public void AddPixelsByBreaking(Vector3 position, Color[] colors, Vector3[] pos, float[] scale) { int force = 6; int NumOfParticles = colors.Length; for (int a = 0; a < NumOfParticles; a++) { PixelPart pp = GetPart(); if (pp != null) { pp.transform.SetParent(sceneContainer); pp.gameObject.SetActive(true); pp.transform.position = pos[a]; float s = scale[a]; if (s > .8f) { s = .7f; } else if (s > .4f) { s /= 1.2f; } pp.transform.localScale = new Vector3(s, s, s); float rot_y; if (NumOfParticles < 2) { rot_y = Random.Range(-90, 90); } else { rot_y = a * (360 / NumOfParticles); } pp.transform.localEulerAngles = new Vector3(0, rot_y, 0); Vector3 direction = ((pp.transform.forward * force) + (Vector3.up * (force * 2))); pp.Rb.velocity = Vector3.zero; pp.Rb.isKinematic = false; pp.Rb.AddForce(direction, ForceMode.Impulse); pp.Init(colors[a]); } } }
public void AddPixelsByBreaking(Vector3 position, Color[] colors, Vector3[] pos) { int force = 6; int NumOfParticles = colors.Length; for (int a = 0; a < NumOfParticles; a++) { PixelPart pp = GetPart(); if (pp != null) { pp.transform.SetParent(sceneContainer); pp.gameObject.SetActive(true); pp.transform.position = pos[a]; pp.transform.localEulerAngles = new Vector3(0, a * (360 / NumOfParticles), 0); Vector3 direction = ((pp.transform.forward * force) + (Vector3.up * (force * 2))); Rigidbody rb = pp.GetComponent <Rigidbody> (); rb.velocity = Vector3.zero; rb.AddForce(direction, ForceMode.Impulse); pp.Init(colors[a]); } } }