void Awake() { if (Physics.gravity.y > -80f) { Physics.gravity = new Vector3(0, -100f, 0); } //Controller initalization allow_gamepad_camera_movement = true; allow_gamepad_player_movement = true; disable_left_joystick = false; can_jump = true; if (use_camera_type_1 == false) { use_camera_type_1 = true; } if (booster_force == 0) { booster_force = 10f; } //Get camera if (camera_anchor == null) { camera_anchor = GameObject.Find("Camera Anchor"); } //Get player rigidbody component if (player_rigidbody == null) { player_rigidbody = GetComponent <Rigidbody>(); } //Get trail component if (dash_trail_renderer == null) { dash_trail_renderer = GetComponent <TrailRenderer>(); } if (dash_trail_renderer.enabled == true) { dash_trail_renderer.enabled = false; } //Dash if (dash_speed == 0) { dash_speed = 80f; } if (dash_duration == 0) { dash_duration = 0.3f; } if (dash_trail_renderer == false) { dash_trail_renderer = GetComponent <TrailRenderer>(); } //Create array in heap with 4 memory spaces of transform type checkpoints = new Transform[4]; //For each checkpoint index check if there is something in it, else remind in the console that all of those indexes are not assigned for (int i = 1; i < 5; i++) { if (checkpoints[i - 1] == null) { checkpoints[i - 1] = GameObject.Find("checkpoint_" + i).transform; } else { Debug.LogError("please assign gameobject to " + checkpoints[i - 1]); } } }
private void Awake() { _trail = GetComponent <TrailRenderer>(); }
public static Tween TweenEndColor(this TrailRenderer renderer, Color to, float duration) => Tweening.To(getter: () => renderer.endColor, setter: endColor => renderer.endColor = endColor, to, duration).SetTarget(renderer);
// Use this for initialization void Start() { boomerangTrail = gameObject.GetComponent <TrailRenderer> (); }
// Start is called before the first frame update void Start() { trailRenderer = GetComponent <TrailRenderer>(); }
private void Start() { knobCenteredRotation = Knob.localRotation; Trail = GetComponent <TrailRenderer>(); }
public void Init(CatOrbiter parent, float soi) { TimingManager.FixedUpdateAdd(TimingManager.TimingStage.Earlyish, DoForces); orbiters.Add(this); rb = gameObject.AddComponent <Rigidbody2D>(); rb.isKinematic = true; if (orbiters.Count == 1) { sun = this; Vector3 spos = new Vector3(Screen.width * 0.5f, Screen.height * 0.5f, -1); transform.position = KSP.UI.UIMainCamera.Camera.ScreenToWorldPoint(spos); Mass = 2E17; pos.x = transform.position.x; pos.y = transform.position.y; } else { Vector2 relativePos = Random.insideUnitCircle; if (relativePos.magnitude < 0.2) { relativePos = relativePos.normalized * 0.3f; } Vector3 spos = UIMainCamera.Camera.WorldToScreenPoint(parent.transform.position) + (Vector3)(relativePos * soi); spos.z = -1; transform.position = UIMainCamera.Camera.ScreenToWorldPoint(spos); pos.x = transform.position.x; pos.y = transform.position.y; //int scaleRange = 10; // //float factor = (1 + (scaleRange - 1) * Random.value); // //scale = parent.scale * factor / scaleRange; scale = parent.scale * 0.6f; transform.localScale *= scale; TrailRenderer trail = gameObject.GetComponent <TrailRenderer>(); trail.colorGradient = new Gradient() { alphaKeys = new GradientAlphaKey[3] { new GradientAlphaKey(1, 0), new GradientAlphaKey(1, 0.7f), new GradientAlphaKey(0, 1) } }; trail.startWidth *= scale; //trail.endWidth *= scale; trail.widthCurve = new AnimationCurve(new Keyframe(0, trail.startWidth), new Keyframe(0.7f, trail.startWidth), new Keyframe(1, trail.startWidth * 0.9f)); //Mass = factor * 2E16; Mass = parent.Mass * 0.025; Vector2d dist = parent.pos - pos; double circularVel = Math.Sqrt(G * (Mass + parent.Mass) / dist.magnitude); if (parent == sun) { circularVel *= Random.Range(0.9f, 1.1f); } Debug.Log("CatOrbiter " + circularVel.ToString("F3") + " " + Mass.ToString("F2") + " " + orbiters[0].Mass.ToString("F2") + " " + dist.magnitude.ToString("F2")); Vector3d normal = (Random.value >= 0.3) ? Vector3d.back : Vector3d.forward; Vector3d vel3d = Vector3d.Cross(dist, normal).normalized *circularVel; vel.x = parent.vel.x + vel3d.x; vel.y = parent.vel.y + vel3d.y; } rb.MovePosition(new Vector2((float)pos.x, (float)pos.y)); }
