Nextrek
Diff Revisions
167
vs
168
for /3DSpace/Assets/SpaceUnity/Scripts/SU_SpaceParticles.cs
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@@ -66,7 +66,7 @@ |
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void Start () { |
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// Cache transform and particle system to improve performance |
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_cacheTransform = transform; |
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_cacheParticleSystem = particleSystem; |
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_cacheParticleSystem = GetComponent<ParticleSystem>(); |
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// Calculate the actual spawn and fade distances |
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_distanceToSpawn = range * distanceSpawn; |
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_distanceToFade = range * distanceFade; |
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@@ -89,16 +89,16 @@ |
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Random.Range(minParticleDriftSpeed, maxParticleDriftSpeed) * driftSpeedMultiplier); |
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_newParticle.velocity = _velocity; |
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_newParticle.size = Random.Range(minParticleSize, maxParticleSize) * sizeMultiplier; |
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particleSystem.Emit(1); |
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GetComponent<ParticleSystem>().Emit(1); |
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} |
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} |
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void Update () { |
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int _numParticles = particleSystem.particleCount; |
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int _numParticles = GetComponent<ParticleSystem>().particleCount; |
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// Get the particles from the particle system |
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ParticleSystem.Particle[] _particles = new ParticleSystem.Particle[_numParticles]; |
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particleSystem.GetParticles(_particles); |
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GetComponent<ParticleSystem>().GetParticles(_particles); |
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// Iterate through the particles and relocation (spawn) and fading |
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for (int i = 0; i < _particles.Length; i++) { |
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@@ -136,6 +136,6 @@ |
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} |
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// Set the particles according to above modifications |
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particleSystem.SetParticles(_particles, _numParticles); |
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GetComponent<ParticleSystem>().SetParticles(_particles, _numParticles); |
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} |
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} |