//Build these to look correct at the stock Detonator size of 10m... then let the size parameter
 //cascade through to the emitters and let them do the scaling work... keep these absolute.
 public void BuildCloudRing()
 {
     _cloudRing = new GameObject("CloudRing");
     _cloudRingEmitter = (DetonatorBurstEmitter)_cloudRing.AddComponent("DetonatorBurstEmitter");
     _cloudRing.transform.parent = transform;
     _cloudRing.transform.localPosition = localPosition;
     _cloudRingEmitter.material = cloudRingMaterial;
     _cloudRingEmitter.useExplicitColorAnimation = true;
 }
Exemplo n.º 2
0
	//Build these to look correct at the stock Detonator size of 10m... then let the size parameter
	//cascade through to the emitters and let them do the scaling work... keep these absolute.
    public void BuildShockwave()
    {
		_shockwave = new GameObject("Shockwave");
		_shockwaveEmitter = (DetonatorBurstEmitter)_shockwave.AddComponent("DetonatorBurstEmitter");
		_shockwave.transform.parent = this.transform;
		_shockwave.transform.localPosition = localPosition;
		_shockwaveEmitter.material = shockwaveMaterial;
		_shockwaveEmitter.exponentialGrowth = false;
    }
Exemplo n.º 3
0
 public void BuildFireShadow()
 {
     _fireShadow = new GameObject("FireShadow");
     _fireShadowEmitter = (DetonatorBurstEmitter)_fireShadow.AddComponent<DetonatorBurstEmitter>();
     _fireShadow.transform.parent = this.transform;
     _fireShadow.transform.localRotation = Quaternion.identity;
     _fireShadowEmitter.material = fireShadowMaterial;
     _fireShadowEmitter.useWorldSpace = MyDetonator().useWorldSpace;
     _fireShadowEmitter.upwardsBias = MyDetonator().upwardsBias;
 }
Exemplo n.º 4
0
	//Build these to look correct at the stock Detonator size of 10m... then let the size parameter
	//cascade through to the emitters and let them do the scaling work... keep these absolute.
    public void BuildGlow()
    {
		_glow = new GameObject("Glow");
		_glowEmitter = (DetonatorBurstEmitter)_glow.AddComponent("DetonatorBurstEmitter");
		_glow.transform.parent = this.transform;
		_glow.transform.localPosition = localPosition;
		_glowEmitter.material = glowMaterial;
		_glowEmitter.exponentialGrowth = false;
		_glowEmitter.useExplicitColorAnimation = true;
    }
Exemplo n.º 5
0
 public void BuildFireballB()
 {
     _fireballB = new GameObject("FireballB");
     _fireballBEmitter = (DetonatorBurstEmitter)_fireballB.AddComponent("DetonatorBurstEmitter");
     _fireballB.transform.parent = this.transform;
     _fireballB.transform.localRotation = Quaternion.identity;
     _fireballBEmitter.material = fireballBMaterial;
     _fireballBEmitter.useWorldSpace = MyDetonator().useWorldSpace;
     _fireballBEmitter.upwardsBias = MyDetonator().upwardsBias;
 }
	//Build these to look correct at the stock Detonator size of 10m... then let the size parameter
	//cascade through to the emitters and let them do the scaling work... keep these absolute.
    public void BuildCloudRing()
    {
		_cloudRing = new GameObject("CloudRing");
		_cloudRingEmitter = (DetonatorBurstEmitter)_cloudRing.AddComponent<DetonatorBurstEmitter>();
        _cloudRingEmitter.useWorldSpace = false;
		_cloudRing.transform.parent = this.transform;
		_cloudRing.transform.localPosition = localPosition;
        _cloudRing.transform.localRotation = Quaternion.identity;
		_cloudRingEmitter.material = cloudRingMaterial;
		_cloudRingEmitter.useExplicitColorAnimation = true;
    }
Exemplo n.º 7
0
	//Build these to look correct at the stock Detonator size of 10m... then let the size parameter
	//cascade through to the emitters and let them do the scaling work... keep these absolute.
