本文整理汇总了C#中ParticlePlayground.PlaygroundParticlesC.RefreshScatter方法的典型用法代码示例。如果您正苦于以下问题:C# PlaygroundParticlesC.RefreshScatter方法的具体用法?C# PlaygroundParticlesC.RefreshScatter怎么用?C# PlaygroundParticlesC.RefreshScatter使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类ParticlePlayground.PlaygroundParticlesC
的用法示例。
在下文中一共展示了PlaygroundParticlesC.RefreshScatter方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: SetParticleCount
//.........这里部分代码省略.........
playgroundParticles.particleCache = new ParticleSystem.Particle[amount];
playgroundParticles.shurikenParticleSystem.Emit(amount);
playgroundParticles.shurikenParticleSystem.GetParticles(playgroundParticles.particleCache);
playgroundParticles.inTransition = false;
playgroundParticles.hasActiveParticles = true;
playgroundParticles.threadHadNoActiveParticles = false;
playgroundParticles.isSettingParticleCount = true;
PlaygroundC.RunAsync(()=>{
if (!playgroundParticles.isSettingParticleCount) return;
if (playgroundParticles.playgroundCache==null)
playgroundParticles.playgroundCache = new PlaygroundCache();
// Rebuild Cache
playgroundParticles.playgroundCache.size = new float[amount];
playgroundParticles.playgroundCache.birth = new float[amount];
playgroundParticles.playgroundCache.death = new float[amount];
playgroundParticles.playgroundCache.rebirth = new bool[amount];
playgroundParticles.playgroundCache.birthDelay = new float[amount];
playgroundParticles.playgroundCache.life = new float[amount];
playgroundParticles.playgroundCache.lifetimeSubtraction = new float[amount];
playgroundParticles.playgroundCache.rotation = new float[amount];
playgroundParticles.playgroundCache.lifetimeOffset = new float[amount];
playgroundParticles.playgroundCache.emission = new bool[amount];
playgroundParticles.playgroundCache.changedByProperty = new bool[amount];
playgroundParticles.playgroundCache.changedByPropertyColor = new bool[amount];
playgroundParticles.playgroundCache.changedByPropertyColorLerp = new bool[amount];
playgroundParticles.playgroundCache.changedByPropertyColorKeepAlpha = new bool[amount];
playgroundParticles.playgroundCache.changedByPropertySize = new bool[amount];
playgroundParticles.playgroundCache.changedByPropertyTarget = new bool[amount];
playgroundParticles.playgroundCache.changedByPropertyDeath = new bool[amount];
playgroundParticles.playgroundCache.propertyTarget = new int[amount];
playgroundParticles.playgroundCache.propertyId = new int[amount];
playgroundParticles.playgroundCache.excludeFromManipulatorId = new int[amount];
playgroundParticles.playgroundCache.propertyColorId = new int[amount];
playgroundParticles.playgroundCache.manipulatorId = new int[amount];
playgroundParticles.playgroundCache.color = new Color32[amount];
playgroundParticles.playgroundCache.scriptedColor = new Color32[amount];
playgroundParticles.playgroundCache.initialColor = new Color32[amount];
playgroundParticles.playgroundCache.lifetimeColorId = new int[amount];
playgroundParticles.playgroundCache.noForce = new bool[amount];
playgroundParticles.playgroundCache.position = new Vector3[amount];
playgroundParticles.playgroundCache.targetPosition = new Vector3[amount];
playgroundParticles.playgroundCache.targetDirection = new Vector3[amount];
playgroundParticles.playgroundCache.previousTargetPosition = new Vector3[amount];
