本文整理汇总了C#中EffectLayer类的典型用法代码示例。如果您正苦于以下问题:C# EffectLayer类的具体用法?C# EffectLayer怎么用?C# EffectLayer使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
EffectLayer类属于命名空间,在下文中一共展示了EffectLayer类的20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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: EffectController
public EffectController()
: base(0x1B72)
{
Movable = false;
Visible = false;
m_TriggerType = EffectTriggerType.Sequenced;
m_EffectLayer = (EffectLayer)255;
}
开发者ID:justdanofficial,项目名称:khaeros,代码行数:8,代码来源:EffectController.cs
示例2: BlessEffect
public BlessEffect( StatType stat, int sound, int eid, int speed, int duraction, int eff, EffectLayer layer )
{
m_Stat = stat;
m_Snd = sound;
m_EffIID = eid;
m_EffSpd = speed;
m_Dur = duraction;
m_Eff = eff;
m_ELayer = layer;
}
开发者ID:FreeReign,项目名称:Rebirth-Repack,代码行数:10,代码来源:SpellEffect.cs
示例3: EffectNode
public EffectNode(int index, Transform clienttrans, bool sync, EffectLayer owner)
{
Index = index;
ClientTrans = clienttrans;
SyncClient = sync;
Owner = owner;
LowerLeftUV = Vector2.zero;
UVDimensions = Vector2.one;
Scale = Vector2.one;
RotateAngle = 0;
Color = Color.white;
}
开发者ID:zi-su,项目名称:React,代码行数:12,代码来源:EffectNode.cs
示例4: SendTargetParticles
public static void SendTargetParticles( IEntity target, int itemID, int speed, int duration, int hue, int renderMode, int effect, EffectLayer layer, int unknown )
{
if ( target is Mobile )
((Mobile)target).ProcessDelta();
Map map = target.Map;
if ( map != null )
{
Packet particles = null, regular = null;
IPooledEnumerable eable = map.GetClientsInRange( target.Location );
foreach ( NetState state in eable )
{
state.Mobile.ProcessDelta();
if ( SendParticlesTo( state ) )
{
if ( particles == null )
particles = Packet.Acquire( new TargetParticleEffect( target, itemID, speed, duration, hue, renderMode, effect, (int)layer, unknown ) );
state.Send( particles );
}
else if ( itemID != 0 )
{
if ( regular == null )
regular = Packet.Acquire( new TargetEffect( target, itemID, speed, duration, hue, renderMode ) );
state.Send( regular );
}
}
Packet.Release( particles );
Packet.Release( regular );
eable.Free();
}
//SendPacket( target.Location, target.Map, new TargetParticleEffect( target, itemID, speed, duration, hue, renderMode, effect, (int)layer, unknown ) );
}
开发者ID:greeduomacro,项目名称:liberdade-uo-server,代码行数:41,代码来源:Effects.cs
示例5: SendMovingParticles
public static void SendMovingParticles( IEntity from, IEntity to, int itemID, int speed, int duration, bool fixedDirection, bool explodes, int hue, int renderMode, int effect, int explodeEffect, int explodeSound, EffectLayer layer, int unknown )
{
if ( from is Mobile )
((Mobile)from).ProcessDelta();
if ( to is Mobile )
((Mobile)to).ProcessDelta();
Map map = from.Map;
if ( map != null )
{
Packet particles = null, regular = null;
