static int _m_Play(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.Play( ); 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.Play(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.Play!")); }
static public int Play(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); if (argc == 1) { UnityEngine.ParticleSystem self = (UnityEngine.ParticleSystem)checkSelf(l); self.Play(); 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.Play(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)); } }
static int Play(IntPtr L) { #if UNITY_EDITOR ToluaProfiler.AddCallRecord("UnityEngine.ParticleSystem.Register"); #endif try { int count = LuaDLL.lua_gettop(L); if (count == 1) { UnityEngine.ParticleSystem obj = (UnityEngine.ParticleSystem)ToLua.CheckObject(L, 1, typeof(UnityEngine.ParticleSystem)); obj.Play(); 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.Play(arg0); return(0); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.ParticleSystem.Play")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int Play(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.Play(); 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.Play(arg0); return(0); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.ParticleSystem.Play")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int Play(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.Play(); 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.Play(arg0); return(0); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.ParticleSystem.Play")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
// fonction appelée lorsqu'un boulet de canon explose public void Explode(Vector3 position) { Vector3 dist; for(int i = 0; i < projectilePoolActive.Count; i++) { go = (GameObject) projectilePoolActive[i]; dist = go.transform.position - position; if(dist.magnitude < 999){/*...*/} } if(fxPoolReady.Count > 0) { go = (GameObject) fxPoolReady[0]; go.transform.position = position; go.SetActive(true); fx = go.GetComponent(typeof(FX)) as FX; fx.Trigger(); ps = go.GetComponent(typeof(ParticleSystem)) as ParticleSystem; ps.Play(); fxPoolReady.RemoveAt(0); fxPoolActive.Add(go); } print("<explode>"); }
void Start() { transform.Rotate(new Vector3(285f,350f,355f)); particle = GetComponent<ParticleSystem>(); particle.Play(); Invoke ("Delete",particle.startLifetime); }
static public int Play(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); if (argc == 1) { UnityEngine.ParticleSystem self = (UnityEngine.ParticleSystem)checkSelf(l); self.Play(); return(0); } else if (argc == 2) { UnityEngine.ParticleSystem self = (UnityEngine.ParticleSystem)checkSelf(l); System.Boolean a1; checkType(l, 2, out a1); self.Play(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); } }
public void setShield(bool hasShield) { this.hasShield = true; shield = GetComponent<ParticleSystem>(); shield.Play(); StartCoroutine (KeepShield()); }
void Start() { stateController = GameObject.FindWithTag("Player").GetComponent<TurtleStateController>(); forceVector = transform.forward * magnitude; particleSystem = GetComponent<ParticleSystem>(); particleSystem.Play(); }
// Update is called once per frame void Update () { if (Input.GetMouseButtonDown (0)) { clone = Instantiate (shotEffectPrefab, transform.position, transform.rotation) as ParticleSystem; clone.Play (); } }
public ParticleEffectInstanceManager(EffectManager effect_manager, Mesh character_mesh, bool letter_flipped, ParticleEffectSetup effect_setup, AnimationProgressionVariables progression_vars, AnimatePerOptions animate_per, ParticleEmitter particle_emitter = null, ParticleSystem particle_system = null) { m_particle_emitter = particle_emitter; m_particle_system = particle_system; m_letter_mesh = character_mesh; m_letter_flipped = letter_flipped; m_follow_mesh = effect_setup.m_follow_mesh; m_duration = effect_setup.m_duration.GetValue(progression_vars, animate_per); m_delay = effect_setup.m_delay.GetValue(progression_vars, animate_per); m_position_offset = effect_setup.m_position_offset.GetValue(progression_vars, animate_per); m_rotation_offset = Quaternion.Euler(effect_setup.m_rotation_offset.GetValue(progression_vars, animate_per)); m_rotate_with_letter = effect_setup.m_rotate_relative_to_letter; m_effect_manager_handle = effect_manager; m_active = false; if(m_particle_emitter != null) { m_transform = m_particle_emitter.transform; m_particle_emitter.emit = true; m_particle_emitter.enabled = false; } else if(m_particle_system != null) { m_transform = m_particle_system.transform; m_particle_system.playOnAwake = false; m_particle_system.Play(); #if !UNITY_3_5 && UNITY_EDITOR p_system_timer = 0; #endif } }
