/// <summary> /// Set ParticleSystem lightsModule field value. /// </summary> /// <param name="particleSystem"></param> /// <param name="vgoModule"></param> protected virtual void SetModuleValue(ParticleSystem particleSystem, VGO_PS_LightsModule vgoModule) { if (vgoModule == null) { return; } LightsModule module = particleSystem.lights; module.enabled = vgoModule.enabled; module.ratio = vgoModule.ratio; module.useRandomDistribution = vgoModule.useRandomDistribution; module.useParticleColor = vgoModule.useParticleColor; module.sizeAffectsRange = vgoModule.sizeAffectsRange; module.alphaAffectsIntensity = vgoModule.alphaAffectsIntensity; module.range = VgoParticleSystemMinMaxCurveConverter.CreateMinMaxCurve(vgoModule.range); module.rangeMultiplier = vgoModule.rangeMultiplier; module.intensity = VgoParticleSystemMinMaxCurveConverter.CreateMinMaxCurve(vgoModule.intensity); module.intensityMultiplier = vgoModule.intensityMultiplier; module.maxLights = vgoModule.maxLights; if (vgoModule.light != null) { // @notice Light goLight = particleSystem.gameObject.GetComponent <Light>(); if (goLight == null) { goLight = particleSystem.gameObject.AddComponent <Light>(); } VgoLightConverter.SetComponentValue(goLight, vgoModule.light); goLight.enabled = false; module.light = goLight; if (Application.isEditor) { // @todo } } }
/// <summary> /// Adds a Light component to the game object. /// </summary> /// <typeparam name="T">The type of the component to add.</typeparam> /// <param name="go"></param> /// <param name="vgoLight"></param> /// <returns>Returns Light component.</returns> /// <remarks>Light is sealed class.</remarks> public static Light AddComponent <T>(this GameObject go, VGO_Light vgoLight) //where T : Light { if (typeof(T) != typeof(Light)) { return(null); } Light light = go.GetComponent <Light>(); if (light == null) { light = go.AddComponent <Light>(); } if (vgoLight != null) { VgoLightConverter.SetComponentValue(light, vgoLight); } return(light); }