本文整理汇总了C#中UnityEngine.ParticleSystem.Stop方法的典型用法代码示例。如果您正苦于以下问题:C# ParticleSystem.Stop方法的具体用法?C# ParticleSystem.Stop怎么用?C# ParticleSystem.Stop使用的例子?那么恭喜您, 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UnityEngine.ParticleSystem
的用法示例。
在下文中一共展示了ParticleSystem.Stop方法的15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: Start
// Use this for initialization
void Start()
{
ParticulaR = fuegorojo.GetComponent<ParticleSystem>();
ParticulaA= fuegoamarillo.GetComponent<ParticleSystem>();
ParticulaR.Stop ();
ParticulaA.Stop ();
}
示例2: Start
// Use this for initialization
void Start()
{
particles = GetComponent<ParticleSystem>();
sprite = transform.Find("default").gameObject.GetComponent<MeshRenderer>();
particles.Stop();
particles.enableEmission = false;
}
示例3: OnEnter
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;
}
示例4: Awake
protected override void Awake()
{
base.Awake();
waterSpray = transform.FindChild("WaterSpray").gameObject;
particles = waterSpray.GetComponent<ParticleSystem>();
particles.Stop();
}
示例5: Start
// Use this for initialization
void Start()
{
part = GetComponent<ParticleSystem>();
audio = GetComponent<AudioSource>();
part.Stop();
part.Clear();
}
示例6: Start
void Start()
{
system = GetComponent<ParticleSystem>();
system.Stop();
active = false;
}
示例7: Start
void Start()
{
setDisable();
getitem = GameObject.Find("getitem_particle").GetComponent<ParticleSystem>();
getitem.Stop();
}
示例8: Start
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;
}
示例9: Start
// Use this for initialization
void Start()
{
part = GetComponentInChildren<ParticleSystem>();
part.Stop();
game = GameObject.FindWithTag("GameController").GetComponent<GameController>();
}
示例10: Start
// 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;
}
}
示例11: LevelIncrease
public void LevelIncrease()
{
levelUp = GameObject.Find ("Level_Up_Popup").GetComponent<ParticleSystem> ();
levelUp.Stop();
level++;
levelUp.enableEmission = true;
levelUp.Play();
}
示例12: Start
// 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13: Start
// 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14: Start
// 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15: Awake
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>();
}