IPooledEnumerable eable = map.GetClientsInRange( from.Location );
foreach ( NetState state in eable )
{
state.Mobile.ProcessDelta();
if ( SendParticlesTo( state ) )
{
if ( particles == null )
particles = Packet.Acquire( new MovingParticleEffect( from, to, itemID, speed, duration, fixedDirection, explodes, hue, renderMode, effect, explodeEffect, explodeSound, layer, unknown ) );
state.Send( particles );
}
else if ( itemID > 1 )
{
if ( regular == null )
regular = Packet.Acquire( new MovingEffect( from, to, itemID, speed, duration, fixedDirection, explodes, hue, renderMode ) );
state.Send( regular );
}
}
Packet.Release( particles );
Packet.Release( regular );
eable.Free();
}
//SendPacket( from.Location, from.Map, new MovingParticleEffect( from, to, itemID, speed, duration, fixedDirection, explodes, hue, renderMode, effect, explodeEffect, explodeSound, unknown ) );
}
开发者ID:greeduomacro,项目名称:liberdade-uo-server,代码行数:44,代码来源:Effects.cs
示例6: Emitter
public Emitter(EffectLayer owner)
{
Layer = owner;
EmitLoop = Layer.EmitLoop;
LastClientPos = Layer.ClientTransform.position;
}
开发者ID:wskidmore,项目名称:mdc,代码行数:6,代码来源:Emitter.cs
示例7: MovingParticles
public void MovingParticles( IEntity to, int itemID, int speed, int duration, bool fixedDirection, bool explodes, int hue, int renderMode, int effect, int explodeEffect, int explodeSound, EffectLayer layer, int unknown )
{
Effects.SendMovingParticles( this, to, itemID, speed, duration, fixedDirection, explodes, hue, renderMode, effect, explodeEffect, explodeSound, layer, unknown );
}
开发者ID:BackupTheBerlios,项目名称:sunuo-svn,代码行数:4,代码来源:Mobile.cs
示例8: FixedParticles
public void FixedParticles( int itemID, int speed, int duration, int effect, int hue, int renderMode, EffectLayer layer )
{
Effects.SendTargetParticles( this, itemID, speed, duration, hue, renderMode, effect, layer, 0 );
}
开发者ID:BackupTheBerlios,项目名称:sunuo-svn,代码行数:4,代码来源:Mobile.cs
示例9: UVConfig
protected void UVConfig(EffectLayer ctarget)
{
DisplayUVConfig = EditorGUILayout.Foldout(DisplayUVConfig, "UV Configuration");
if (DisplayUVConfig)
{
EditorGUILayout.BeginVertical();
ctarget.UVType = EditorGUILayout.Popup(ctarget.UVType, UVTypes);
if (ctarget.UVType == 0)
{
ctarget.OriLowerLeftUV = EditorGUILayout.Vector2Field("original lower left uv:", ctarget.OriLowerLeftUV);
ctarget.OriUVDimensions = EditorGUILayout.Vector2Field("original uv dimensions:", ctarget.OriUVDimensions);
ctarget.UVAffectorEnable = false;
}
else if (ctarget.UVType == 1)
{
ctarget.Cols = EditorGUILayout.IntField("x tile:", ctarget.Cols);
ctarget.Rows = EditorGUILayout.IntField("y tile:", ctarget.Rows);
ctarget.UVTime = EditorGUILayout.FloatField("time(-1 means node life):", ctarget.UVTime);
ctarget.LoopCircles = EditorGUILayout.IntField("loop(-1 means infinite):", ctarget.LoopCircles);
ctarget.UVAffectorEnable = true;
}
else
{// support in the future.
