/// <summary> /// Remove a particle-system to not be drawn anymore /// </summary> /// <param name="particleType">Particle-type on which the emitter is added</param> /// <param name="emitter">Component of the emitter</param> public static void RemoveInstance(ParticleType3D particleType, ParticleComponent emitter) { if (ParticleSystems3D.ContainsKey(particleType)) { ParticleSystems3D[particleType].RemoveInstance(emitter); } }
/// <summary> /// Initialize a new model for hardware-instanciation /// </summary> /// <param name="particleType">Type of the particles to store uniquely</param> /// <param name="particleSystem">Particle-system</param> public static void Initialize(ParticleType3D particleType, ParticleSystem3D particleSystem) { // Startup the particle-systems properly particleSystem.Awake(); particleSystem.Start(); ParticleSystems3D[particleType] = new ParticleInstance(particleSystem); }
/// <summary> /// Add a particle-system to render /// </summary> /// <param name="particleType">Particle-type on which the emitter is added</param> /// <param name="emitter">Component of the emitter</param> public static void AddInstance(ParticleType3D particleType, ParticleComponent emitter) { if (ParticleSystems3D.ContainsKey(particleType)) { ParticleSystems3D[particleType].Add(emitter); } else { Debug.LogError("ParticleType3D " + particleType.GetDescription() + " not properly initialized"); } }
public PowerUpRay(ParticleType3D particleType) { _particleType = particleType; }
public PowerUpStar(ParticleType3D particleType) { _particleType = particleType; }