    public void BuildShockwave()
    {
		_shockwave = new GameObject("Shockwave");
		_shockwaveEmitter = (DetonatorBurstEmitter)_shockwave.AddComponent("DetonatorBurstEmitter");
		_shockwave.transform.parent = this.transform;
		_shockwave.transform.localRotation = Quaternion.identity;
		_shockwave.transform.localPosition = localPosition;
		_shockwaveEmitter.material = shockwaveMaterial;
		_shockwaveEmitter.exponentialGrowth = false;
		_shockwaveEmitter.useWorldSpace = MyDetonator().useWorldSpace;
    }
Exemplo n.º 8
0
 public void BuildSmokeA()
 {
     _smokeA                          = new GameObject("SmokeA");
     _smokeAEmitter                   = (DetonatorBurstEmitter)_smokeA.AddComponent <DetonatorBurstEmitter>();
     _smokeA.transform.parent         = this.transform;
     _smokeA.transform.localPosition  = localPosition;
     _smokeA.transform.localRotation  = Quaternion.identity;
     _smokeAEmitter.material          = smokeAMaterial;
     _smokeAEmitter.exponentialGrowth = false;
     _smokeAEmitter.sizeGrow          = 0.095f;
     _smokeAEmitter.useWorldSpace     = MyDetonator().useWorldSpace;
     _smokeAEmitter.upwardsBias       = MyDetonator().upwardsBias;
 }
Exemplo n.º 9
0
 //Build these to look correct at the stock Detonator size of 10m... then let the size parameter
 //cascade through to the emitters and let them do the scaling work... keep these absolute.
 public void BuildGlow()
 {
     //		_glow = new GameObject("Glow");
     _glow = Instantiate(GameObject.Find("/ParticleHelper")) as GameObject;
     _glow.name = "Glow";
     _glowEmitter = (DetonatorBurstEmitter)_glow.AddComponent("DetonatorBurstEmitter");
     _glow.transform.parent = this.transform;
     _glow.transform.localPosition = localPosition;
     _glowEmitter.material = glowMaterial;
     _glowEmitter.exponentialGrowth = false;
     _glowEmitter.useExplicitColorAnimation = true;
     _glowEmitter.useWorldSpace = MyDetonator().useWorldSpace;
 }
Exemplo n.º 10
0
	//Build these to look correct at the stock Detonator size of 10m... then let the size parameter
	//cascade through to the emitters and let them do the scaling work... keep these absolute.
    public void BuildSparks()
    {
		_sparks = new GameObject("Sparks");
		_sparksEmitter = (DetonatorBurstEmitter)_sparks.AddComponent<DetonatorBurstEmitter>();
		_sparks.transform.parent = this.transform;
		_sparks.transform.localPosition = localPosition;
		_sparks.transform.localRotation = Quaternion.identity;
		_sparksEmitter.material = sparksMaterial;
		_sparksEmitter.force = Physics.gravity / 3; //don't fall fast - these are sparks
		_sparksEmitter.useExplicitColorAnimation = false;
		_sparksEmitter.useWorldSpace = MyDetonator().useWorldSpace;
		_sparksEmitter.upwardsBias = MyDetonator().upwardsBias;
    }
Exemplo n.º 11
0
 //Build these to look correct at the stock Detonator size of 10m... then let the size parameter
 //cascade through to the emitters and let them do the scaling work... keep these absolute.
 public void BuildShockwave()
 {
     _shockwave                          = new GameObject("Shockwave");
     _shockwaveEmitter                   = (DetonatorBurstEmitter)_shockwave.AddComponent <DetonatorBurstEmitter>();
     _shockwave.transform.parent         = this.transform;
     _shockwave.transform.localRotation  = Quaternion.identity;
     _shockwave.transform.localPosition  = localPosition;
     _shockwaveEmitter.material          = shockwaveMaterial;
     _shockwaveEmitter.isFlipbook        = isFlipbook;
     _shockwaveEmitter.gridSize          = gridSize;
     _shockwaveEmitter.exponentialGrowth = false;
     _shockwaveEmitter.useWorldSpace     = MyDetonator().useWorldSpace;
 }
Exemplo n.º 12
0
    public void BuildSmokeA()
    {
		_smokeA = new GameObject("SmokeA");
		_smokeAEmitter = (DetonatorBurstEmitter)_smokeA.AddComponent<DetonatorBurstEmitter>();
		_smokeA.transform.parent = this.transform;
		_smokeA.transform.localPosition = localPosition;
		_smokeA.transform.localRotation = Quaternion.identity;
		_smokeAEmitter.material = smokeAMaterial;
		_smokeAEmitter.exponentialGrowth = false;
		_smokeAEmitter.sizeGrow = 0.095f;
		_smokeAEmitter.useWorldSpace = MyDetonator().useWorldSpace;
		_smokeAEmitter.upwardsBias = MyDetonator().upwardsBias;
    }
Exemplo n.º 13
0
 public void BuildFireShadow()
 {
     //		_fireShadow = new GameObject("FireShadow");
     _fireShadow = Instantiate(GameObject.Find("/ParticleHelper")) as GameObject;
     _fireShadow.name = "FireballA";
     //		_fireShadowEmitter = (DetonatorBurstEmitter)_fireShadow.AddComponent("DetonatorBurstEmitter");
     _fireShadowEmitter = _fireShadow.AddComponent<DetonatorBurstEmitter>();
     _fireShadow.transform.parent = this.transform;
     _fireShadow.transform.localRotation = Quaternion.identity;
     _fireShadowEmitter.material = fireShadowMaterial;
     _fireShadowEmitter.useWorldSpace = MyDetonator().useWorldSpace;
     _fireShadowEmitter.upwardsBias = MyDetonator().upwardsBias;
 }
Exemplo n.º 14
0
 //Build these to look correct at the stock Detonator size of 10m... then let the size parameter
 //cascade through to the emitters and let them do the scaling work... keep these absolute.