playgroundParticles.playgroundCache.previousParticlePosition = new Vector3[amount];
playgroundParticles.playgroundCache.collisionParticlePosition = new Vector3[amount];
playgroundParticles.playgroundCache.localSpaceMovementCompensation = new Vector3[amount];
playgroundParticles.playgroundCache.scatterPosition = new Vector3[amount];
playgroundParticles.playgroundCache.velocity = new Vector3[amount];
playgroundParticles.playgroundCache.isMasked = new bool[amount];
playgroundParticles.playgroundCache.maskAlpha = new float[amount];
playgroundParticles.playgroundCache.isNonBirthed = new bool[amount];
playgroundParticles.playgroundCache.isFirstLoop = new bool[amount];
playgroundParticles.playgroundCache.simulate = new bool[amount];
playgroundParticles.playgroundCache.isCalculatedThisFrame = new bool[amount];
playgroundParticles.playgroundCache.maskSorting = null;
for (int i = 0; i<amount; i++) {
playgroundParticles.particleCache[i].size = 0f;
playgroundParticles.playgroundCache.rebirth[i] = true;
playgroundParticles.playgroundCache.simulate[i] = true;
playgroundParticles.playgroundCache.isNonBirthed[i] = true;
playgroundParticles.playgroundCache.isFirstLoop[i] = true;
// Set color gradient id
if (playgroundParticles.colorSource==COLORSOURCEC.LifetimeColors && playgroundParticles.lifetimeColors.Count>0) {
playgroundParticles.lifetimeColorId++;playgroundParticles.lifetimeColorId=playgroundParticles.lifetimeColorId%playgroundParticles.lifetimeColors.Count;
playgroundParticles.playgroundCache.lifetimeColorId[i] = playgroundParticles.lifetimeColorId;
}
}
// Set sizes
SetSizeRandom(playgroundParticles, playgroundParticles.sizeMin, playgroundParticles.sizeMax);
playgroundParticles.previousSizeMin = playgroundParticles.sizeMin;
playgroundParticles.previousSizeMax = playgroundParticles.sizeMax;
// Set rotations
playgroundParticles.playgroundCache.initialRotation = RandomFloat(amount, playgroundParticles.initialRotationMin, playgroundParticles.initialRotationMax, playgroundParticles.internalRandom01);
playgroundParticles.playgroundCache.rotationSpeed = RandomFloat(amount, playgroundParticles.rotationSpeedMin, playgroundParticles.rotationSpeedMax, playgroundParticles.internalRandom01);
playgroundParticles.previousInitialRotationMin = playgroundParticles.initialRotationMin;
playgroundParticles.previousInitialRotationMax = playgroundParticles.initialRotationMax;
playgroundParticles.previousRotationSpeedMin = playgroundParticles.rotationSpeedMin;
playgroundParticles.previousRotationSpeedMax = playgroundParticles.rotationSpeedMax;
// Set velocities
SetVelocityRandom(playgroundParticles, playgroundParticles.initialVelocityMin, playgroundParticles.initialVelocityMax);
SetLocalVelocityRandom(playgroundParticles, playgroundParticles.initialLocalVelocityMin, playgroundParticles.initialLocalVelocityMax);
// Set Emission
Emission(playgroundParticles, playgroundParticles.emit, false);
// Make sure scatter is available first lifetime cycle
if (playgroundParticles.applySourceScatter)
playgroundParticles.RefreshScatter();
playgroundParticles.isDoneThread = true;
playgroundParticles.isSettingParticleCount = false;
});
}
示例2: RefreshScatter
/// <summary>
/// Refreshes source scatter for this Particle System.
