private void OnTriggerExit(Collider colliderComponent) { WaterRaindropsIME component = colliderComponent.gameObject.GetComponent <WaterRaindropsIME>(); if (component != null) { this._Simulations.Remove(component); } }
private void Update() { for (int i = 0; i < this._Simulations.Count; i++) { WaterRaindropsIME waterRaindropsIME = this._Simulations[i]; if (UnityEngine.Random.Range(0f, 1f) < this.Intensity) { Vector3 velocity = -base.transform.up * this.Force; float num = this.Size.Random(); Vector2 vector = new Vector2(UnityEngine.Random.Range(0f, 1f), UnityEngine.Random.Range(0f, 1f)); waterRaindropsIME.Spawn(velocity, num, this.Life.Random(), vector.x, vector.y); for (int j = 0; j < UnityEngine.Random.Range(0, 20); j++) { Vector2 vector2 = new Vector2(UnityEngine.Random.Range(-1f, 1f), UnityEngine.Random.Range(-1f, 1f)) * 0.05f; waterRaindropsIME.Spawn(Vector3.zero, num * 0.2f, 0.5f + UnityEngine.Random.Range(0f, 0.4f), vector.x + vector2.x, vector.y + vector2.y); } } } }