public override void OnEnter() { ps = Fsm.GetOwnerDefaultTarget(gameObject).GetComponent<ParticleSystem>(); if (delay.Value <= 0) { if (clear.Value) { stopWithClear.Value = false; ps.Clear(); } else { ps.Stop(); ps.Clear(); } if(finishEvent != null) Fsm.Event(finishEvent);{ Finish(); return; } } startTime = Time.realtimeSinceStartup; timer = 0f; }
static int _m_Clear(RealStatePtr L) { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); UnityEngine.ParticleSystem __cl_gen_to_be_invoked = (UnityEngine.ParticleSystem)translator.FastGetCSObj(L, 1); int __gen_param_count = LuaAPI.lua_gettop(L); try { if (__gen_param_count == 1) { __cl_gen_to_be_invoked.Clear( ); return(0); } if (__gen_param_count == 2 && LuaTypes.LUA_TBOOLEAN == LuaAPI.lua_type(L, 2)) { bool withChildren = LuaAPI.lua_toboolean(L, 2); __cl_gen_to_be_invoked.Clear(withChildren); return(0); } } catch (System.Exception __gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e)); } return(LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.ParticleSystem.Clear!")); }
static int QPYX_Clear_YXQP(IntPtr L_YXQP) { try { int QPYX_count_YXQP = LuaDLL.lua_gettop(L_YXQP); if (QPYX_count_YXQP == 1) { UnityEngine.ParticleSystem QPYX_obj_YXQP = (UnityEngine.ParticleSystem)ToLua.CheckObject(L_YXQP, 1, typeof(UnityEngine.ParticleSystem)); QPYX_obj_YXQP.Clear(); return(0); } else if (QPYX_count_YXQP == 2) { UnityEngine.ParticleSystem QPYX_obj_YXQP = (UnityEngine.ParticleSystem)ToLua.CheckObject(L_YXQP, 1, typeof(UnityEngine.ParticleSystem)); bool QPYX_arg0_YXQP = LuaDLL.luaL_checkboolean(L_YXQP, 2); QPYX_obj_YXQP.Clear(QPYX_arg0_YXQP); return(0); } else { return(LuaDLL.luaL_throw(L_YXQP, "invalid arguments to method: UnityEngine.ParticleSystem.Clear")); } } catch (Exception e_YXQP) { return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP)); } }
static int Clear(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 1 && TypeChecker.CheckTypes <UnityEngine.ParticleSystem>(L, 1)) { UnityEngine.ParticleSystem obj = (UnityEngine.ParticleSystem)ToLua.ToObject(L, 1); obj.Clear(); return(0); } else if (count == 2 && TypeChecker.CheckTypes <UnityEngine.ParticleSystem, bool>(L, 1)) { UnityEngine.ParticleSystem obj = (UnityEngine.ParticleSystem)ToLua.ToObject(L, 1); bool arg0 = LuaDLL.lua_toboolean(L, 2); obj.Clear(arg0); return(0); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.ParticleSystem.Clear")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static public int Clear(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); if (argc == 1) { UnityEngine.ParticleSystem self = (UnityEngine.ParticleSystem)checkSelf(l); self.Clear(); return(0); } else if (argc == 2) { UnityEngine.ParticleSystem self = (UnityEngine.ParticleSystem)checkSelf(l); System.Boolean a1; checkType(l, 2, out a1); self.Clear(a1); return(0); } LuaDLL.luaL_error(l, "No matched override function to call"); return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int Clear(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); if (argc == 1) { UnityEngine.ParticleSystem self = (UnityEngine.ParticleSystem)checkSelf(l); self.Clear(); pushValue(l, true); return(1); } else if (argc == 2) { UnityEngine.ParticleSystem self = (UnityEngine.ParticleSystem)checkSelf(l); System.Boolean a1; checkType(l, 2, out a1); self.Clear(a1); pushValue(l, true); return(1); } pushValue(l, false); LuaDLL.lua_pushstring(l, "No matched override function to call"); return(2); } catch (Exception e) { return(error(l, e)); } }
// Use this for initialization void Start() { part = GetComponent<ParticleSystem>(); audio = GetComponent<AudioSource>(); part.Stop(); part.Clear(); }
static int Clear(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 1) { UnityEngine.ParticleSystem obj = (UnityEngine.ParticleSystem)ToLua.CheckObject(L, 1, typeof(UnityEngine.ParticleSystem)); obj.Clear(); return(0); } else if (count == 2) { UnityEngine.ParticleSystem obj = (UnityEngine.ParticleSystem)ToLua.CheckObject(L, 1, typeof(UnityEngine.ParticleSystem)); bool arg0 = LuaDLL.luaL_checkboolean(L, 2); obj.Clear(arg0); return(0); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.ParticleSystem.Clear")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