// Start is called before the first frame update void Start() { Ball = GetComponentInParent <Ball>(); Trail = GetComponent <TrailRenderer>(); }
public override void OnInspectorGUI() { RenderEffect renderEffect = target as RenderEffect; ParticleSystem particleSystem = renderEffect.gameObject.GetComponent <ParticleSystem>(); EditorGUILayout.BeginVertical(); if (particleSystem == null) { EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Open BillBoardOption"); renderEffect.m_EnableBillBoard = EditorGUILayout.Toggle(renderEffect.m_EnableBillBoard); EditorGUILayout.EndHorizontal(); if (renderEffect.m_EnableBillBoard) { EditorGUI.indentLevel++; EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("BillBoard Type"); renderEffect.m_BillBoardType = (RenderBillBoardType)EditorGUILayout.EnumPopup(renderEffect.m_BillBoardType); EditorGUILayout.EndHorizontal(); EditorGUI.indentLevel--; } } if (particleSystem == null) { EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Open Sort Layer Option"); renderEffect.m_EnableSetSortLayer = EditorGUILayout.Toggle(renderEffect.m_EnableSetSortLayer); EditorGUILayout.EndHorizontal(); if (renderEffect.m_EnableSetSortLayer) { EditorGUI.indentLevel++; EditorGUI.BeginChangeCheck(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Sorting Layer"); renderEffect.m_SortingLayerID = EditorGUILayout.IntPopup(renderEffect.m_SortingLayerID, m_LayerName, m_LayerID); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Sorting Order"); renderEffect.m_SortingOrder = EditorGUILayout.IntField(renderEffect.m_SortingOrder); EditorGUILayout.EndHorizontal(); if (EditorGUI.EndChangeCheck()) { renderEffect.UpdateRenderLayer(); } EditorGUI.indentLevel--; } } Renderer render = renderEffect.gameObject.GetComponent <Renderer>(); if (render != null) { if (GUILayout.Button("Refresh Material")) { renderEffect.RefreshMaterial(); } EditorGUILayout.LabelField("Materials"); } EditorGUI.indentLevel++; int index = 0; foreach (MaterialEffect matEffect in renderEffect.m_MaterialEffects) { string strIndex = "Element:" + index + " "; if (matEffect.m_EffectMaterial == null) { GUILayout.Button(strIndex + "Material Not Assign"); index++; continue; } else { if (GUILayout.Button(strIndex + matEffect.m_EffectMaterial.name)) { matEffect.m_EditorExtend = !matEffect.m_EditorExtend; } index++; if (matEffect.m_EditorExtend) { EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Main Texture WrapMode"); matEffect.m_MainTexWrapMode = (TextureWrapMode)EditorGUILayout.EnumPopup(matEffect.m_MainTexWrapMode); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Cutoff Texture WrapMode"); matEffect.m_MaskTexWrapMode = (TextureWrapMode)EditorGUILayout.EnumPopup(matEffect.m_MaskTexWrapMode); EditorGUILayout.EndHorizontal(); } } } EditorGUI.indentLevel--; if (render != null && particleSystem == null) { EditorGUI.indentLevel++; EditorGUILayout.LabelField("Switch Render Type"); if (render.GetType() != typeof(LineRenderer)) { if (GUILayout.Button("Switch To Line Render")) { LineRenderer lineRender = renderEffect.gameObject.AddComponent <LineRenderer>(); renderEffect.m_Render = lineRender; lineRender.sharedMaterials = render.sharedMaterials; UnityEngine.Object.DestroyImmediate(render); MeshFilter meshFilter = renderEffect.gameObject.GetComponent <MeshFilter>(); if (meshFilter != null) { UnityEngine.Object.DestroyImmediate(meshFilter); } Collider