void Awake() { //lane = 1; particles = transform.GetChild (0).gameObject.GetComponent<ParticleSystem> (); beam = transform.GetChild (1).gameObject.GetComponent<ParticleSystem> (); line = transform.GetChild (2).gameObject.GetComponent<LineRenderer> (); inLaserSequence = false; inSplitSequence = false; isActive = true; startFadeOut = false; startFadeIn = false; line.sortingLayerName = "Explosion/Fizz"; transform.position += Vector3.up * -(lane - 2); if (Team == "Blue") { particles.transform.position = GameObject.FindGameObjectWithTag ("BlueBase").transform.position + Vector3.up * -(lane - 2); } else if (Team == "Red") { particles.transform.position = GameObject.FindGameObjectWithTag ("RedBase").transform.position + Vector3.up * -(lane - 2); } particles.Play (); Invoke ("beginBeam", 0.5f); Invoke ("drawLine", 1); Invoke ("setLooping", 2); Invoke ("setInactive", 1.5f); Invoke ("destroy", 3); Debug.Log (particles.gameObject.transform.position); }
static int QPYX_Play_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.Play(); 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.Play(QPYX_arg0_YXQP); return(0); } else { return(LuaDLL.luaL_throw(L_YXQP, "invalid arguments to method: UnityEngine.ParticleSystem.Play")); } } catch (Exception e_YXQP) { return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP)); } }
// Use this for initialization void Start() { psys = GetComponent<ParticleSystem>(); psys.Play(); if (!psys) Destroy(gameObject); Destroy(gameObject, psys.duration + psys.startLifetime); }
public override void Play(GameObject target) { // Get particle system _particleSystem = target.GetComponent<ParticleSystem>(); _particleSystem.time = 0; _particleSystem.Play(); }
// Use this for initialization void Start () { activeObjectList = new List<GameObject>(); pushForce = new Vector2(0.0f, 0.0f); particles = gameObject.GetComponent<ParticleSystem>(); emis = particles.emission; emis.enabled = false; particles.Play(); }
public void LevelIncrease() { levelUp = GameObject.Find ("Level_Up_Popup").GetComponent<ParticleSystem> (); levelUp.Stop(); level++; levelUp.enableEmission = true; levelUp.Play(); }
void Start() { ps = GetComponent<ParticleSystem>(); ps.Stop(); RandSize(); ps.Play(); //StartCoroutine(SetTime()); }
void Start() { transform.LookAt(PlayerStats.Player.transform.position); PS = GetComponent<ParticleSystem>(); AS = GetComponent<AudioSource>(); Value = HitObject.GetComponent<SteamAmount>().Amount; PS.Play(); StartCoroutine(CheckSteamAudio()); }
// Use this for initialization void Start() { source = GetComponent<AudioSource>(); _smoke = Instantiate(Resources.Load("Smoke") as GameObject); _smoke.transform.parent = transform; _smoke.transform.position = transform.position; smoke = _smoke.GetComponent<ParticleSystem>(); smoke.Play(); }
void CheckCurrentSmoke(ref ParticleSystem compareWith) { if (currentSmoke.name != compareWith.name) // if currentSmoke isn't the same that compareWith smoke { currentSmoke.Stop(); // stop Playing current smoke currentSmoke = compareWith; // set currentSmoke to correct smoke that we compare with currentSmoke.Play(); // Play smoke } }
// Use this for initialization void Start() { audio = GetComponent<AudioSource>(); particles = GetComponent<ParticleSystem>(); //Start playing immediately if (audio) audio.Play(); if (particles) particles.Play(); }
void play(ParticleSystem ps, ParticleInfos pi){ //ps.duration = pi.duration / music.tempo * 60; ps.Stop (); ps.startSize = pi.size; ps.startSpeed = pi.speed; if(pi.quantity > 0) ps.Emit (pi.quantity); ps.emissionRate = pi.timeQuantity; ps.Play (); }
void Start() { a = gameObject.GetComponent<Animation>(); a.Play (); //Debug.Log (a.clip.name); b = gameObject.GetComponent<Animation>(); c = gameObject.GetComponent<Animation>(); partsys = phySystem.GetComponent<ParticleSystem> (); partsys.Play (); }
public void Init(Main main) { currentValue = UnityEngine.Random.Range (minimum, maximum); transform.localScale = new Vector3 (main.LocationWidthInMeters / 2, 1, 1); transform.localPosition = new Vector3 (transform.localScale.x, main.LocationHeightInMeters + 1, 0); particles = GetComponent<ParticleSystem> (); particles.emissionRate = CalculateCurrentEmissionRate(); particles.Simulate (1); particles.Play (); }
public void DeploymentComplete() { _isActive = true; _spawningParticles.Stop(); _spawningParticles.transform.SetParent(null); PoolMaster.Despawn(_spawningParticles.gameObject,5f); _landingParticles = PoolMaster.SpawnRandomReference("PS_Landed", this.transform.position).GetComponent<ParticleSystem>(); _landingParticles.Play(); PoolMaster.Despawn(_landingParticles.gameObject, 5f); }
public void CrashAndBurn () { renderer.enabled = false; collider.enabled = false; explosion = Instantiate(explosionPrefab) as ParticleSystem; explosion.transform.position = transform.position; explosion.transform.parent = transform; explosion.Play(); Destroy(explosion, explosion.duration); }
