public void play_button() { foreach (ParticleSystem PS in ParticleSystems) { PS.Play(); } }
public void Play() { foreach (ParticleSystem PS in ParticleSystems) { PS.Play(); } }
public void playHighThrust() { foreach (ParticleSystem PS in highThrust) { PS.Play(); } }
public void playLowThrust() { foreach (ParticleSystem PS in lowThrust) { PS.Play(); } }
public void playMidThrust() { foreach (ParticleSystem PS in midThrust) { PS.Play(); } }
/// <summary> /// Will play the list of particles attached to this object /// </summary> private void PlayExplosion() { foreach (var PS in m_Explosion) { PS.Play(); } FindObjectOfType <FailStateManager>().SwitchGameState(GameState.FAILED); }
private void processIsFireball() { if (isFireball) { gameObject.tag = tags.FIREBALL; } foreach (ParticleSystem PS in GetComponentsInChildren <ParticleSystem>()) { PS.Play(); } }
private void PlayChargingFxs() { foreach (ParticleSystem PS in chargingPartSystList) { PS.Play(); } foreach (ParticleSystem PS in chargingMainSystList) { PS.Play(); } }
// Update is called once per frame void Update() { // removable - only for debug purposes if (m_debugMode) { DebugDraw(); } // removable - only for debug purposes if (m_forceExplode) { m_pressure += m_explosivePressure; m_liquidTemperature += m_boilingPoint; } // check if the temp is below its idle temp and reset it. if (m_liquidTemperature <= m_idleTemp) { m_liquidTemperature = m_idleTemp; } // Check whether the liquid temp is greater than the boiling point. // once this happens we are starting to produce gases. // NOTE: usual cases there would already be gases being produced but for simplicity we are just creating gases when the boiling point is reached // when the pressure is higher than the valve release point the valve will open and release some of the gasses. // this will happen depending on the int set in the inspector "m_valveReleaseAmount" // everytime the gas is released a var "m_lossPerRelease" will be deducted from the total pressure that was accumulated // once the gas has been released we will play the particle system. // if the pressure is greater than the explosive pressure we will set the particles to play // after the object has exploded ??? possibly replace mesh with a destroyed one. if (m_liquidTemperature > m_boilingPoint) { float gasRelease = (m_pressureGainAmount * Time.deltaTime) * (m_liquidTemperature / m_boilingPoint); m_pressure += gasRelease; m_liquidMass -= gasRelease; // start producing gasses if (m_pressure > m_pressureRelease && m_valveReleaseAmount > 0) { foreach (var PS in m_valveParticles) { PS.Play(); valveReleaseAudio.PlayOneShot(releaseAudio, 0.7f); } m_valveReleaseAmount--; m_pressureRelease += m_pressureReleaseOriginal; m_pressure -= m_lossPerRelease; } if (m_pressure >= m_explosivePressure && !m_hasExploded) { valveReleaseAudio.PlayOneShot(explosion, 0.7f); Invoke("PlayExplosion", 0.1f); m_hasExploded = true; } } }
/// <summary> /// Set the Particle Systems Time according to PSTime variable, if put to 0 it will stop immediately /// </summary> public void UpdatePSTime() { //set the simulation time in every particle, minding the the simulation speed foreach (ParticleSystem PS in GetComponentsInChildren <ParticleSystem>()) { var m = PS.main; m.loop = false; //To change the duration the particle needs to pe paused PS.Pause(); m.duration = PSTime * m.simulationSpeed; //check if the particle is finished PS.Play(); DisableTrail = (PS.time >= m.duration); } }
IEnumerator coroutine(float endTime) { foreach (ParticleSystem PS in ParticleSystems) { PS.Play(); } if (hasEndTime) { yield return(new WaitForSeconds(endTime)); foreach (ParticleSystem PS in ParticleSystems) { PS.Stop(); } } }
public void DailyRewardButton() { //If the player hasn't collected their daily reward yet if(!GS.collectedDailyReward) { //Provide them with the results of the reward according to its effect switch (todaysReward.effect) { case Item.Effect.ADDMONEY: GS.IncreaseMoney(todaysReward.effectStrength); break; case Item.Effect.ADDAUTOMATORS: GS.AddAutoClick(todaysReward.effectStrength); break; case Item.Effect.ADDLOOSECHANGE: GS.IncreaseLooseChange(todaysReward.effectStrength); break; } //Let the game state know they have collected it //And increment the reward counter so that tomorrow the reward will be different GS.collectedDailyReward = true; ++GS.currentDailyReward; if(GS.currentDailyReward >= GS.dailyRewards.Length) { GS.currentDailyReward = 0; } //Let them know that collecting the reward was successful notifyText.text = "Daily reward collected. Get another one tomorrow!"; SFXManager.instance.PlayEffect(SoundEffectNames.FANFARETWO); foreach (ParticleSystem PS in fireworks) { PS.Play(); } } else { //Remind the player they have already collected their daily reward notifyText.text = "You have already collected your daily reward!"; SFXManager.instance.PlayEffect(SoundEffectNames.BUTTON); } }
// Update is called once per frame void FixedUpdate() { if (velocitySet) { StartUpdate(); if (firstIter) { foreach (ParticleSystem PS in allParticleSystems) { PS.Play(); } firstIter = false; } if (rigidbody.velocity != (moveVelocity * shotSpeed)) { rigidbody.velocity = moveVelocity * shotSpeed; } EndUpdate(); } }