SetFloat() private method

private SetFloat ( string key, float value ) : void
key string
value float
return void
示例#1
0
        public GameObject CreateParticleSystem(ParticleSystem parentOfNewParticleSystem, SubModuleUI.SubEmitterType defaultType)
        {
            string     nextParticleSystemName = this.GetNextParticleSystemName();
            GameObject gameObject             = new GameObject(nextParticleSystemName, new Type[]
            {
                typeof(ParticleSystem)
            });

            if (gameObject)
            {
                if (parentOfNewParticleSystem)
                {
                    gameObject.transform.parent = parentOfNewParticleSystem.transform;
                }
                gameObject.transform.localPosition = Vector3.zero;
                gameObject.transform.localRotation = Quaternion.identity;
                ParticleSystem component = gameObject.GetComponent <ParticleSystem>();
                if (defaultType != SubModuleUI.SubEmitterType.None)
                {
                    component.SetupDefaultType((int)defaultType);
                }
                SessionState.SetFloat("CurrentEmitterAreaScroll", this.m_EmitterAreaScrollPos.x);
                return(gameObject);
            }
            return(null);
        }
        public GameObject CreateParticleSystem(ParticleSystem parentOfNewParticleSystem, SubModuleUI.SubEmitterType defaultType)
        {
            GameObject gameObject = new GameObject(this.GetNextParticleSystemName(), new System.Type[1] {
                typeof(ParticleSystem)
            });

            if (!(bool)((UnityEngine.Object)gameObject))
            {
                return((GameObject)null);
            }
            if ((bool)((UnityEngine.Object)parentOfNewParticleSystem))
            {
                gameObject.transform.parent = parentOfNewParticleSystem.transform;
            }
            gameObject.transform.localPosition = Vector3.zero;
            gameObject.transform.localRotation = Quaternion.identity;
            ParticleSystem component = gameObject.GetComponent <ParticleSystem>();

            if (defaultType != SubModuleUI.SubEmitterType.None)
            {
                component.SetupDefaultType((int)defaultType);
            }
            SessionState.SetFloat("CurrentEmitterAreaScroll", this.m_EmitterAreaScrollPos.x);
            return(gameObject);
        }
示例#3
0
        public GameObject CreateParticleSystem(ParticleSystem parentOfNewParticleSystem, SubModuleUI.SubEmitterType defaultType)
        {
            System.Type[] components = new System.Type[] { typeof(ParticleSystem) };
            GameObject    obj2       = new GameObject(this.GetNextParticleSystemName(), components);

            if (obj2 != null)
            {
                if (parentOfNewParticleSystem != null)
                {
                    obj2.transform.parent = parentOfNewParticleSystem.transform;
                }
                obj2.transform.localPosition = Vector3.zero;
                obj2.transform.localRotation = Quaternion.identity;
                ParticleSystem component = obj2.GetComponent <ParticleSystem>();
                if (defaultType != SubModuleUI.SubEmitterType.None)
                {
                    component.SetupDefaultType((int)defaultType);
                }
                SessionState.SetFloat("CurrentEmitterAreaScroll", this.m_EmitterAreaScrollPos.x);
                Material[] materialArray1 = new Material[2];
                materialArray1[0] = AssetDatabase.GetBuiltinExtraResource <Material>("Default-Particle.mat");
                obj2.GetComponent <ParticleSystemRenderer>().materials = materialArray1;
                return(obj2);
            }
            return(null);
        }
 public void OnDisable()
 {
     if (this.m_TreeView != null)
     {
         this.m_TreeView.SerializeState(this.m_SerializationUID);
     }
     SessionState.SetFloat(this.m_SerializationUID + SerializedPropertyTable.s_TableHeight, this.m_TableHeight);
 }
示例#5
0
        public void OnDisable()
        {
            if (m_TreeView != null)
            {
                m_TreeView.SerializeState(m_SerializationUID);
            }

            SessionState.SetFloat(m_SerializationUID + s_TableHeight, m_TableHeight);
        }
示例#6
0
        public void OnDisable()
        {
            Stop();

            m_CurveEditor.OnDisable();
            s_Inspectors.Remove(this);
            SceneView.duringSceneGui -= OnSceneViewGUI;
            EditorApplication.update -= RepaintSceneView;
            ShortcutIntegration.instance.contextManager.DeregisterToolContext(m_ShortcutContext);

