Version: 2017.4
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ParticleSystem.NoiseModule.scrollSpeed

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public var scrollSpeed: ParticleSystem.MinMaxCurve;
public ParticleSystem.MinMaxCurve scrollSpeed;

Description

Scroll the noise map over the particle system.

See Also: MinMaxCurve.

#pragma strict
private var ps: ParticleSystem;
public var moduleEnabled: boolean = true;
public var hSliderValueStrength: float = 1.0f;
public var hSliderValueFrequency: float = 1.0f;
public var hSliderValueScrollSpeed: float = 0.0f;
public var damping: boolean = true;
public var quality: ParticleSystemNoiseQuality = ParticleSystemNoiseQuality.High;
function Start() {
	ps = GetComponent.<ParticleSystem>();
	// Set color by speed, to demonstrate the effects of the Noise Module
	var colorBySpeed: var = ps.colorBySpeed;
	colorBySpeed.enabled = true;
	var gradient: Gradient = new Gradient();
	gradient.SetKeys([new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.red, 1.0f)], [new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(1.0f, 1.0f)]);
	colorBySpeed.color = new ParticleSystem.MinMaxGradient(gradient);
	colorBySpeed.range = new Vector2(3.0f, 7.0f);
}
function Update() {
	var noise: var = ps.noise;
	noise.enabled = moduleEnabled;
	noise.strengthMultiplier = hSliderValueStrength;
	noise.frequency = hSliderValueFrequency;
	noise.scrollSpeed = hSliderValueScrollSpeed;
	noise.damping = damping;
	noise.quality = quality;
}
function OnGUI() {
	moduleEnabled = GUI.Toggle(new Rect(25, 45, 200, 30), moduleEnabled, "Enabled");
	GUI.Label(new Rect(25, 80, 100, 30), "Strength");
	GUI.Label(new Rect(25, 120, 100, 30), "Frequency");
	GUI.Label(new Rect(25, 160, 100, 30), "Scroll Speed");
	hSliderValueStrength = GUI.HorizontalSlider(new Rect(135, 85, 100, 30), hSliderValueStrength, 0.0f, 5.0f);
	hSliderValueFrequency = GUI.HorizontalSlider(new Rect(135, 125, 100, 30), hSliderValueFrequency, 0.0f, 5.0f);
	hSliderValueScrollSpeed = GUI.HorizontalSlider(new Rect(135, 165, 100, 30), hSliderValueScrollSpeed, 0.0f, 5.0f);
	damping = GUI.Toggle(new Rect(25, 205, 200, 30), damping, "Damping");
	quality = ParticleSystemNoiseQualityGUI.SelectionGrid(new Rect(25, 245, 300, 30), intquality, [new GUIContent("Low"), new GUIContent("Medium"), new GUIContent("High")], 3);
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public bool moduleEnabled = true; public float hSliderValueStrength = 1.0f; public float hSliderValueFrequency = 1.0f; public float hSliderValueScrollSpeed = 0.0f; public bool damping = true; public ParticleSystemNoiseQuality quality = ParticleSystemNoiseQuality.High;

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

// Set color by speed, to demonstrate the effects of the Noise Module var colorBySpeed = ps.colorBySpeed; colorBySpeed.enabled = true;

Gradient gradient = new Gradient(); gradient.SetKeys( new GradientColorKey[] { new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.red, 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(1.0f, 1.0f) } );

colorBySpeed.color = new ParticleSystem.MinMaxGradient(gradient); colorBySpeed.range = new Vector2(3.0f, 7.0f); }

void Update() { var noise = ps.noise; noise.enabled = moduleEnabled; noise.strengthMultiplier = hSliderValueStrength; noise.frequency = hSliderValueFrequency; noise.scrollSpeed = hSliderValueScrollSpeed; noise.damping = damping; noise.quality = quality; }

void OnGUI() { moduleEnabled = GUI.Toggle(new Rect(25, 45, 200, 30), moduleEnabled, "Enabled");

GUI.Label(new Rect(25, 80, 100, 30), "Strength"); GUI.Label(new Rect(25, 120, 100, 30), "Frequency"); GUI.Label(new Rect(25, 160, 100, 30), "Scroll Speed");

hSliderValueStrength = GUI.HorizontalSlider(new Rect(135, 85, 100, 30), hSliderValueStrength, 0.0f, 5.0f); hSliderValueFrequency = GUI.HorizontalSlider(new Rect(135, 125, 100, 30), hSliderValueFrequency, 0.0f, 5.0f); hSliderValueScrollSpeed = GUI.HorizontalSlider(new Rect(135, 165, 100, 30), hSliderValueScrollSpeed, 0.0f, 5.0f);

damping = GUI.Toggle(new Rect(25, 205, 200, 30), damping, "Damping");

quality = (ParticleSystemNoiseQuality)GUI.SelectionGrid(new Rect(25, 245, 300, 30), (int)quality, new GUIContent[] { new GUIContent("Low"), new GUIContent("Medium"), new GUIContent("High") }, 3); } }