// Use this for initialization void Start() { part = transform.FindChild( "ShockwaveParticleSystem" ).gameObject.GetComponent<ParticleSystem>(); part.Clear(); part.enableEmission = false; transform.localScale = new Vector3( 0, 0, 0 ); shouldPlay = false; }
// private PlayerController playerScript; // Use this for initialization void Start() { GameObject.Find ("Loading Screen").GetComponent<Canvas> ().enabled = false; attributesScript = this.GetComponent<PlayerAttributes> (); levelUp = GameObject.Find ("LevelUp").GetComponent<ParticleSystem> (); levelUp.enableEmission = false; levelUp.Clear (); //playerScript = this.GetComponent<PlayerController> (); }
public void charge(GameObject particles) { partSys = particles.GetComponent<ParticleSystem> (); if (currentBattery < maxBattery) { partSys.Pause (); isCharging = true; } else partSys.Clear (); }
static public int Clear(IntPtr l) { try { UnityEngine.ParticleSystem self = (UnityEngine.ParticleSystem)checkSelf(l); self.Clear(); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
// Use this for initialization void Start() { chargingEffectIn = GetComponent<ParticleSystem>(); rb = GetComponent<Rigidbody>(); position = new Vector3(transform.position.x, 0.0f, transform.position.z); isHere = false; chargingEffectIn.Stop(); chargingEffectIn.Clear(); rotationY.Set(0f, 0f, 0f); rotationY = rotationY.normalized*tumble; Quaternion deltaRotation = Quaternion.Euler(rotationY); //print("charger:" + position.x + " " + position.z); }
public static void ClusterClear(this UnityEngine.ParticleSystem ps) { var observer = validateCheck(ps); if (observer == null) { return; } ps.Clear(); FduParticleSystemOP op = new FduParticleSystemOP(); op.operation = FduParticleSystemOP.Operation.clear; observer.addOperation(op); }
static public int Clear__Boolean(IntPtr l) { try { UnityEngine.ParticleSystem self = (UnityEngine.ParticleSystem)checkSelf(l); System.Boolean a1; checkType(l, 2, out a1); self.Clear(a1); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
public IEnumerator AutoReleaseParticle(string prefabName, ParticleSystem particle, PrefabPoolAgent agent) { yield return new WaitForSeconds(particle.startDelay + 0.25f); GameObject go = particle.gameObject; while (particle.IsAlive(true) && go.activeInHierarchy) { yield return null; } if (go.activeInHierarchy) { Despawn(prefabName, agent); particle.Clear(true); } }
void Awake() { lights = gameObject.GetComponentsInChildren<Light>(); flames = gameObject.GetComponentInChildren<ParticleSystem>(); if ((row == 0 || row == 2) || (column == 0 || column == 2)) { lights[0].enabled = false; lights[1].enabled = false; lights[2].enabled = false; flames.Pause(); flames.Clear(); isActive = false; } puzzleManager = GameObject.FindObjectOfType<LightsOn>(); }
public static void ClusterClear(this UnityEngine.ParticleSystem ps, bool withChildren) { var observer = validateCheck(ps); if (observer == null) { return; } ps.Clear(withChildren); FduParticleSystemOP op = new FduParticleSystemOP(); op.operation = FduParticleSystemOP.Operation.clear; op.paras = new object[1]; op.paras[0] = withChildren; observer.addOperation(op); }
static public int Clear(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif int argc = LuaDLL.lua_gettop(l); if(argc==1){ UnityEngine.ParticleSystem self=(UnityEngine.ParticleSystem)checkSelf(l); self.Clear(); pushValue(l,true); return 1; } else if(argc==2){ UnityEngine.ParticleSystem self=(UnityEngine.ParticleSystem)checkSelf(l); System.Boolean a1; checkType(l,2,out a1); self.Clear(a1); pushValue(l,true); return 1; } pushValue(l,false); LuaDLL.lua_pushstring(l,"No matched override function Clear to call"); return 2; } catch(Exception e) { return error(l,e); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
