Stop() private method

private Stop ( ) : void
return void
示例#1
0
    // Start
    void Start()
    {
        myParticleSystem = particleSystem;

        // Server side doesn't compute particles
        if(uLink.Network.isServer) {
            // Disable emission
            myParticleSystem.enableEmission = false;

            if(!myParticleSystem.isStopped)
                myParticleSystem.Stop();

            // Is there a delayed explosion component?
            var delayedExplosion = GetComponent<DelayedExplosion>();

            // Destroy this object after the standard duration of the particle system
            if(delayedExplosion == null)
                Destroy(gameObject, myParticleSystem.duration);
            else
                Destroy(gameObject, delayedExplosion.delayTime + 0.1f);

            // No LateUpdate on the server
            enabled = false;
        }
    }
 static public int Stop(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 1)
         {
             UnityEngine.ParticleSystem self = (UnityEngine.ParticleSystem)checkSelf(l);
             self.Stop();
             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.Stop(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 public int Stop(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 1)
         {
             UnityEngine.ParticleSystem self = (UnityEngine.ParticleSystem)checkSelf(l);
             self.Stop();
             return(0);
         }
         else if (argc == 2)
         {
             UnityEngine.ParticleSystem self = (UnityEngine.ParticleSystem)checkSelf(l);
             System.Boolean             a1;
             checkType(l, 2, out a1);
             self.Stop(a1);
             return(0);
         }
         else if (argc == 3)
         {
             UnityEngine.ParticleSystem self = (UnityEngine.ParticleSystem)checkSelf(l);
             System.Boolean             a1;
             checkType(l, 2, out a1);
             UnityEngine.ParticleSystemStopBehavior a2;
             checkEnum(l, 3, out a2);
             self.Stop(a1, a2);
             return(0);
         }
         return(error(l, "No matched override function to call"));
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int Stop(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 1)
         {
             UnityEngine.ParticleSystem self = (UnityEngine.ParticleSystem)checkSelf(l);
             self.Stop();
             return(0);
         }
         else if (argc == 2)
         {
             UnityEngine.ParticleSystem self = (UnityEngine.ParticleSystem)checkSelf(l);
             System.Boolean             a1;
             checkType(l, 2, out a1);
             self.Stop(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);
     }
 }
示例#5
0
 // Use this for initialization
 void Start()
 {
     particles = GetComponent<ParticleSystem>();
     sprite = transform.Find("default").gameObject.GetComponent<MeshRenderer>();
     particles.Stop();
     particles.enableEmission = false;
 }
 static int QPYX_Stop_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.Stop();
             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.Stop(QPYX_arg0_YXQP);
             return(0);
         }
         else if (QPYX_count_YXQP == 3)
         {
             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);
             UnityEngine.ParticleSystemStopBehavior QPYX_arg1_YXQP = (UnityEngine.ParticleSystemStopBehavior)ToLua.CheckObject(L_YXQP, 3, typeof(UnityEngine.ParticleSystemStopBehavior));
             QPYX_obj_YXQP.Stop(QPYX_arg0_YXQP, QPYX_arg1_YXQP);
             return(0);
         }
         else
         {
             return(LuaDLL.luaL_throw(L_YXQP, "invalid arguments to method: UnityEngine.ParticleSystem.Stop"));
         }
     }
     catch (Exception e_YXQP)                {
         return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP));
     }
 }
    static int Stop(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 1 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.ParticleSystem)))
            {
                UnityEngine.ParticleSystem obj = (UnityEngine.ParticleSystem)ToLua.ToObject(L, 1);
                obj.Stop();
                return(0);
            }
            else if (count == 2 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.ParticleSystem), typeof(bool)))
            {
                UnityEngine.ParticleSystem obj = (UnityEngine.ParticleSystem)ToLua.ToObject(L, 1);
                bool arg0 = LuaDLL.lua_toboolean(L, 2);
                obj.Stop(arg0);
                return(0);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.ParticleSystem.Stop"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
示例#8
0
 // Use this for initialization
 void Start()
 {
     part = GetComponent<ParticleSystem>();
     audio = GetComponent<AudioSource>();
     part.Stop();
     part.Clear();
 }
示例#9
0
    // Use this for initialization
    void Start()
    {
        part = GetComponentInChildren<ParticleSystem>();
        part.Stop();

