ParticleSystemInfo DetermineType(ParticleSystemInfo psInfo, ChildParticleSystem childParticleSystem) { if (childParticleSystem.ourPSObjectType == ParticleSystemObjectTypes.aura) { } return(psInfo); }
private void ScaleParticleSystems(float scale) { _allOrbSystems.ForEach(p => { ParticleSystemInfo starting = _startInfo[p]; p.startSize = starting.Size * scale; p.startSpeed = starting.Speed * scale; }); }
private void InitParticles() { // Orb particles are made up of multiple nested particle systems. We need // to scale and color all of them every time, so we'll track them in a way // that allows us to work on them as a batch. // This dictionary records the initial state of each particle system _startInfo = new Dictionary <ParticleSystem, ParticleSystemInfo>(); _allOrbSystems = new List <ParticleSystem> { OrbParticles }; _allOrbSystems.AddRange(OrbParticles.GetComponentsInChildren <ParticleSystem>()); _allOrbSystems.ForEach(p => { _startInfo[p] = new ParticleSystemInfo(p); p.startColor = DefaultColor; }); }
private void InitParticles() { // Orb particles are made up of multiple nested particle systems. We need // to scale and color all of them every time, so we'll track them in a way // that allows us to work on them as a batch. // This dictionary records the initial state of each particle system _startInfo = new Dictionary<ParticleSystem, ParticleSystemInfo>(); _allOrbSystems = new List<ParticleSystem> { OrbParticles }; _allOrbSystems.AddRange(OrbParticles.GetComponentsInChildren<ParticleSystem>()); _allOrbSystems.ForEach(p => { _startInfo[p] = new ParticleSystemInfo(p); p.startColor = DefaultColor; }); }