            SessionState.SetFloat(k_PreviewMovementSpeed, s_PreviewMovementSpeed);
            SessionState.SetFloat(k_PreviewTimeScale, s_PreviewTimeScale);
            SessionState.SetInt(k_PreviewShape, (int)s_PreviewShape);
            SessionState.SetFloat(k_PreviewShapeSize, s_PreviewShapeSize);
        }
示例#7
0
        public GameObject CreateParticleSystem(ParticleSystem parentOfNewParticleSystem, SubModuleUI.SubEmitterType defaultType)
        {
            string     nextParticleSystemName = this.GetNextParticleSystemName();
            GameObject gameObject             = new GameObject(nextParticleSystemName, new Type[]
            {
                typeof(ParticleSystem)
            });
            GameObject result;

            if (gameObject)
            {
                if (parentOfNewParticleSystem)
                {
                    gameObject.transform.parent = parentOfNewParticleSystem.transform;
                }
                gameObject.transform.localPosition = Vector3.zero;
                gameObject.transform.localRotation = Quaternion.identity;
                ParticleSystem component = gameObject.GetComponent <ParticleSystem>();
                if (defaultType != SubModuleUI.SubEmitterType.None)
                {
                    component.SetupDefaultType((int)defaultType);
                }
                SessionState.SetFloat("CurrentEmitterAreaScroll", this.m_EmitterAreaScrollPos.x);
                ParticleSystemRenderer component2 = gameObject.GetComponent <ParticleSystemRenderer>();
                Material material = null;
                if (GraphicsSettings.renderPipelineAsset != null)
                {
                    material = GraphicsSettings.renderPipelineAsset.GetDefaultParticleMaterial();
                }
                if (material == null)
                {
                    material = AssetDatabase.GetBuiltinExtraResource <Material>("Default-Particle.mat");
                }
                Renderer   arg_DF_0 = component2;
                Material[] expr_DA  = new Material[2];
                expr_DA[0]         = material;
                arg_DF_0.materials = expr_DA;
                Undo.RegisterCreatedObjectUndo(gameObject, "Create ParticleSystem");
                result = gameObject;
            }
            else
            {
                result = null;
            }
            return(result);
        }
示例#8
0
        public GameObject CreateParticleSystem(ParticleSystem parentOfNewParticleSystem, SubModuleUI.SubEmitterType defaultType)
        {
            string     name = GetNextParticleSystemName();
            GameObject go   = new GameObject(name, typeof(ParticleSystem));

            if (go)
            {
                if (parentOfNewParticleSystem)
                {
                    go.transform.parent = parentOfNewParticleSystem.transform;
                }
                go.transform.localPosition = Vector3.zero;
                go.transform.localRotation = Quaternion.identity;

                // Setup particle system based on type
                ParticleSystem ps = go.GetComponent <ParticleSystem>();
                if (defaultType != SubModuleUI.SubEmitterType.None)
                {
                    ps.SetupDefaultType((int)defaultType);
                }

                SessionState.SetFloat("CurrentEmitterAreaScroll", m_EmitterAreaScrollPos.x);

                // Assign default material
                ParticleSystemRenderer renderer = go.GetComponent <ParticleSystemRenderer>();
                Material particleMat            = null;
                if (GraphicsSettings.renderPipelineAsset != null)
                {
                    particleMat = GraphicsSettings.renderPipelineAsset.GetDefaultParticleMaterial();
                }

                if (particleMat == null)
                {
                    particleMat = AssetDatabase.GetBuiltinExtraResource <Material>("Default-Particle.mat");
                }
                renderer.materials = new[] { particleMat, null };

                Undo.RegisterCreatedObjectUndo(go, "Create ParticleSystem");
                return(go);
            }
            return(null);
        }
        public GameObject CreateParticleSystem(ParticleSystem parentOfNewParticleSystem, SubModuleUI.SubEmitterType defaultType)
        {
            Type[]     components = new Type[] { typeof(ParticleSystem) };
            GameObject obj2       = new GameObject(this.GetNextParticleSystemName(), components);

            if (obj2 == null)
            {
                return(null);
            }
            if (parentOfNewParticleSystem != null)
            {
                obj2.transform.parent = parentOfNewParticleSystem.transform;
            }
            obj2.transform.localPosition = Vector3.zero;
            obj2.transform.localRotation = Quaternion.identity;
            ParticleSystem component = obj2.GetComponent <ParticleSystem>();

            if (defaultType != SubModuleUI.SubEmitterType.None)
            {
                component.SetupDefaultType((int)defaultType);
            }
            SessionState.SetFloat("CurrentEmitterAreaScroll", this.m_EmitterAreaScrollPos.x);
            return(obj2);
        }