ctarget.EanPath = EditorGUILayout.TextField("file name:", ctarget.EanPath);
ctarget.EanIndex = EditorGUILayout.IntField("animation index", ctarget.EanIndex);
ctarget.UVTime = EditorGUILayout.FloatField("animation time:", ctarget.UVTime);
ctarget.LoopCircles = EditorGUILayout.IntField("loop(-1 means infinite):", ctarget.LoopCircles);
ctarget.UVAffectorEnable = true;
}
EditorGUILayout.EndVertical();
}
}
开发者ID:zi-su,项目名称:React,代码行数:33,代码来源:EffectLayerCustom.cs
示例10: AttractionAffectorConfig
protected void AttractionAffectorConfig(EffectLayer ctarget)
{
DisplayAttractionAffectorConfig = EditorGUILayout.Foldout(DisplayAttractionAffectorConfig, "Attraction Affector Configuration");
if (DisplayAttractionAffectorConfig)
{
EditorGUILayout.BeginVertical();
ctarget.UseAttractCurve = EditorGUILayout.Toggle("use curve?", ctarget.UseAttractCurve);
if (ctarget.UseAttractCurve)
{
ctarget.AttractionCurve = EditorGUILayout.CurveField("curve:", ctarget.AttractionCurve);
ctarget.AttractionPosition = EditorGUILayout.Vector3Field("attraction position:", ctarget.AttractionPosition);
}
else
{
ctarget.AttractMag = EditorGUILayout.FloatField("magnitude:", ctarget.AttractMag);
ctarget.AttractionPosition = EditorGUILayout.Vector3Field("attraction position:", ctarget.AttractionPosition);
}
EditorGUILayout.EndVertical();
}
}
开发者ID:zi-su,项目名称:React,代码行数:21,代码来源:EffectLayerCustom.cs
示例11: AffectorConfig
protected void AffectorConfig(EffectLayer ctarget)
{
DisplayAffectorConfig = EditorGUILayout.Foldout(DisplayAffectorConfig, "Affector Configuration");
DisplayLinearForceAffectorConfig = ctarget.LinearForceAffectorEnable;
DisplayJetAffectorConfig = ctarget.JetAffectorEnable;
DisplayVortexAffectorConfig = ctarget.VortexAffectorEnable;
DisplayAttractionAffectorConfig = ctarget.AttractionAffectorEnable;
if (DisplayAffectorConfig)
{
EditorGUILayout.BeginVertical();
EditorGUILayout.PrefixLabel("affector types:");
AffectorIndex = EditorGUILayout.Popup(AffectorIndex, AffectorTypes);
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("Add Affector"))
{
if (AffectorIndex == 0)
DisplayLinearForceAffectorConfig = true;
else if (AffectorIndex == 1)
DisplayJetAffectorConfig = true;
else if (AffectorIndex == 2)
DisplayVortexAffectorConfig = true;
else if (AffectorIndex == 3)
DisplayAttractionAffectorConfig = true;
}
if (GUILayout.Button("Delete Affector"))
{
if (AffectorIndex == 0)
DisplayLinearForceAffectorConfig = false;
else if (AffectorIndex == 1)
DisplayJetAffectorConfig = false;
else if (AffectorIndex == 2)
DisplayVortexAffectorConfig = false;
else if (AffectorIndex == 3)
DisplayAttractionAffectorConfig = false;
}
EditorGUILayout.EndHorizontal();
if (DisplayLinearForceAffectorConfig)
LinearForceAffectorConfig(ctarget);
if (DisplayJetAffectorConfig)
JetAffectorConfig(ctarget);
if (DisplayVortexAffectorConfig)
VortexAffectorConfig(ctarget);
if (DisplayAttractionAffectorConfig)
AttractionAffectorConfig(ctarget);
ctarget.LinearForceAffectorEnable = DisplayLinearForceAffectorConfig;
ctarget.JetAffectorEnable = DisplayJetAffectorConfig;
ctarget.VortexAffectorEnable = DisplayVortexAffectorConfig;
ctarget.AttractionAffectorEnable = DisplayAttractionAffectorConfig;
EditorGUILayout.EndVertical();
}
}
开发者ID:zi-su,项目名称:React,代码行数:56,代码来源:EffectLayerCustom.cs
