/// <summary> /// Returns all current particles within a global manipulator (in form of an Event Particle, however no event will be needed). /// </summary> /// <returns>The manipulator particles.</returns> /// <param name="manipulator">Manipulator.</param> public static List<PlaygroundEventParticle> GetManipulatorParticles (int manipulator) { if (manipulator<0 || manipulator>=reference.manipulators.Count) return null; List<PlaygroundEventParticle> particles = new List<PlaygroundEventParticle>(); PlaygroundEventParticle particle = new PlaygroundEventParticle(); for (int s = 0; s<reference.particleSystems.Count; s++) { for (int i = 0; i<reference.particleSystems[s].particleCount; i++) { if (reference.particleSystems[s].manipulators[manipulator].Contains(reference.particleSystems[s].playgroundCache.position[i], reference.particleSystems[s].manipulators[manipulator].transform.position)) { reference.particleSystems[s].UpdateEventParticle(particle, i); particles.Add (particle.Clone()); } } } return particles; }
/// <summary> /// Returns all current particles within a local manipulator (in form of an Event Particle, however no event will be needed). /// </summary> /// <returns>The manipulator particles.</returns> /// <param name="manipulator">Manipulator.</param> /// <param name="playgroundParticles">Playground particles.</param> public static List<PlaygroundEventParticle> GetManipulatorParticles (int manipulator, PlaygroundParticlesC playgroundParticles) { if (manipulator<0 || manipulator>=playgroundParticles.manipulators.Count) return null; List<PlaygroundEventParticle> particles = new List<PlaygroundEventParticle>(); PlaygroundEventParticle particle = new PlaygroundEventParticle(); for (int i = 0; i<playgroundParticles.particleCount; i++) { if (playgroundParticles.manipulators[manipulator].Contains(playgroundParticles.playgroundCache.position[i], playgroundParticles.manipulators[manipulator].transform.position)) { playgroundParticles.UpdateEventParticle(particle, i); particles.Add (particle.Clone()); } } return particles; }