        game = GameObject.FindWithTag("GameController").GetComponent<GameController>();
    }
 // Use this for initialization
 void Start()
 {
     ParticulaR = fuegorojo.GetComponent<ParticleSystem>();
     ParticulaA= fuegoamarillo.GetComponent<ParticleSystem>();
     ParticulaR.Stop ();
     ParticulaA.Stop ();
 }
示例#11
0
    void Start()
    {
        jumpVFX = transform.Find ("character/Dust_2").GetComponent<ParticleSystem>();
        jumpVFX.Stop();

        pi = gameObject.GetComponent<PlayerInfo>();

        accelerationRate = pi.accelerationRate;
        decelerationRate = pi.decelerationRate;
        accelerationGravity = pi.accelerationGravity;
        maxSpeed = pi.maxSpeed;
        jumpHeight = pi.jumpHeight;
        numberOfJumps = pi.numberOfJumps;
        terminalVelocity = pi.terminalVelocity;

        cc = GetComponent<CharacterController>();

        velocity = new Vector3(0,0,0);

        gravityDirection = Vector3.Normalize(accelerationGravity);
        rayLength = 0.9f;

        //stop acceleration rate from being more than max speed
        accelerationRate = accelerationRate > maxSpeed ? maxSpeed : accelerationRate;

        animator = gameObject.transform.FindChild("character").GetComponent<Animator>();
        mesh = transform;

        gameObject.GetComponent<AudioSource>().Pause();
        gameObject.GetComponent<AudioSource>().loop = false;
        gameObject.GetComponent<AudioSource>().volume = 1000.0f;
    }
 protected override void Awake()
 {
     base.Awake();
     waterSpray = transform.FindChild("WaterSpray").gameObject;
     particles = waterSpray.GetComponent<ParticleSystem>();
     particles.Stop();
 }
		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;
		}
    void Start()
    {
        system = GetComponent<ParticleSystem>();

        system.Stop();
        active = false;
    }
示例#15
0
 void Start()
 {
     setDisable();
     getitem = GameObject.Find("getitem_particle").GetComponent<ParticleSystem>();
     getitem.Stop();
     
 }
示例#16
0
 // Use this for initialization
 void Start()
 {
     body = transform.Find("body").gameObject;
     animator = body.GetComponent<Animator>();
     particles = GetComponent<ParticleSystem>();
     particles.Stop();
     particles.enableEmission = false;
 }
示例#17
0
 // Use this for initialization
 void Start()
 {
     //Debug.Log(transform.parent.gameObject.GetComponent<MotionClass>());
     //		DinoMotion = transform.parent.gameObject.GetComponent<DinoMoveScript>();
     //		Debug.Log(DinoMotion);
     RunningDust = gameObject.GetComponent<ParticleSystem>();
     RunningDust.Stop();
 }
示例#18
0
 void Awake() {
     _spriteRenderer = GetComponentInChildren<SpriteRenderer>();
     _spPS = ((GameObject)Instantiate(candyParticlePrefab)).GetComponent<ParticleSystem>();
     _spPS.transform.parent = transform;
     _spPS.transform.localPosition = new Vector3(0.15f, 0, transform.position.z + 0.1f);
     _spPS.Stop();
     _CC2D = GetComponent<CharacterController2D>();
 }
	public void Awake() {
		_particleInstance = (GameObject.Instantiate(_particlePrefab.gameObject) as GameObject).GetComponent<ParticleSystem>();
		_particleInstance.transform.SetParent(transform);
		_particleInstance.playOnAwake = false;
		_particleInstance.Stop();
		_particleInstance.gameObject.GetComponent<CFX_AutoDestructShuriken>().OnlyDeactivate = true;
		_particleInstance.gameObject.SetActive(false);
	}
示例#20
0
    // Use this for initialization
    void Start()
    {
        body = transform.Find("Cylinder").gameObject;