示例12: DoPatch440
void DoPatch440(EffectLayer layer)
{
if (layer.IsRandomStartColor)
{
XEditorTool.PatchColorGradient(layer.RandomColorParam, layer.RandomColorGradient);
}
if (layer.ColorChangeType == COLOR_CHANGE_TYPE.Gradient)
{
XEditorTool.PatchColorGradient(layer.ColorParam, layer.ColorGradient);
}
}
开发者ID:GDxU,项目名称:incomplete-richman,代码行数:13,代码来源:XffectComponentCustom.cs
示例13: DoPatch415
void DoPatch415(EffectLayer layer)
{
if (layer.EmitLoop < 0)
{
layer.EmitDuration = -1f;
}
layer.EmitLoop = 1;
}
开发者ID:GDxU,项目名称:incomplete-richman,代码行数:10,代码来源:XffectComponentCustom.cs
示例14: DoPatch
public static void DoPatch(EffectLayer layer)
{
Debug.Log("patching for effect layer:" + GetPath(layer.transform));
if (layer.IsRandomStartColor)
{
XEditorTool.PatchColorGradient(layer.RandomColorParam, layer.RandomColorGradient);
}
if (layer.ColorChangeType == COLOR_CHANGE_TYPE.Gradient)
{
XEditorTool.PatchColorGradient(layer.ColorParam, layer.ColorGradient);
}
}
开发者ID:linxiubao,项目名称:UniShader,代码行数:16,代码来源:XffectPatch440.cs
示例15: DoPatch
public static void DoPatch(EffectLayer layer)
{
Debug.Log("patching for effect layer:" + GetPath(layer.transform));
if (layer.ColorChangeType != COLOR_CHANGE_TYPE.Constant)
{
layer.Color1 = Color.white;
}
if (layer.EmitType == 4 && layer.LineStartObj == null)
{
layer.LineStartObj = layer.transform;
}
if (!layer.UseSameScaleCurve)
{
layer.MaxScaleValueY = layer.MaxScaleCalue;
}
if (layer.RenderType == 2 || layer.RenderType == 3)
{
float y = layer.OriTopLeftUV.y - layer.OriUVDimensions.y;
if (y >= 0f)
layer.OriTopLeftUV.y = layer.OriTopLeftUV.y - layer.OriUVDimensions.y;
}
}
开发者ID:linxiubao,项目名称:UniShader,代码行数:30,代码来源:XffectPatch400.cs
示例16: ScaleConfig
protected void ScaleConfig(EffectLayer ctarget)
{
DisplayScaleConfig = EditorGUILayout.Foldout(DisplayScaleConfig, "Scale Configuration");
if (DisplayScaleConfig)
{
EditorGUILayout.BeginVertical();
ctarget.RandomOriScale = EditorGUILayout.Toggle("random original scale?", ctarget.RandomOriScale);
if (ctarget.RandomOriScale)
{
ctarget.OriScaleXMin = EditorGUILayout.FloatField("original x scale min:", ctarget.OriScaleXMin);
ctarget.OriScaleXMax = EditorGUILayout.FloatField("original x scale max:", ctarget.OriScaleXMax);
EditorGUILayout.Space();
ctarget.OriScaleYMin = EditorGUILayout.FloatField("original y scale min:", ctarget.OriScaleYMin);
ctarget.OriScaleYMax = EditorGUILayout.FloatField("original y scale max:", ctarget.OriScaleYMax);
}
else
{
ctarget.OriScaleXMin = EditorGUILayout.FloatField("original x scale:", ctarget.OriScaleXMin);
ctarget.OriScaleYMin = EditorGUILayout.FloatField("original y scale:", ctarget.OriScaleYMin);
ctarget.OriScaleXMax = ctarget.OriScaleXMin;
ctarget.OriScaleYMax = ctarget.OriScaleYMin;
}
EditorGUILayout.Space();
ctarget.ScaleType = (RSTYPE)EditorGUILayout.Popup("scale change type:", (int)ctarget.ScaleType, ScaleTypes);
if (ctarget.ScaleType == RSTYPE.NONE)
{
ctarget.ScaleAffectorEnable = false;
}
else if (ctarget.ScaleType == RSTYPE.SIMPLE)
{
ctarget.ScaleAffectorEnable = true;
ctarget.DeltaScaleX = EditorGUILayout.FloatField("delta scaleX per second:", ctarget.DeltaScaleX);
ctarget.DeltaScaleY = EditorGUILayout.FloatField("delta scaleY per second:", ctarget.DeltaScaleY);
}
else
{
ctarget.ScaleAffectorEnable = true;
