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C# ParticleSystem.Stop方法代碼示例

本文整理匯總了C#中UnityEngine.ParticleSystem.Stop方法的典型用法代碼示例。如果您正苦於以下問題:C# ParticleSystem.Stop方法的具體用法?C# ParticleSystem.Stop怎麽用?C# ParticleSystem.Stop使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在UnityEngine.ParticleSystem的用法示例。


在下文中一共展示了ParticleSystem.Stop方法的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C#代碼示例。

示例1: Start

 // Use this for initialization
 void Start()
 {
     ParticulaR = fuegorojo.GetComponent<ParticleSystem>();
     ParticulaA= fuegoamarillo.GetComponent<ParticleSystem>();
     ParticulaR.Stop ();
     ParticulaA.Stop ();
 }
開發者ID:OscarDelgadoMiranda,項目名稱:DSH,代碼行數:8,代碼來源:fuegos_artificiales.cs

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;
 }
開發者ID:ragingRobot,項目名稱:LD30,代碼行數:8,代碼來源:Capsule.cs

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;
		}
開發者ID:BHD7,項目名稱:Ghost_Town_FPS_Zombies,代碼行數:27,代碼來源:particleSystemClear.cs

示例4: Awake

 protected override void Awake()
 {
     base.Awake();
     waterSpray = transform.FindChild("WaterSpray").gameObject;
     particles = waterSpray.GetComponent<ParticleSystem>();
     particles.Stop();
 }
開發者ID:MechroCat22,項目名稱:VR-Object-Hunt,代碼行數:7,代碼來源:FireExtinguisher_Sprayer.cs

示例5: Start

 // Use this for initialization
 void Start()
 {
     part = GetComponent<ParticleSystem>();
     audio = GetComponent<AudioSource>();
     part.Stop();
     part.Clear();
 }
開發者ID:UCCS-GDD,項目名稱:CS3350-StarPower,代碼行數:8,代碼來源:SparkScript.cs

示例6: Start

    void Start()
    {
        system = GetComponent<ParticleSystem>();

        system.Stop();
        active = false;
    }
開發者ID:DanStout,項目名稱:FablesOfSol,代碼行數:7,代碼來源:DamagingParticleSystem.cs

示例7: Start

 void Start()
 {
     setDisable();
     getitem = GameObject.Find("getitem_particle").GetComponent<ParticleSystem>();
     getitem.Stop();
     
 }
開發者ID:At303,項目名稱:Warriors,代碼行數:7,代碼來源:boss_popup_window.cs

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;
    }
開發者ID:scottlarkin,項目名稱:AGD,代碼行數:32,代碼來源:PlayerController.cs

示例9: Start

    // Use this for initialization
    void Start()
    {
        part = GetComponentInChildren<ParticleSystem>();
        part.Stop();

        game = GameObject.FindWithTag("GameController").GetComponent<GameController>();
    }
開發者ID:BjarkeHou,項目名稱:ProjectGuard,代碼行數:8,代碼來源:RockAmmo.cs

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;
        }
    }
開發者ID:judah4,項目名稱:battle-of-mages,代碼行數:26,代碼來源:AutoDestruct.cs

示例11: LevelIncrease

 public void LevelIncrease()
 {
     levelUp = GameObject.Find ("Level_Up_Popup").GetComponent<ParticleSystem> ();
     levelUp.Stop();
     level++;
     levelUp.enableEmission = true;
     levelUp.Play();
 }
開發者ID:hazlett,項目名稱:Parkinsons,代碼行數:8,代碼來源:LevelSystem.cs

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();
 }
開發者ID:xiaoxiongchen,項目名稱:Teamar,代碼行數:9,代碼來源:CommenAction.cs

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;
 }
開發者ID:ragingRobot,項目名稱:LD30,代碼行數:9,代碼來源:cellAnimate.cs

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();
 }
開發者ID:rsr19,項目名稱:CyberDino_Racing,代碼行數:9,代碼來源:DustEffectClass.cs

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>();
 }
開發者ID:Nitwoe,項目名稱:Nommy,代碼行數:8,代碼來源:CandySpittingBehaviour.cs


注:本文中的UnityEngine.ParticleSystem.Stop方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。