        particles = GetComponent<ParticleSystem>();
        particles.Stop();
        particles.enableEmission = false;
    }
示例#21
0
 void Awake()
 {
     effectTransform = transform.Find("Light Speed Effect");
     lightSpeedEffect = effectTransform.particleSystem;
     lightSpeedEffect.Stop();
     lastFramePosition = transform.position;
     defaultEffectPosition = lightSpeedEffect.transform.localPosition;
 }
示例#22
0
 // Use this for initialization
 void Start()
 {
     transform.localScale = new Vector3 (0,0,0);
     partSys = phySys.GetComponent<ParticleSystem>();
     partSys2 = phySys2.GetComponent<ParticleSystem>();
     partSys.Stop ();
     partSys2.Stop();
 }
示例#23
0
 public void LevelIncrease()
 {
     levelUp = GameObject.Find ("Level_Up_Popup").GetComponent<ParticleSystem> ();
     levelUp.Stop();
     level++;
     levelUp.enableEmission = true;
     levelUp.Play();
 }
    // Use this for initialization
    void Start()
    {
        sprite = GetComponent<SpriteRenderer>();
            ps = GetComponent<ParticleSystem>();
            ps.Stop();

        Messenger.AddListener("take damage", takeDamage);
    }
示例#25
0
        static int _m_Stop(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.Stop(  );



                    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.Stop(withChildren);



                    return(0);
                }
                if (__gen_param_count == 3 && LuaTypes.LUA_TBOOLEAN == LuaAPI.lua_type(L, 2) && translator.Assignable <UnityEngine.ParticleSystemStopBehavior>(L, 3))
                {
                    bool withChildren = LuaAPI.lua_toboolean(L, 2);
                    UnityEngine.ParticleSystemStopBehavior stopBehavior; translator.Get(L, 3, out stopBehavior);

                    __cl_gen_to_be_invoked.Stop(withChildren, stopBehavior);



                    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.Stop!"));
        }
示例#26
0
    void Start()
    {
        ps = GetComponent<ParticleSystem>();
        ps.Stop();

        RandSize();
        ps.Play();
        //StartCoroutine(SetTime());
    }
示例#27
0
    void Awake() {
        _sbPS = ((GameObject)Instantiate(sugarBrickParticlePrefab)).GetComponent<ParticleSystem>();
        _sbPS.transform.parent = transform;
        _sbPS.transform.localPosition = new Vector3(0, 0, transform.position.z);

        _sbPS.Stop();
        _spriteRenderer = GetComponent<SpriteRenderer>();
		_CC2D = GetComponent<CharacterController2D>();
    }
示例#28
0
文件: germs.cs 项目: ragingRobot/LD30
    // Use this for initialization
    void Start()
    {
        particles = GetComponent<ParticleSystem>();
        sprite = GetComponent<SpriteRenderer>();
        particles.Stop();
        particles.enableEmission = false;

        target = GetClosestEnemy ();
    }
 void Awake()
 {
     particles = GetComponent<ParticleSystem>();
     particles.Stop();
     rend = GetComponent<Renderer>();
     control = transform.parent.gameObject.GetComponent<HandClickControl>();
     color = rend.material.GetColor("_TintColor");
     isLeftHand = transform.position.x >= 0;
 }
 void Start()
 {
     vuurtje = GetComponentInChildren<ParticleSystem>();
     player = GameObject.FindGameObjectWithTag("Player").GetComponent<Player>();
     pigModel = GameObject.FindGameObjectWithTag("PigModel");
     pigColor = GameObject.FindGameObjectWithTag("PigColor");
     vuurtje.Stop();
     ColorUtility.TryParseHtmlString("#492200FF", out newColor);
 }
示例#31
0
文件: EnemyOrpi.cs 项目: SeiZon/Fade
    // Use this for initialization
    protected override void Start()
    {
        base.Start();
        curChargeDuration = chargeDuration;

        canGetPush = false;

        landingIndicator = transform.FindChild("orpi_indicator").GetComponent<ParticleSystem>();
        if(landingIndicator.isPlaying) landingIndicator.Stop();
    }
示例#32
0
        private void Awake()
        {
            _transform = transform;
            _gameObject = gameObject;
            _rigidBody2D = GetComponent<Rigidbody2D>();
            _collider = GetComponent<CircleCollider2D>();
            _particleSystem = GetComponent<ParticleSystem>();

