Exemplo n.º 1
0
 public UnityEngine.ParticleSystem.MinMaxCurve getNegativeCurve(ValueTypeUtil.CurveType flag = ValueTypeUtil.CurveType.Normal, float scale = 1.0f)
 {
     UnityEngine.ParticleSystem.MinMaxCurve ret;
     if (flag == ValueTypeUtil.CurveType.Rotation)
     {
         ret = new UnityEngine.ParticleSystem.MinMaxCurve(maxCurveAnchorValue, ValueTypeUtil.GenerateAnimationCurve(anchors, true, UnityEngine.Mathf.PI / 180.0f * scale));
     }
     else
     {
         ret = new UnityEngine.ParticleSystem.MinMaxCurve(maxCurveAnchorValue, ValueTypeUtil.GenerateAnimationCurve(anchors, true, scale));
     }
     return(ret);
 }
Exemplo n.º 2
0
    public List <UnityEngine.ParticleSystem.MinMaxCurve> getThreeDCurve(bool changYZ = true)
    {
        var ret = new List <UnityEngine.ParticleSystem.MinMaxCurve>();
        List <List <CurveAnchor> > tmp = new List <List <CurveAnchor> > {
            anchorsX, anchorsY, anchorsZ
        };

        for (int i = 0; i < tmp.Count; ++i)
        {
            ret.Add(new UnityEngine.ParticleSystem.MinMaxCurve(maxXYZ[i], ValueTypeUtil.GenerateAnimationCurve(tmp[i])));
        }
        return(ret);
    }