예제 #1
0
        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);
            }
        }
예제 #2
0
        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);
        }