meshCollider = renderEffect.gameObject.GetComponent <Collider>(); if (meshCollider != null) { UnityEngine.Object.DestroyImmediate(meshCollider); } EditorGUIUtility.ExitGUI(); } } if (render.GetType() != typeof(MeshRenderer)) { if (GUILayout.Button("Switch To Mesh Render")) { MeshRenderer lineRender = renderEffect.gameObject.AddComponent <MeshRenderer>(); lineRender.sharedMaterials = render.sharedMaterials; renderEffect.m_Render = lineRender; UnityEngine.Object.DestroyImmediate(render); MeshFilter meshFilter = renderEffect.gameObject.GetComponent <MeshFilter>(); if (meshFilter == null) { renderEffect.gameObject.AddComponent <MeshFilter>(); } Collider Collider = renderEffect.gameObject.GetComponent <Collider>(); if (Collider != null) { UnityEngine.Object.DestroyImmediate(Collider); } MeshCollider meshCollider = renderEffect.gameObject.GetComponent <MeshCollider>(); if (meshCollider == null) { renderEffect.gameObject.AddComponent <MeshCollider>(); } EditorGUIUtility.ExitGUI(); } } if (render.GetType() != typeof(TrailRenderer)) { if (GUILayout.Button("Switch To Trail Render")) { TrailRenderer lineRender = renderEffect.gameObject.AddComponent <TrailRenderer>(); lineRender.sharedMaterials = render.sharedMaterials; renderEffect.m_Render = lineRender; UnityEngine.Object.DestroyImmediate(render); MeshFilter meshFilter = renderEffect.gameObject.GetComponent <MeshFilter>(); if (meshFilter != null) { UnityEngine.Object.DestroyImmediate(meshFilter); } Collider Collider = renderEffect.gameObject.GetComponent <Collider>(); if (Collider != null) { UnityEngine.Object.DestroyImmediate(Collider); } EditorGUIUtility.ExitGUI(); } } if (render.GetType() == typeof(TrailRenderer)) { if (GUILayout.Button("Clear Trail")) { TrailRenderer trailRender = render.GetComponent <TrailRenderer> (); trailRender.Clear(); } } EditorGUI.indentLevel--; } EditorGUILayout.EndVertical(); }
void Start() { skidMark = skidTrailRenderer.GetComponent <TrailRenderer>(); //this avoids a visual bug on first use, if the art team set the effect’s time to 0. skidMark.time = skidLife; }
void OnEnable() { tr = GetComponent <TrailRenderer>(); tr.startColor = playerRenderer.material.color; tr.endColor = new Color(playerRenderer.material.color.r, playerRenderer.material.color.g, playerRenderer.material.color.b, 0); }
void Awake() { m_trailRenderer = GetComponent <TrailRenderer>(); m_wait = new WaitForSeconds(m_cycleTime); m_currentIndex = Random.Range(0, m_trailMaterials.Length); }
public IEnumerator processImage() { TrailRenderer tr = GetComponent <TrailRenderer> (); LineRenderer ln = GameObject.Find("drawer").GetComponent <LineRenderer> (); Camera c1 = GameObject.Find("Camera (eye)").GetComponent <Camera> (); Camera c2 = GameObject.Find("SeconderyCamera").GetComponent <Camera> (); Debug.Log(c2); RenderTexture rt = new RenderTexture(Screen.width, Screen.height, 24); c2.targetTexture = rt; ln.positionCount = tr.positionCount; Vector3[] arr = new Vector3[tr.positionCount]; tr.GetPositions(arr); Vector3 center = ctrl.transform.position - tr.bounds.center; for (int i = 0; i < tr.positionCount; i++) { //move points to center of controller and then put them as local coordinates in front of camera arr[i] = ctrl.transform.InverseTransformPoint(arr[i] + center) + c2.gameObject.transform.position + c2.transform.forward; } Vector3 min = arr [0], max = arr [0]; //Debug.Log ("before Loop " + min + "" + max); foreach (Vector3 v in arr) { //Debug.Log (v); if (v.x < min.x) { min.x = v.x; } if (v.y < min.y) { min.y = v.y; } if (v.z < min.z) { min.z = v.z; } if (v.y > max.y) { max.y = v.y; } if (v.x > max.x) { max.x = v.x; } if (v.z > max.z) { max.z = v.z; } } ln.SetPositions(arr); LineRenderer ln2 = GameObject.Find("Camera (eye)").GetComponent <LineRenderer> (); Vector3[] arr2 = { min, max }; ln2.SetPositions(arr2); ln2.positionCount = 2; yield return(new WaitForEndOfFrame()); Texture2D image = RTImage(c2, min, max);// new Texture2D(900, 500); File.WriteAllBytes(Application.dataPath + "\\..