = nearest; } } else { // Line stuff if (stencil == null || stencil.name == "Robot Kyle" || !snapping) { paintLines[index].UpdatePaintLine(pd.Position, strength, speed); } else { paintLines[index].UpdatePaintLine(NearestVertexTo(pd.Position, stencil), strength, speed); } } } index++; } }
// void Start () { ps = GetComponent<ParticleSystem>(); em = ps.emission; }
void Start() { _emission = _particleSystem.emission; }
// Process component once per frame protected virtual void Update() { if (particles == null) { if (intrinsicParticles != null && intrinsicParticles.Length != 0) { particles = new ParticleSystem.Particle[intrinsicParticles.Length]; if (particles != null && particles.Length == intrinsicParticles.Length) { for (int position = 0; position < intrinsicParticles.Length; ++position) { particles[position].angularVelocity = intrinsicParticles[position].angularVelocity; particles[position].axisOfRotation = intrinsicParticles[position].axisOfRotation; particles[position].startColor = intrinsicParticles[position].color; particles[position].remainingLifetime = intrinsicParticles[position].lifetime; particles[position].position = intrinsicParticles[position].position; particles[position].rotation = intrinsicParticles[position].rotation; particles[position].startSize = intrinsicParticles[position].size; particles[position].startLifetime = intrinsicParticles[position].startLifetime; particles[position].velocity = intrinsicParticles[position].velocity; } } } else { ParticleSystem particleSystem = GetComponent <ParticleSystem>(); if (particleSystem != null) { particles = new ParticleSystem.Particle[particleSystem.particleCount]; if (particles != null) { particleSystem.GetParticles(particles); } } } } if (particles != null && particles.Length != 0) { ParticleSystem particleSystem = GetComponent <ParticleSystem>(); if (particleSystem != null) { UnityEngine.ParticleSystem.EmissionModule emission = particleSystem.emission; emission.enabled = false; particleSystem.Stop(); particleSystem.SetParticles(particles, particles.Length); particleSystem.startSize = 100.0f; } if (intrinsicParticles == null || intrinsicParticles.Length == 0) { intrinsicParticles = new Particle[particles.Length]; if (intrinsicParticles != null && intrinsicParticles.Length == particles.Length) { for (int position = 0; position < particles.Length; ++position) { intrinsicParticles[position].angularVelocity = particles[position].angularVelocity; intrinsicParticles[position].axisOfRotation = particles[position].axisOfRotation; intrinsicParticles[position].color = particles[position].startColor; intrinsicParticles[position].lifetime = particles[position].remainingLifetime; intrinsicParticles[position].position = particles[position].position; intrinsicParticles[position].rotation = particles[position].rotation; intrinsicParticles[position].size = particles[position].startSize; intrinsicParticles[position].startLifetime = particles[position].startLifetime; intrinsicParticles[position].velocity = particles[position].velocity; } } } } }
private void Awake() { thisBoxCollider = GetComponent<BoxCollider> (); psemit = particles.emission; skidSound = GetComponent<AudioSource> (); }
// Use this for initialization void Start() { //sound functions sGunBank = GunsBank.S.sGunBank; sHitBank = HitsBank.S.sHitBank; guns = GameObject.FindGameObjectWithTag("GunMgr").GetComponents<AudioSource>(); //for more polyphony, add AudioSource componentes to the Gun or Hit bank prefabs hits = GameObject.FindGameObjectWithTag("HitMgr").GetComponents<AudioSource>(); accTime = 0; accTime2 = effectDuration; shooting = false; shotEffects = false; shotParticles = gunParticles.emission; shotParticles.enabled = false; gunParticles.Play (); playerMask = LayerMask.GetMask ("Player"); }
void Start() { _timeDelta = period; _timeAtLastFrame = - startPhase * period; _em = system.emission; }
// Use this for initialization void Start () { hitParticle = GetComponent<ParticleSystem>(); hitParticleEmit = hitParticle.emission; }
// Use this for initialization void Start () { ps = GetComponent<ParticleSystem>().emission; aud = GetComponent<AudioSource>(); //statRend = statueHead.GetComponent<Renderer>(); }
public void Start() { musicMaster = FindObjectOfType<MusicMaster>(); var particleSystems = GetComponentsInChildren<ParticleSystem>(); var psDict = particleSystems.ToDictionary(ps => ps.gameObject.name, ps => ps.emission); if (psDict.ContainsKey("particles")) Emitter = psDict["particles"]; if (psDict.ContainsKey("burning")) BurnEmitter = psDict["burning"]; if (psDict.ContainsKey("fire")) FireEmitter = psDict["fire"]; progressImage = Instantiate(progressImagePrefab); progressImage.GetComponent<Image>().color = Color.blue; var canvas = FindObjectOfType<Canvas>(); progressImage.transform.SetParent(canvas.transform); SpatulaIdlePosition = Spatula.transform.position; SpatulaIdleRotation = Spatula.transform.eulerAngles; //Face stir indicator to camera on start (must be this direction for rotation to be right!!) StirIndicator.transform.forward = Camera.main.transform.forward; }