public void FixedUpdateCustom(float deltaTime) { #if UNITY_EDITOR if (UseSubEmitters && !EditorApplication.isPlaying) { Debug.LogWarning("Effect Layer:" + gameObject.name + " has sub emitters, it can't be updated in editor mode, please play the game to see the result."); return; } #endif int needToAdd = emitter.GetNodes(deltaTime); //if (needToAdd > 1) //needToAdd = 1; AddNodes(needToAdd); for (int i = 0; i < MaxENodes; i++) { EffectNode node = ActiveENodes[i]; if (node == null) { continue; } node.Update(deltaTime); } if (RenderType == 4) { RopeDatas.Update(deltaTime); } }
public void Tick(float deltaTime) { mElapsedTime += deltaTime; if (TimeScaleEnabled) { deltaTime *= TimeScaleCurve.Evaluate(mElapsedTime); } int needToAdd = emitter.GetNodes(deltaTime); AddNodes(needToAdd); for (int i = 0; i < MaxENodes; i++) { EffectNode node = ActiveENodes[i]; if (node == null) { continue; } node.Update(deltaTime); } // if (RenderType == (int)ERenderType.Rope) // RopeDatas.Update(deltaTime); }