            _particleSystem.Stop();
        }
示例#33
0
	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 ();
	}
示例#34
0
文件: Flow.cs 项目: hydro-team/hydro
 void Awake()
 {
     if (GetComponent<Collider2D>() == null) {
         throw new InvalidOperationException("Flow requires a Collider2D component");
     }
     if (strength <= 0) { Debug.LogWarning("Flow: strength should be a positive value, but it is set to " + strength); }
     if (duration <= 0) { Debug.LogWarning("Flow: duration should be a positive value, but it is set to " + duration); }
     bubbles = GetComponentInChildren<ParticleSystem>();
     bubbles.Stop();
 }
示例#35
0
    void Start()
    {
        particles = GetComponentInChildren<ParticleSystem>();
        if (particles == null) {
            Debug.Log("Cannot find particles for warhead");
        }
        particles.Stop();

        transform.rotation = Quaternion.Euler(0.0f, 0.0f, 15.0f);
    }
 void Start()
 {
     if (flame != null) {
         flame.intensity = 0.0f;
         particle = flame.GetComponent<ParticleSystem> ();
         if (particle.isPlaying) {
             particle.Stop ();
         }
     }
 }
 static public int Stop(IntPtr l)
 {
     try {
         UnityEngine.ParticleSystem self = (UnityEngine.ParticleSystem)checkSelf(l);
         self.Stop();
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
	static public int Stop(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.Stop();
				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.Stop(a1);
				pushValue(l,true);
				return 1;
			}
			else if(argc==3){
				UnityEngine.ParticleSystem self=(UnityEngine.ParticleSystem)checkSelf(l);
				System.Boolean a1;
				checkType(l,2,out a1);
				UnityEngine.ParticleSystemStopBehavior a2;
				a2 = (UnityEngine.ParticleSystemStopBehavior)LuaDLL.luaL_checkinteger(l, 3);
				self.Stop(a1,a2);
				pushValue(l,true);
				return 1;
			}
			pushValue(l,false);
			LuaDLL.lua_pushstring(l,"No matched override function Stop 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
	}
示例#39
0
        public static void ClusterStop(this UnityEngine.ParticleSystem ps)
        {
            var observer = validateCheck(ps);

            if (observer == null)
            {
                return;
            }
            ps.Stop();
            FduParticleSystemOP op = new FduParticleSystemOP();

            op.operation = FduParticleSystemOP.Operation.stop;
            observer.addOperation(op);
        }
 static public int Stop__Boolean(IntPtr l)
 {
     try {
         UnityEngine.ParticleSystem self = (UnityEngine.ParticleSystem)checkSelf(l);
         System.Boolean             a1;
         checkType(l, 2, out a1);
         self.Stop(a1);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
示例#41
0
        public static void ClusterStop(this UnityEngine.ParticleSystem ps, bool withChildren)
        {
            var observer = validateCheck(ps);

            if (observer == null)
            {
                return;
            }
            ps.Stop(withChildren);
            FduParticleSystemOP op = new FduParticleSystemOP();

            op.operation = FduParticleSystemOP.Operation.stop;
            op.paras     = new object[1];
            op.paras[0]  = withChildren;
            observer.addOperation(op);
        }
    static int Stop(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.Stop();
                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.Stop(arg0);
                return(0);
            }
            else if (count == 3)
            {
                UnityEngine.ParticleSystem obj = (UnityEngine.ParticleSystem)ToLua.CheckObject(L, 1, typeof(UnityEngine.ParticleSystem));
                bool arg0 = LuaDLL.luaL_checkboolean(L, 2);
                UnityEngine.ParticleSystemStopBehavior arg1 = (UnityEngine.ParticleSystemStopBehavior)ToLua.CheckObject(L, 3, typeof(UnityEngine.ParticleSystemStopBehavior));
                obj.Stop(arg0, arg1);
                return(0);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.ParticleSystem.Stop"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
    public void Init(P5Particle[] p5particles)
    {
        particles    = p5particles;
        maxParticles = particles.Length;

        if (psys == null)
        {
            psys = this.gameObject.AddComponent <UnityEngine.ParticleSystem>() as UnityEngine.ParticleSystem;
        }
        psys.GetComponent <Renderer>().material = mat;
        psys.playOnAwake    = false;
        psys.enableEmission = false;
        psys.loop           = false;
        psys.Stop();