static int Clear(IntPtr L) { int count = LuaDLL.lua_gettop(L); if (count == 1 && ToLua.CheckTypes(L, 1, typeof(UnityEngine.ParticleSystem))) { UnityEngine.ParticleSystem obj = (UnityEngine.ParticleSystem)ToLua.ToObject(L, 1); try { obj.Clear(); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } return(0); } else if (count == 2 && ToLua.CheckTypes(L, 1, typeof(UnityEngine.ParticleSystem), typeof(bool))) { UnityEngine.ParticleSystem obj = (UnityEngine.ParticleSystem)ToLua.ToObject(L, 1); bool arg0 = LuaDLL.lua_toboolean(L, 2); try { obj.Clear(arg0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } return(0); } else { LuaDLL.luaL_error(L, "invalid arguments to method: UnityEngine.ParticleSystem.Clear"); } return(0); }
protected IEnumerator ListenToDespawn(ParticleSystem emitter) { // Wait for the delay time to complete // Waiting the extra frame seems to be more stable and means at least one // frame will always pass yield return new WaitForSeconds(emitter.startDelay + 0.25f); while (emitter.IsAlive(true)) { if (!emitter.gameObject.activeInHierarchy) { emitter.Clear(true); yield break; // Do nothing, already despawned. Quit. } yield return null; } // Turn off emit before despawning InstanceManager.Despawn(this.poolName, emitter.transform); }
public void Start() { god = GameObject.Find("God").GetComponent<SoundGod>(); tickTime = 1.0 / goldTicksPerSecond; tickTimer = 0.0; carController = transform.parent.transform.parent.GetComponent<StephenCarController>(); line = gameObject.GetComponent<LineRenderer>(); system = gameObject.transform.GetChild(0).transform.GetChild(0).GetComponentInChildren<ParticleSystem>(); system.enableEmission = false; system.Clear(); //EraseLine(); }
// Use this for initialization protected virtual void Start() { // set the primaryNode to the Weapons_Primary var primaryNode = transform.FindChild("Weapons_Primary"); // Checks the child count of primaryNode for (int i = primaryNode.transform.childCount - 1; i >= 0; i--) { // set weapon to instanstiate a GameObject as a Weapon var weapon = GameObject.Instantiate(PrimaryWeapon, primaryNode.GetChild(i).transform.position, primaryNode.transform.rotation) as Weapon; // set weapons parents to the primaryNode weapon.transform.parent = primaryNode; // add the weapon to the list of primaryWeapons primaryWeapons.Add(weapon); } // set speed to calculate the speed speed = CalculateSpeed(); // if shield is not null if (Shield != null) // get the collider2D component shieldCollider = Shield.GetComponent<Collider2D>(); // set smoking and fire effects to false isSmoking = false; isOnFire = false; //load particle effect SMOKE smoke = (GameObject)Instantiate(Resources.Load("SmokeParticleSystem")); smoke.transform.parent = this.gameObject.transform; smokeSystem = smoke.GetComponent<ParticleSystem> (); smokeSystem.Clear (); smokeSystem.Stop(); //load particle effect FIRE fire = (GameObject)Instantiate(Resources.Load("FireParticleSystem")); fire.transform.parent = this.gameObject.transform; fireSystem = fire.GetComponent<ParticleSystem> (); fireSystem.Clear (); fireSystem.Stop(); }
void Start () { m_Particle = Instantiate(m_Particle, this.transform.position, this.transform.rotation) as ParticleSystem; m_Particle.Stop(); m_Particle.Clear(); }
/// <summary> /// Enables or disables the specified particle system /// </summary> /// <param name="partSys">Particle system to enable.</param> /// <param name="toggle">If set to <c>true</c> system will be enabled.</param> void particleToggle(ParticleSystem partSys, bool toggle){ if (toggle){ partSys.enableEmission = toggle; partSys.Simulate(3); partSys.Play(); } else { partSys.Stop(); partSys.Clear(); } }
private IEnumerator ListenForEmitDespawn(ParticleSystem emitter) { yield return new WaitForSeconds(emitter.startDelay + 0.25f); float safetimer = 0; GameObject emitterGO = emitter.gameObject; while (emitter.IsAlive(true) && emitterGO.activeInHierarchy) { safetimer += Time.deltaTime; if (safetimer > MaxParticleDespawnTime) { Debug.LogWarning ( string.Format ( "SpawnPool {0}: " + "Timed out while listening for all particles to die. " + "Waited for {1}sec.", PoolName, MaxParticleDespawnTime ) ); } yield return null; } if (emitterGO.activeInHierarchy) { Despawn(emitter.transform); emitter.Clear(true); } }