\\img.png", image.EncodeToPNG()); NetworkStream stream = tcp.GetStream(); StreamWriter writer = new StreamWriter(stream); writer.WriteLine('s'); writer.Flush(); new Thread(() => { Debug.Log("Thread Started"); StreamReader reader = new StreamReader(stream); string num = reader.ReadLine(); Debug.Log(num); if (num == "5") { actionIndex = 0; } else if (num == "7") { actionIndex = 1; } else if (num == "8") { actionIndex = 2; } else { processAim = true; } }).Start(); actionPos = tr.bounds.center; //ctrl.transform.position;// + 0.2f * dir; tr.Clear(); // ss(); GetComponent <TrailRenderer> ().Clear(); GetComponent <TrailRenderer> ().enabled = false; }
private IEnumerator EnableTrailRendererOnFleetShipAfterDelay(TrailRenderer trailRenderer) { yield return(new WaitForSeconds(1)); trailRenderer.enabled = true; }
void Awake() { angle = 0.0f; trailObj = GetComponent <TrailRenderer>(); }
// Update is called once per frame void Update() { if (tcScript.isLevelComplete || tcScript.isLevelFailed || tcScript.isMenuOpen) { return; } if (this.isWaitingToBeDestroyed) { TrailRenderer trailRenderer = this.gameObject.GetComponent <TrailRenderer> (); if (trailRenderer) { float currentTime = (float)Time.time; float timeSinceDestroy = currentTime - timeAtDestroy; float t = Mathf.Min(1.0f, timeSinceDestroy / 1.0f + 0.5f); Color newColor = Color.Lerp(Color.white, Color.clear, t); trailRenderer.material.SetColor("_TintColor", newColor); } return; } Utilities.DebugLog("Projectile.Update ()"); if (this.currentState == ProjectileState.PROJECTILE_STATE_ACTIVE) { Utilities.DebugLog("AdjustedDistance () 1111111"); this.distanceTravelled = TacticalCombat.AdjustedDistance(this.basePosition, this.initialPosition); this.percentTravelled = this.distanceTravelled / this.range; if (this.isBallisticProjectile) { this.basePosition = new Vector2(this.basePosition.x + this.direction.x * this.speed * Time.deltaTime, this.basePosition.y + this.direction.y * this.speed * TacticalCombat.VERTICAL_SQUASH_RATIO * Time.deltaTime); if (this.isBouncingProjectile && percentTravelled != 0) { this.ballisticShift = Mathf.Abs(Mathf.Sin(Mathf.PI * this.distanceTravelled * this.distanceTravelled * this.distanceTravelled / (this.range * this.range * this.range)) / (this.distanceTravelled * this.distanceTravelled) * (0.55f * this.range * this.range)); } else { this.ballisticShift = Mathf.Sin(Mathf.PI * percentTravelled) * ((18.0f /*900.0f*/ - this.range) / 10.0f /*500.0f*/); } this.fullBallisticShift = this.ballisticShift * this.ballisticHeight; //Utilities.DebugLog ("ballistic shift = " + fullBallisticShift + ", basePosition.y = " + this.basePosition.y); Vector2 oldPosition = this.gameObject.transform.position; Vector2 newPosition = new Vector2(this.basePosition.x, this.basePosition.y + this.fullBallisticShift); // Rotate Grenade Launcher projectile to face its current direction in arc if (this.isGrenadeLauncher) { Vector3 vectorToTarget = new Vector3(newPosition.x - oldPosition.x, newPosition.y - oldPosition.y, 0); float angle = Mathf.Atan2(vectorToTarget.y, vectorToTarget.x) * Mathf.Rad2Deg; Quaternion q = Quaternion.AngleAxis(angle, Vector3.forward); targetRotation = q; this.gameObject.transform.rotation = Quaternion.Lerp(this.gameObject.transform.rotation, targetRotation, 0.5f); } this.gameObject.transform.position = newPosition; } else if (this.isBazooka) { float currentTime = (float)Time.time; float timeSinceStart = currentTime - timeAtStart; float t = Mathf.Min(1.0f, timeSinceStart / 2.0f); t = 10.0f * t * t * t * t; float bazookaSpeed = Mathf.Lerp(0.2f * this.speed, 1.6f * this.speed, t); this.basePosition = new Vector2(this.basePosition.x + this.direction.x * bazookaSpeed * Time.deltaTime, this.basePosition.y + this.direction.y * bazookaSpeed * TacticalCombat.VERTICAL_SQUASH_RATIO * Time.deltaTime); this.gameObject.transform.position = this.basePosition; } else { this.basePosition = new Vector2(this.basePosition.x + this.direction.x * this.speed * Time.deltaTime, this.basePosition.y + this.direction.y * this.speed * TacticalCombat.VERTICAL_SQUASH_RATIO * Time.deltaTime); this.gameObject.transform.position = this.basePosition; } if (this.isBouncingProjectile) { if (this.distanceTravelled > 1.5f * this.range) { DestroyProjectileAccordingToType(); } } else { if (this.distanceTravelled > this.range) { DestroyProjectileAccordingToType(); } } } }
private void Awake() { mainLineTrailRenderer = GetComponent <TrailRenderer>(); mainLineEdgeCollider = GetComponent <EdgeCollider2D>(); }
// Start is called before the first frame update void Start() { rigidBody = GetComponent <Rigidbody>(); audiosource = GetComponent <AudioSource>(); trailRenderer = GetComponentInChildren <TrailRenderer>(); }
private void Awake() { rb2d = GetComponent <Rigidbody2D>(); sr = GetComponent <SpriteRenderer>(); tr = GetComponent <TrailRenderer>(); }
void Awake() { TrailDrawer = GetComponent <TrailRenderer>(); }
private void Start() { _rigidbody = GetComponent <Rigidbody>(); _trailRenderer = GetComponent <TrailRenderer>(); originalRotation = transform.rotation; }
void Start() { tr = skidmarkPrefab.GetComponent <TrailRenderer>(); }
public override void OnEnable() => Component = gameObject.GetComponent <TrailRenderer>();
public void setTrailRenderer() { TrailRenderer tr = this.GetComponent <TrailRenderer>(); tr.sortingLayerName = "Foreground"; }
public static ReadOnlyTrailRenderer AsReadOnly(this TrailRenderer self) => self.IsTrulyNull() ? null : new ReadOnlyTrailRenderer(self);
// Use this for initialization void Start() { _renderer = GetComponent <TrailRenderer>(); life = GetComponent <LifePlayer>(); }
public static List <ComponentType> componentsOnGameObject(GameObject gameObject) { List <ComponentType> list = new List <ComponentType>(); Camera component = gameObject.GetComponent <Camera>(); Light component2 = gameObject.GetComponent <Light>(); MeshFilter component3 = gameObject.GetComponent <MeshFilter>(); MeshRenderer component4 = gameObject.GetComponent <MeshRenderer>(); SkinnedMeshRenderer component5 = gameObject.GetComponent <SkinnedMeshRenderer>(); Animation component6 = gameObject.GetComponent <Animation>(); Animator component7 = gameObject.GetComponent <Animator>(); ParticleSystem component8 = gameObject.GetComponent <ParticleSystem>(); BoxCollider component10 = gameObject.GetComponent <BoxCollider>(); SphereCollider component11 = gameObject.GetComponent <SphereCollider>(); CapsuleCollider component12 = gameObject.GetComponent <CapsuleCollider>(); MeshCollider component13 = gameObject.GetComponent <MeshCollider>(); TrailRenderer component15 = gameObject.GetComponent <TrailRenderer>(); LineRenderer component16 = gameObject.GetComponent <LineRenderer>(); list.Add(ComponentType.Transform); if ((UnityEngine.Object)component16 != (UnityEngine.Object)null) { list.Add(ComponentType.LineRenderer); } if ((UnityEngine.Object)component15 != (UnityEngine.Object)null) { list.Add(ComponentType.TrailRenderer); } if ((UnityEngine.Object)component6 != (UnityEngine.Object)null) { list.Add(ComponentType.Animation); } if ((UnityEngine.Object)component7 != (UnityEngine.Object)null) { list.Add(ComponentType.Animator); } if ((UnityEngine.Object)component != (UnityEngine.Object)null) { list.Add(ComponentType.Camera); } if ((UnityEngine.Object)component2 != (UnityEngine.Object)null) { if (component2.type == LightType.Directional) { list.Add(ComponentType.DirectionalLight); } else if (component2.type == LightType.Point) { list.Add(ComponentType.PointLight); } else if (component2.type == LightType.Spot) { list.Add(ComponentType.SpotLight); } } if ((UnityEngine.Object)component3 != (UnityEngine.Object)null) { if ((UnityEngine.Object)component == (UnityEngine.Object)null) { list.Add(ComponentType.MeshFilter); if ((UnityEngine.Object)component4 == (UnityEngine.Object)null) { Debug.LogWarning("WXExport : " + gameObject.name + " need a MeshRenderer ComponentType !"); } } else if ((UnityEngine.Object)component != (UnityEngine.Object)null) { Debug.LogWarning("WXExport : " + gameObject.name + " Camera and MeshFilter can't exist at the same time !"); } } if ((UnityEngine.Object)component4 != (UnityEngine.Object)null) { if ((UnityEngine.Object)component == (UnityEngine.Object)null) { list.Add(ComponentType.MeshRenderer); if ((UnityEngine.Object)component3 == (UnityEngine.Object)null) { Debug.LogWarning("WXExport : " + gameObject.name + " need a meshFilter ComponentType !"); } } else if ((UnityEngine.Object)component != (UnityEngine.Object)null) { Debug.LogWarning("WXExport : " + gameObject.name + " Camera and MeshRenderer can't exist at the same time !"); } } if ((UnityEngine.Object)component5 != (UnityEngine.Object)null) { if ((UnityEngine.Object)component == (UnityEngine.Object)null && (UnityEngine.Object)component3 == (UnityEngine.Object)null && (UnityEngine.Object)component4 == (UnityEngine.Object)null) { list.Add(ComponentType.SkinnedMeshRenderer); } else { if ((UnityEngine.Object)component != (UnityEngine.Object)null) { Debug.LogWarning("WXExport : " + gameObject.name + " Camera and SkinnedMeshRenderer can't exist at the same time !"); } if ((UnityEngine.Object)component3 != (UnityEngine.Object)null) { Debug.LogWarning("WXExport : " + gameObject.name + " MeshFilter and SkinnedMeshRenderer can't exist at the same time !"); } if ((UnityEngine.Object)component4 != (UnityEngine.Object)null) { Debug.LogWarning("WXExport : " + gameObject.name + " MeshRenderer and SkinnedMeshRenderer can't exist at the same time !"); } } } if ((UnityEngine.Object)component8 != (UnityEngine.Object)null) { if ((UnityEngine.Object)component == (UnityEngine.Object)null && (UnityEngine.Object)component3 == (UnityEngine.Object)null && (UnityEngine.Object)component4 == (UnityEngine.Object)null && (UnityEngine.Object)component5 == (UnityEngine.Object)null) { list.Add(ComponentType.ParticleSystem); } else { if ((UnityEngine.Object)component != (UnityEngine.Object)null) { Debug.LogWarning("WXExport : " + gameObject.name + " Camera and ParticleSystem can't exist at the same time !"); } if ((UnityEngine.Object)component3 != (UnityEngine.Object)null) { Debug.LogWarning("WXExport : " + gameObject.name + " MeshFilter and ParticleSystem can't exist at the same time !"); } if ((UnityEngine.Object)component4 != (UnityEngine.Object)null) { Debug.LogWarning("WXExport : " + gameObject.name + " MeshRenderer and ParticleSystem can't exist at the same time !"); } if ((UnityEngine.Object)component5 != (UnityEngine.Object)null) { Debug.LogWarning("WXExport : " + gameObject.name + " SkinnedMeshRenderer and ParticleSystem can't exist at the same time !"); } } } return(list); }
void Awake() { trailR = GetComponent <TrailRenderer>(); }
public static Tween TweenStartWidth(this TrailRenderer renderer, float to, float duration) => Tweening.To(getter: () => renderer.startWidth, setter: startWidth => renderer.startWidth = startWidth, to, duration).SetTarget(renderer);
// Set initial movement for bullet and trail renderer void Start() { rb2D = GetComponent <Rigidbody2D>(); rb2D.velocity = -transform.up * bulletSpeed; Trail = GetComponent <TrailRenderer>(); }