        renderParticles = new UnityEngine.ParticleSystem.Particle[maxParticles];
        for (int i = 0; i < maxParticles; i++)
        {
            renderParticles[i] = new UnityEngine.ParticleSystem.Particle();
        }
        Reset();
    }
示例#44
0
    static int Stop(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.Stop();
                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.Stop(arg0);
                return(0);
            }
            else if (count == 3)
            {
                UnityEngine.ParticleSystem obj = (UnityEngine.ParticleSystem)ToLua.CheckObject(L, 1, typeof(UnityEngine.ParticleSystem));
                bool arg0 = LuaDLL.luaL_checkboolean(L, 2);
                UnityEngine.ParticleSystemStopBehavior arg1 = (UnityEngine.ParticleSystemStopBehavior)LuaDLL.luaL_checknumber(L, 3);
                obj.Stop(arg0, arg1);
                return(0);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.ParticleSystem.Stop"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
示例#45
0
        // Build voxel object
        public override float Build(Storage voxels, Bounds bounds, Informer informer, object parameter)
        {
            // Check for given array
            if (voxels != null)
            {
                int width = voxels.Width;
                int height = voxels.Height;
                int depth = voxels.Depth;
                int sides = voxels.FacesCount;
                int x, y, z;

                // Check for non-empty array
                if (width * height * depth * sides > 0)
                {
                    if (particles == null)
                    {
                        // Calculate total scaling for one block
                        globalScaling = new Vector3(2.0f * bounds.extents.x / (float)width, 2.0f * bounds.extents.y / (float)height, 2.0f * bounds.extents.z / (float)depth);

                        // Check for given template container containing a particle system and its renderer
                        if (template != null && template.GetComponent <UnityEngine.ParticleSystem>() != null && template.GetComponent <Renderer>() != null && template.GetComponent <Renderer>().GetType() == typeof(ParticleSystemRenderer) && ((ParticleSystemRenderer)template.GetComponent <Renderer>()).mesh != null)
                        {
                            // Calculate offset and scaling vector for a particle mesh
                            offset     = -((ParticleSystemRenderer)template.GetComponent <Renderer>()).mesh.bounds.center;
                            scaling.x  = 0.5f / ((ParticleSystemRenderer)template.GetComponent <Renderer>()).mesh.bounds.extents.x;
                            scaling.y  = 0.5f / ((ParticleSystemRenderer)template.GetComponent <Renderer>()).mesh.bounds.extents.y;
                            scaling.z  = 0.5f / ((ParticleSystemRenderer)template.GetComponent <Renderer>()).mesh.bounds.extents.z;
                            offset.x  *= scaling.x;
                            offset.y  *= scaling.y;
                            offset.z  *= scaling.z;
                            scaling.x *= globalScaling.x;
                            scaling.y *= globalScaling.y;
                            scaling.z *= globalScaling.z;
                        }
                        else
                        {
                            // Unset translation und scaling
                            offset  = Vector3.zero;
                            scaling = Vector3.one;
                        }

                        // Add offset for half voxel
                        offset += new Vector3(0.5f * globalScaling.x, 0.5f * globalScaling.y, 0.5f * globalScaling.z);

                        // Move to match position of the original object
                        offset += bounds.center - gameObject.transform.position - bounds.extents;

                        // Create array to store particles to
                        particles      = new UnityEngine.ParticleSystem.Particle[voxels.Count];
                        particlesCount = 0;

                        // Calculate size of one particle
                        particleSize = Mathf.Max(globalScaling.x, Mathf.Max(globalScaling.y, globalScaling.z)) * sizeFactor;
                    }

                    // Check for main container
                    if (particles != null)
                    {
                        // Process all voxels
                        z = currentDepth;
                        //for (z = currentDepth; z < currentDepth + 1; ++z)
                        {
                            y = currentHeight;
                            //for (y = currentHeight; y < currentHeight + 1; ++y)
                            {
                                for (x = 0; x < width; ++x)
                                {
                                    // Retrieve material for current coordinate
                                    Material material = voxels.GetMaterial(x, y, z);

                                    // Check for valid voxel
                                    if (material != null)
                                    {
                                        // Calculate current voxel position
                                        Vector3 currentPosition = new Vector3((float)x * globalScaling.x + offset.x, (float)y * globalScaling.y + offset.y, (float)z * globalScaling.z + offset.z);