ctarget.ScaleXCurve = EditorGUILayout.CurveField("scaleX curve:", ctarget.ScaleXCurve);
ctarget.ScaleYCurve = EditorGUILayout.CurveField("scaleY curve:", ctarget.ScaleYCurve);
}
EditorGUILayout.EndVertical();
}
}
开发者ID:zi-su,项目名称:React,代码行数:44,代码来源:EffectLayerCustom.cs
示例17: SpriteConfig
protected void SpriteConfig(EffectLayer ctarget)
{
DisplaySpriteConfig = EditorGUILayout.Foldout(DisplaySpriteConfig, "Sprite Configuration");
//DisplaySpriteConfig = EditorGUILayout.InspectorTitlebar(DisplaySpriteConfig, SpriteTitle);
if (DisplaySpriteConfig)
{
EditorGUILayout.BeginVertical();
ctarget.SpriteType = EditorGUILayout.Popup("sprite type:",ctarget.SpriteType, SpriteTypes);
if (ctarget.SpriteType == 1)
{//billboard self
ctarget.SpriteUVStretch = EditorGUILayout.Popup("uv stretch:", ctarget.SpriteUVStretch, SpriteUVStretchTypes);
}
ctarget.OriPoint = EditorGUILayout.Popup("original point:", ctarget.OriPoint, OriginalPoint);
ctarget.SpriteWidth = EditorGUILayout.FloatField("width:", ctarget.SpriteWidth);
ctarget.SpriteHeight = EditorGUILayout.FloatField("height:", ctarget.SpriteHeight);
EditorGUILayout.EndVertical();
}
}
开发者ID:zi-su,项目名称:React,代码行数:21,代码来源:EffectLayerCustom.cs
示例18: ColorConfig
protected void ColorConfig(EffectLayer ctarget)
{
DisplayColorConfig = EditorGUILayout.Foldout(DisplayColorConfig, "Color Configuration");
if (DisplayColorConfig)
{
EditorGUILayout.BeginVertical();
EditorGUILayout.Space();
ctarget.ColorAffectType = EditorGUILayout.Popup("color change type:", ctarget.ColorAffectType, ColorTypes);
if (ctarget.ColorAffectType == 0)
{
ctarget.Color1 = EditorGUILayout.ColorField("original color:", ctarget.Color1);
ctarget.ColorAffectorEnable = false;
}
else if (ctarget.ColorAffectType == 1)
{
ctarget.ColorAffectorEnable = true;
ctarget.ColorGradualTimeLength = EditorGUILayout.FloatField("gradual time(-1 node life):", ctarget.ColorGradualTimeLength);
ctarget.ColorGradualType = (COLOR_GRADUAL_TYPE)EditorGUILayout.Popup("gradual type:", (int)ctarget.ColorGradualType, ColorGradualTypes);
EditorGUILayout.Space();
ctarget.Color1 = EditorGUILayout.ColorField("color1:", ctarget.Color1);
ctarget.Color2 = EditorGUILayout.ColorField("color2:", ctarget.Color2);
}
else
{
ctarget.ColorAffectorEnable = true;
ctarget.ColorGradualTimeLength = EditorGUILayout.FloatField("gradual time(-1 node life):", ctarget.ColorGradualTimeLength);
ctarget.ColorGradualType = (COLOR_GRADUAL_TYPE)EditorGUILayout.Popup("gradual type:", (int)ctarget.ColorGradualType, ColorGradualTypes);
EditorGUILayout.Space();
ctarget.Color1 = EditorGUILayout.ColorField("color1:", ctarget.Color1);
ctarget.Color2 = EditorGUILayout.ColorField("color2:", ctarget.Color2);
ctarget.Color3 = EditorGUILayout.ColorField("color3:", ctarget.Color3);
ctarget.Color4 = EditorGUILayout.ColorField("color4:", ctarget.Color4);
}
EditorGUILayout.EndVertical();
}
}
开发者ID:zi-su,项目名称:React,代码行数:38,代码来源:EffectLayerCustom.cs
示例19: VortexAffectorConfig
protected void VortexAffectorConfig(EffectLayer ctarget)
{
DisplayVortexAffectorConfig = EditorGUILayout.Foldout(DisplayVortexAffectorConfig, "Vortex Affector Configuration");
if (DisplayVortexAffectorConfig)
{
EditorGUILayout.BeginVertical();
ctarget.UseVortexCurve = EditorGUILayout.Toggle("use curve?", ctarget.UseVortexCurve);
