bursts | Array of bursts to be filled in. |
int The number of bursts in the array.
Get the burst array.
See Also: Burst, ParticleSystem.SetBursts.
#pragma strict private var ps: ParticleSystem; public var hSliderValue: float = 5.0f; function Start() { ps = GetComponent.<ParticleSystem>(); var emission: var = ps.emission; emission.enabled = true; emission.SetBursts([new ParticleSystem.Burst(0.0f, 100)]); } function Update() { var emission: var = ps.emission; var bursts: ParticleSystem.Burst[] = new ParticleSystem.Burst[emission.burstCount]; emission.GetBursts(bursts); var main: var = ps.main; bursts[0].minCount = bursts[0].maxCount = shorthSliderValue; emission.SetBursts(bursts); } function OnGUI() { hSliderValue = GUI.HorizontalSlider(new Rect(25, 45, 100, 30), hSliderValue, 5.0f, 200.0f); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValue = 5.0f;
void Start() { ps = GetComponent<ParticleSystem>();
var emission = ps.emission; emission.enabled = true; emission.SetBursts(new ParticleSystem.Burst[] { new ParticleSystem.Burst(0.0f, 100) }); }
void Update() { var emission = ps.emission; ParticleSystem.Burst[] bursts = new ParticleSystem.Burst[emission.burstCount]; emission.GetBursts(bursts);
var main = ps.main; bursts[0].minCount = bursts[0].maxCount = (short)hSliderValue;
emission.SetBursts(bursts); }
void OnGUI() { hSliderValue = GUI.HorizontalSlider(new Rect(25, 45, 100, 30), hSliderValue, 5.0f, 200.0f); } }
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