void UnbindVFX() { if (m_Target != null && m_ReinitWithUnbinding) { m_Target.Reinit(true); } m_Target = null; }
void BindVFX(VisualEffect vfx) { m_Target = vfx; if (m_Target != null && m_ReinitWithBinding) { m_Target.Reinit(false); } }
private void OnEnterChunk(int currentChunk) { var chunk = m_Chunks[currentChunk]; #if UNITY_EDITOR if (!chunk.scrubbing) { m_ClipState = new bool[chunk.clips.Length]; } #endif if (chunk.reinitEnter) { m_Target.resetSeedOnPlay = false; m_Target.startSeed = chunk.startSeed; m_Target.Reinit(false); if (chunk.prewarmCount != 0u) { m_Target.SendEvent(chunk.prewarmEvent); m_Target.Simulate(chunk.prewarmDeltaTime, chunk.prewarmCount); } } }
public void ComputeFractal() { _PlottingData = new List <float3>(); GenerateFractal( _CurrentFractal.InitialSet, _FractalIterations, _CurrentFractal.IFS, _CurrentFractal.Probabilities, _CurrentFractal.Probabilities == null? false : true, ref _PlottingData); CopyData(); _ExactEffect.Reinit(); }