public void pistolShot() { if (fireRate<=0) { fireRate = 0.3f; faceForward (); particle = Instantiate (shotEffectPrefab, bulletSpawn.position, bulletSpawn.rotation) as ParticleSystem; particle.Play (); Instantiate (bullet, bulletSpawn.position, bulletSpawn.rotation); } fireRate -= Time.deltaTime; }
void OnTriggerEnter(Collider c){ if (c.gameObject.tag == "Unit"){ if (c.gameObject.GetComponent<Unit> ().player1 != player1) { Debug.Log("EXPLODE!"); mineExp = (ParticleSystem)Instantiate (mineExp); mineExp.transform.position = transform.position; mineExp.Play (); c.GetComponent<Unit>().health -= damage; Destroy(this.gameObject); } } }
void Splash() { ps = GetComponent<ParticleSystem> (); ps.Simulate (0); ps.Play (); GetComponent<Renderer> ().enabled = false; foreach (Collider2D other in Physics2D.OverlapCircleAll (new Vector2 (rb.position.x, rb.position.y), splashRadius)) if (other.tag == "Enemy") other.gameObject.AddComponent<DoT> ().Initialize (dps, duration); }
static public int Play(IntPtr l) { try { UnityEngine.ParticleSystem self = (UnityEngine.ParticleSystem)checkSelf(l); self.Play(); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
public void Init(float scale) { explodeSource.pitch = Random.Range(0.8f, 1.2f); transform.localScale = Vector3.one*scale; parts = GetComponent<ParticleSystem>(); parts.Play(); time = 8f; gameObject.SetActive(true); }
protected override void ModifyEntity() { if (particleEmitterResourceName != null) { particleEmitterObject = GameObject.Instantiate(Resources.Load(particleEmitterResourceName)) as GameObject; particleEmitter = particleEmitterObject.transform.particleSystem; particleEmitter.Play(); if (target != null) particleEmitterObject.transform.position = target.transform.position; } }
public void Trigger(AnimateToPoint victimAnimator, ParticleSystem poofCloud, GameObject bigDemonRoot, Transform demonRoot, Transform sadRoot, Vector3 startPos, Vector3 podiumPos, Action onComplete) { demonRoot.gameObject.SetActive(false); victimAnimator.transform.position = startPos; poofCloud.Play(); ScreenShaker.Instance.ApplyShake(ShakeForce); victimAnimator.Trigger(TweenToQueue, podiumPos, () => { poofCloud.Play(); ScreenShaker.Instance.ApplyShake(ShakeForce); bigDemonRoot.SetActive(true); sadRoot.gameObject.SetActive(true); onComplete(); }); }
static public int Play__Boolean(IntPtr l) { try { UnityEngine.ParticleSystem self = (UnityEngine.ParticleSystem)checkSelf(l); System.Boolean a1; checkType(l, 2, out a1); self.Play(a1); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
public static void ClusterPlay(this UnityEngine.ParticleSystem ps) { var observer = validateCheck(ps); if (observer == null) { return; } ps.Play(); FduParticleSystemOP op = new FduParticleSystemOP(); op.operation = FduParticleSystemOP.Operation.play; observer.addOperation(op); }
public Player(string n, int x, int z) { name = n; health = 100; mana = 100; maxMana = 100; GameObject playerPrefab = PrefabFactory.GetSuzePrefab(); GameManager.InstantiateModel(playerPrefab, new Vector3(x,0,z)); player = GameObject.Find("SusePrefab(Clone)"); player.name = name; player.transform.Rotate(0,180,0); GameObject auraObj = player.transform.Find("Aura").gameObject; aura = auraObj.GetComponent<ParticleSystem>(); aura.Play(); }
public override void OnEnter() { ps = Fsm.GetOwnerDefaultTarget(gameObject).GetComponent<ParticleSystem>(); if (emitOnOff.Value) ps.Play(); else ps.Stop(); if (delay.Value <= 0) { Finish(); return; } startTime = Time.realtimeSinceStartup; timer = 0f; }
void OnCollisionEnter2D(Collision2D coll) { if(coll.collider.name != "Ground") { GetComponent<Animator>().SetInteger ("HP", 0); blood = Instantiate(blood) as ParticleSystem; blood.transform.position = transform.position; blood.Play(); collider2D.enabled = false; rigidbody2D.Sleep (); enabled = false; } }
public static void ClusterPlay(this UnityEngine.ParticleSystem ps, bool withChildren) { var observer = validateCheck(ps); if (observer == null) { return; } ps.Play(withChildren); FduParticleSystemOP op = new FduParticleSystemOP(); op.operation = FduParticleSystemOP.Operation.play; op.paras = new object[1]; op.paras[0] = withChildren; observer.addOperation(op); }
static public int Play(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.Play(); 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.Play(a1); pushValue(l,true); return 1; } pushValue(l,false); LuaDLL.lua_pushstring(l,"No matched override function Play 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 Play(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.Play(); } 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.Play(arg0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } return(0); } else { LuaDLL.luaL_error(L, "invalid arguments to method: UnityEngine.ParticleSystem.Play"); } return(0); }