if (ctarget.UseVortexCurve)
{
ctarget.VortexCurve = EditorGUILayout.CurveField("magnitude curve:", ctarget.VortexCurve);
ctarget.VortexDirection = EditorGUILayout.Vector3Field("direction:", ctarget.VortexDirection);
}
else
{
ctarget.VortexMag = EditorGUILayout.FloatField("magnitude:", ctarget.VortexMag);
ctarget.VortexDirection = EditorGUILayout.Vector3Field("direction:", ctarget.VortexDirection);
}
EditorGUILayout.EndVertical();
}
}
开发者ID:zi-su,项目名称:React,代码行数:21,代码来源:EffectLayerCustom.cs
示例20: EmitterConfig
protected void EmitterConfig(EffectLayer ctarget)
{
DisplayEmitterConfig = EditorGUILayout.Foldout(DisplayEmitterConfig, "Emitter Configuration");
if (DisplayEmitterConfig)
{
EditorGUILayout.BeginVertical();
ctarget.EmitType = EditorGUILayout.Popup("emitter type:", ctarget.EmitType, EmitTypes);
if (ctarget.EmitType == 0)
{
ctarget.EmitPoint = EditorGUILayout.Vector3Field("emit position:", ctarget.EmitPoint);
}
else if (ctarget.EmitType == 1)
{
ctarget.EmitPoint = EditorGUILayout.Vector3Field("box center:", ctarget.EmitPoint);
ctarget.BoxSize = EditorGUILayout.Vector3Field("box size:", ctarget.BoxSize);
}
else if (ctarget.EmitType == 2)
{
ctarget.EmitPoint = EditorGUILayout.Vector3Field("sphere center:", ctarget.EmitPoint);
ctarget.Radius = EditorGUILayout.FloatField("radius:", ctarget.Radius);
}
else if (ctarget.EmitType == 3)
{
ctarget.EmitPoint = EditorGUILayout.Vector3Field("circle center:", ctarget.EmitPoint);
ctarget.CircleDir = EditorGUILayout.Vector3Field("circle direction:", ctarget.CircleDir);
ctarget.Radius = EditorGUILayout.FloatField("radius:", ctarget.Radius);
}
else if (ctarget.EmitType == 4)
{
ctarget.EmitPoint = EditorGUILayout.Vector3Field("line center:", ctarget.EmitPoint);
ctarget.LineLengthLeft = EditorGUILayout.FloatField("line left length:", ctarget.LineLengthLeft);
ctarget.LineLengthRight = EditorGUILayout.FloatField("line right length:", ctarget.LineLengthRight);
}
EditorGUILayout.Space();
ctarget.MaxENodes = EditorGUILayout.IntField("max nodes:", ctarget.MaxENodes);
ctarget.IsNodeLifeLoop = EditorGUILayout.Toggle("is node life loop:", ctarget.IsNodeLifeLoop);
if (!ctarget.IsNodeLifeLoop)
{
ctarget.NodeLifeMin = EditorGUILayout.FloatField("node life min:", ctarget.NodeLifeMin);
ctarget.NodeLifeMax = EditorGUILayout.FloatField("node life max:", ctarget.NodeLifeMax);
}
ctarget.IsEmitByDistance = EditorGUILayout.Toggle("emit by distance:", ctarget.IsEmitByDistance);
if (ctarget.IsEmitByDistance)
{
ctarget.DiffDistance = EditorGUILayout.FloatField("diff distance:", ctarget.DiffDistance);
}
else
{
ctarget.ChanceToEmit = EditorGUILayout.Slider("chance to emit per loop:", ctarget.ChanceToEmit, 1, 100);
ctarget.EmitDuration = EditorGUILayout.FloatField("emit duration:", ctarget.EmitDuration);
ctarget.EmitRate = EditorGUILayout.IntField("emit rate,based on emit duration:", ctarget.EmitRate);
ctarget.EmitLoop = EditorGUILayout.IntField("emit loop count,-1 means forever:", ctarget.EmitLoop);
ctarget.EmitDelay = EditorGUILayout.FloatField("delay after each loop:", ctarget.EmitDelay);
}
EditorGUILayout.EndVertical();
}
}
开发者ID:zi-su,项目名称:React,代码行数:61,代码来源:EffectLayerCustom.cs
注:本文中的EffectLayer类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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