                                        // Set particle properties
                                        particles[particlesCount].position          = currentPosition;
                                        particles[particlesCount].startColor        = material.color;
                                        particles[particlesCount].remainingLifetime = 1000;
                                        particles[particlesCount].startLifetime     = 0;
                                        particles[particlesCount].randomSeed        = 0;
                                        particles[particlesCount].rotation          = 0;
                                        particles[particlesCount].startSize         = particleSize;
                                        particles[particlesCount].velocity          = Vector3.zero;
                                        particles[particlesCount].angularVelocity   = 0;

                                        // Increase number of particles
                                        ++particlesCount;
                                    }
                                }
                            }

                            // Increase to next height line
                            if (++currentHeight >= height)
                            {
                                // Increase to next depth slice
                                ++currentDepth;
                                currentHeight = 0;
                            }
                        }

                        // Return current progress when building has not been finished
                        if (currentDepth < depth)
                        {
                            return((float)currentDepth / (float)depth);
                        }
                    }
                }
            }

            // Check for particles
            if (particles != null && particlesCount > 0)
            {
                GameObject particlesContainer;

                // Clone existing or create new container
                if (template != null)
                {
                    particlesContainer      = (GameObject)Instantiate(template);
                    particlesContainer.name = targetName;
                    particlesContainer.SetActive(true);
                }
                else
                {
                    particlesContainer = new GameObject(targetName);
                }

                if (particlesContainer != null)
                {
                    // Copy position and unset scale and rotation
                    particlesContainer.transform.localPosition = gameObject.transform.position;
                    particlesContainer.transform.localScale    = Vector3.one;
                    particlesContainer.transform.localRotation = Quaternion.identity;

                    // Add particles system
                    UnityEngine.ParticleSystem particleSystem = particlesContainer.GetComponent <UnityEngine.ParticleSystem>();
                    if (particleSystem == null)
                    {
                        particleSystem = particlesContainer.AddComponent <UnityEngine.ParticleSystem>();
                    }

                    if (particleSystem != null)
                    {
                        // Add particle system renderer, if there is none
                        ParticleSystemRenderer particleSystemRenderer = particlesContainer.GetComponent <ParticleSystemRenderer>();
                        if (particleSystemRenderer == null)
                        {
                            particleSystemRenderer = particlesContainer.AddComponent <ParticleSystemRenderer>();

                            // Set render properties
                            if (particleSystemRenderer != null)
                            {
                                particleSystemRenderer.cameraVelocityScale = 0;
                                particleSystemRenderer.lengthScale         = 0;
                                particleSystemRenderer.maxParticleSize     = 1000;
                                particleSystemRenderer.velocityScale       = 0;
                            }
                        }

                        UnityEngine.ParticleSystem.EmissionModule emission = particleSystem.emission;
                        emission.rateOverTime = new UnityEngine.ParticleSystem.MinMaxCurve(10, new AnimationCurve());
                        emission.enabled      = true;

                        // Set properties for static particles
                        var mainModule = particleSystem.main;
                        mainModule.playOnAwake     = false;
                        mainModule.maxParticles    = particlesCount;
                        mainModule.simulationSpeed = 1;
                        mainModule.startSpeed      = 0;
                        mainModule.startLifetime   = 1;
                        mainModule.startSize       = bounds.extents.magnitude * 2;
                        mainModule.startDelay      = 0;
                        mainModule.gravityModifier = 0;
                        mainModule.simulationSpace = ParticleSystemSimulationSpace.Local;

                        // Force a simulation to calculate boundaries
                        particleSystem.Simulate(particleSystem.main.startLifetime.constant);

                        // Set particles
                        particleSystem.SetParticles(particles, particlesCount);

                        // Stop automatic simulation
                        particleSystem.Stop();
                        emission.enabled = false;
                    }

#if UNITY_EDITOR
                    // Add object creation undo operation
                    if (!Application.isPlaying)
                    {
                        UnityEditor.Undo.RegisterCreatedObjectUndo(particlesContainer, "\"" + targetName + "\" Creation");
                    }
#endif

                    // Execute informer callback
                    if (informer != null)
                    {
                        informer(new UnityEngine.Object[] { particlesContainer }, parameter);
                    }
                }
            }

            // Reset current processing data
            currentDepth  = 0;
            currentHeight = 0;
            particles     = null;

            return(1);
        }