// Private Functions // Awake(): is called at the start of the program void Awake() { // Singleton if (s_Instance == null) s_Instance = this; else Destroy(this.gameObject); float resultColor; // while: Initialise a color and checks if the color is acceptable // Since HSV input of colors is harder to implement, // it converts RGB into one OVERALL value and check if is within fMinimumArtilleryRGB and fMaximumArtilleryRGB range do { colorArtillery = new Color(UnityEngine.Random.value, UnityEngine.Random.value, UnityEngine.Random.value, 1f); resultColor = colorArtillery.r + colorArtillery.g + colorArtillery.b; } while (resultColor < 3f * fMinimumArtilleryRGB || resultColor > 3f * fMaximumArtilleryRGB); // Read level specific settings from Settings.cs colorArtillery = Settings.s_EnvironmentColor; fNutrientsChance = Settings.s_fPlayerNutrientChance; fWallSidesSpeed = Settings.s_fSideWallSpeed; fWallBackgroundSpeed = Settings.s_fBackgroundSpeed; // Background particle system set-up bgParticleSystem = transform.GetChild(2).GetComponent<ParticleSystem>(); // Use the same color as the wall-sides and background bgParticleSystem.startColor = colorArtillery; // Set the starting speed from Settings.cs bgParticleSystem.startSpeed = Settings.s_fParticleStartSpeedMultiplier; // Since prewarm of particle systems doesn't adapt to the new color, the particle system will be simulated beforehand bgParticleSystem.Clear(); bgParticleSystem.Simulate(bgParticleSystem.startLifetime); bgParticleSystem.Play(); mAnimate = new Animate(transform.GetChild(0)); // Pool_WallSidesRenderer }
public void OnGUI() { GUI.Box(new Rect(0, 0, 220, 420), ""); GUI.Label(new Rect(11, 0, 80, 20), fpsstr); if (GUI.Button(new Rect(10, 20, 200, 20), "Clear Particles") && Time.time >= UItime) { ps.Clear(); particleSystem.Reset(); UItime = Time.time + UItimeNext; } Constants.mRadialViscosityGain = GUI.HorizontalSlider(new Rect(10, 60, 200, 20), Constants.mRadialViscosityGain, 0, 10f); GUI.Label(new Rect(10, 40, 200, 20), "Radial Vicousity Gain: " + Constants.mRadialViscosityGain); particleSystem.MaxParticles = (int)GUI.HorizontalSlider(new Rect(10, 100, 200, 20), particleSystem.MaxParticles, 0, Constants.MAX_PARTICLES); int pcount = particleSystem.Particles.Count; int pmax = particleSystem.MaxParticles; GUI.Label(new Rect(10, 80, 200, 20), pcount + " of " + pmax + " Particles"); if (pcount > pmax) { for (int i = pcount - 1; i >= pmax; i--) { particleSystem.Particles.RemoveAt(i); } ps.Clear(); } float pmass = Constants.ParticleMass; pmass = GUI.HorizontalSlider(new Rect(10, 140, 200, 20), pmass, 0.001f, 50); if (Constants.ParticleMass != pmass) { Constants.ParticleMass = pmass; lGravity = Constants.Gravity * Constants.ParticleMass; ((ParticleEmitter)particleSystem.Emitters[0]).ParticleMass = Constants.ParticleMass; foreach (mParticle particle in particleSystem.Particles) { particle.Mass = Constants.ParticleMass; } } GUI.Label(new Rect(10, 120, 200, 20), "Particle Mass: " + pmass); collisionSolver.Bounciness = GUI.HorizontalSlider(new Rect(10, 180, 200, 20), collisionSolver.Bounciness, 0, 10); GUI.Label(new Rect(10, 160, 200, 20), "Bounciness: " + collisionSolver.Bounciness); float damp = GUI.HorizontalSlider(new Rect(10, 220, 200, 20), Constants.ParticleDamping, 0, 0.1f); GUI.Label(new Rect(10, 200, 200, 20), "Damping: " + Constants.ParticleDamping); if (Constants.ParticleDamping != damp) { foreach (mParticle particle in particleSystem.Particles) { particle.Solver.Damping = damp; } Constants.ParticleDamping = damp; } float gravity = Constants.Gravity.y * -1; gravity = GUI.HorizontalSlider(new Rect(10, 260, 200, 20), gravity, 0, 20); GUI.Label(new Rect(10, 240, 200, 20), "Gravity: " + gravity); Constants.Gravity = new Vector2(0, gravity * -1); lGravity = Constants.Gravity * Constants.ParticleMass; Constants.GasConstant = GUI.HorizontalSlider(new Rect(10, 300, 200, 20), Constants.GasConstant, 0, 10); GUI.Label(new Rect(10, 280, 200, 20), "GasConstant: " + Constants.GasConstant); Constants.Friction = GUI.HorizontalSlider(new Rect(10, 340, 200, 20), Constants.Friction, 0, 0.5f); GUI.Label(new Rect(10, 320, 200, 20), "Dissipitation: " + Constants.Friction); GUI.Label(new Rect(10, 360, 200, 20), "Fill Type"); fillTypeIndex = GUI.SelectionGrid(new Rect(10, 380, 200, 20), fillTypeIndex, fillTypeNames, 3); }