/// </summary>
/// <param name="playgroundParticles">Playground particles.</param>
public static void RefreshScatter (PlaygroundParticlesC playgroundParticles) {
playgroundParticles.RefreshScatter();
}
示例3: SetParticleCount
// Sets the amount of particles and initiates the necessary arrays
public static void SetParticleCount (PlaygroundParticlesC playgroundParticles, int amount) {
if (amount<0) amount = 0;
playgroundParticles.particleCount = amount;
// Create Particles
playgroundParticles.particleCache = new ParticleSystem.Particle[amount];
playgroundParticles.shurikenParticleSystem.Emit(amount);
playgroundParticles.shurikenParticleSystem.GetParticles(playgroundParticles.particleCache);
PlaygroundC.RunAsync(()=>{
if (playgroundParticles.playgroundCache==null)
playgroundParticles.playgroundCache = new PlaygroundCache();
for (int i = 0; i<amount; i++) {
playgroundParticles.particleCache[i].position = PlaygroundC.initialTargetPosition;
playgroundParticles.particleCache[i].size = 0f;
}
playgroundParticles.inTransition = false;
// Rebuild Cache
playgroundParticles.playgroundCache.size = new float[amount];
playgroundParticles.playgroundCache.birth = new float[amount];
playgroundParticles.playgroundCache.death = new float[amount];
playgroundParticles.playgroundCache.rebirth = new bool[amount];
playgroundParticles.playgroundCache.birthDelay = new float[amount];
playgroundParticles.playgroundCache.life = new float[amount];
playgroundParticles.playgroundCache.rotation = new float[amount];
playgroundParticles.playgroundCache.lifetimeOffset = new float[amount];
playgroundParticles.playgroundCache.emission = new bool[amount];
playgroundParticles.playgroundCache.changedByProperty = new bool[amount];
playgroundParticles.playgroundCache.changedByPropertyColor = new bool[amount];
playgroundParticles.playgroundCache.changedByPropertyColorLerp = new bool[amount];
playgroundParticles.playgroundCache.changedByPropertyColorKeepAlpha = new bool[amount];
playgroundParticles.playgroundCache.changedByPropertySize = new bool[amount];
playgroundParticles.playgroundCache.changedByPropertyTarget = new bool[amount];
playgroundParticles.playgroundCache.changedByPropertyDeath = new bool[amount];
playgroundParticles.playgroundCache.propertyTarget = new int[amount];
playgroundParticles.playgroundCache.propertyId = new int[amount];
playgroundParticles.playgroundCache.propertyColorId = new int[amount];
playgroundParticles.playgroundCache.color = new Color32[amount];
playgroundParticles.playgroundCache.scriptedColor = new Color32[amount];
playgroundParticles.playgroundCache.initialColor = new Color32[amount];
playgroundParticles.playgroundCache.lifetimeColorId = new int[amount];
playgroundParticles.playgroundCache.position = new Vector3[amount];
playgroundParticles.playgroundCache.targetPosition = new Vector3[amount];
playgroundParticles.playgroundCache.targetDirection = new Vector3[amount];
playgroundParticles.playgroundCache.previousTargetPosition = new Vector3[amount];
playgroundParticles.playgroundCache.previousParticlePosition = new Vector3[amount];
playgroundParticles.playgroundCache.collisionParticlePosition = new Vector3[amount];
playgroundParticles.playgroundCache.localSpaceMovementCompensation = new Vector3[amount];
playgroundParticles.playgroundCache.scatterPosition = new Vector3[amount];
playgroundParticles.playgroundCache.velocity = new Vector3[amount];
playgroundParticles.playgroundCache.isMasked = new bool[amount];
playgroundParticles.playgroundCache.maskAlpha = new float[amount];
playgroundParticles.previousParticleCount = playgroundParticles.particleCount;
// Set sizes
SetSizeRandom(playgroundParticles, playgroundParticles.sizeMin, playgroundParticles.sizeMax);
playgroundParticles.previousSizeMin = playgroundParticles.sizeMin;
playgroundParticles.previousSizeMax = playgroundParticles.sizeMax;
// Set rotations
playgroundParticles.playgroundCache.initialRotation = RandomFloat(amount, playgroundParticles.initialRotationMin, playgroundParticles.initialRotationMax);
playgroundParticles.playgroundCache.rotationSpeed = RandomFloat(amount, playgroundParticles.rotationSpeedMin, playgroundParticles.rotationSpeedMax);
playgroundParticles.previousInitialRotationMin = playgroundParticles.initialRotationMin;
playgroundParticles.previousInitialRotationMax = playgroundParticles.initialRotationMax;
playgroundParticles.previousRotationSpeedMin = playgroundParticles.rotationSpeedMin;
playgroundParticles.previousRotationSpeedMax = playgroundParticles.rotationSpeedMax;
// Set velocities
SetVelocityRandom(playgroundParticles, playgroundParticles.initialVelocityMin, playgroundParticles.initialVelocityMax);
SetLocalVelocityRandom(playgroundParticles, playgroundParticles.initialLocalVelocityMin, playgroundParticles.initialLocalVelocityMax);
// Set Emission
Emission(playgroundParticles, playgroundParticles.emit, false);
// Make sure scatter is available first lifetime cycle
if (playgroundParticles.applySourceScatter)
playgroundParticles.RefreshScatter();
playgroundParticles.isDoneThread = true;
});
}