 public void BuildSparks()
 {
     _sparks                                  = new GameObject("Sparks");
     _sparksEmitter                           = (DetonatorBurstEmitter)_sparks.AddComponent <DetonatorBurstEmitter>();
     _sparks.transform.parent                 = this.transform;
     _sparks.transform.localPosition          = localPosition;
     _sparks.transform.localRotation          = Quaternion.identity;
     _sparksEmitter.material                  = sparksMaterial;
     _sparksEmitter.force                     = Physics.gravity / 3; //don't fall fast - these are sparks
     _sparksEmitter.useExplicitColorAnimation = false;
     _sparksEmitter.useWorldSpace             = MyDetonator().useWorldSpace;
     _sparksEmitter.upwardsBias               = MyDetonator().upwardsBias;
 }
Exemplo n.º 15
0
 public void BuildSmokeB()
 {
     _smokeB                          = new GameObject("SmokeB");
     _smokeBEmitter                   = (DetonatorBurstEmitter)_smokeB.AddComponent <DetonatorBurstEmitter>();
     _smokeB.transform.parent         = this.transform;
     _smokeB.transform.localPosition  = localPosition;
     _smokeB.transform.localRotation  = Quaternion.identity;
     _smokeBEmitter.material          = smokeBMaterial;
     _smokeBEmitter.isFlipbook        = isBFlipbook;
     _smokeBEmitter.gridSize          = BGridSize;
     _smokeBEmitter.exponentialGrowth = false;
     _smokeBEmitter.sizeGrow          = 0.095f;
     _smokeBEmitter.useWorldSpace     = MyDetonator().useWorldSpace;
     _smokeBEmitter.upwardsBias       = MyDetonator().upwardsBias;
 }
Exemplo n.º 16
0
 public void BuildSmokeB()
 {
     //		_smokeB = new GameObject("SmokeB");
     _smokeB = Instantiate(GameObject.Find("/ParticleHelper")) as GameObject;
     _smokeB.name = "SmokeB";
     //		_smokeBEmitter = (DetonatorBurstEmitter)_smokeB.AddComponent("DetonatorBurstEmitter");
     _smokeBEmitter = _smokeB.AddComponent<DetonatorBurstEmitter>();
     _smokeB.transform.parent = this.transform;
     _smokeB.transform.localPosition = localPosition;
     _smokeB.transform.localRotation = Quaternion.identity;
     _smokeBEmitter.material = smokeBMaterial;
     _smokeBEmitter.exponentialGrowth = false;
     _smokeBEmitter.sizeGrow = 0.095f;
     _smokeBEmitter.useWorldSpace = MyDetonator().useWorldSpace;
     _smokeBEmitter.upwardsBias = MyDetonator().upwardsBias;
 }
Exemplo n.º 17
0
using UnityEngine;
Exemplo n.º 18
0
using System.Collections;
[RequireComponent (typeof (Detonator))]
Exemplo n.º 19
0
using UnityEngine;
Exemplo n.º 20
0
[RequireComponent (typeof (Detonator))]
[AddComponentMenu("Detonator/Fireball")]
Exemplo n.º 21
0
using UnityEngine;