Change the Z axis multiplier.
This method is more efficient than accessing the whole curve, if you only want to change the overall Z axis multiplier.
#pragma strict private var ps: ParticleSystem; public var moduleEnabled: boolean = true; public var hSliderValue: float = 10.0f; function Start() { ps = GetComponent.<ParticleSystem>(); } function Update() { var forceOverLifetime: var = ps.forceOverLifetime; forceOverLifetime.enabled = moduleEnabled; forceOverLifetime.zMultiplier = hSliderValue; } function OnGUI() { moduleEnabled = GUI.Toggle(new Rect(25, 45, 100, 30), moduleEnabled, "Enabled"); hSliderValue = GUI.HorizontalSlider(new Rect(25, 85, 100, 30), hSliderValue, -50.0f, 50.0f); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public bool moduleEnabled = true; public float hSliderValue = 10.0f;
void Start() { ps = GetComponent<ParticleSystem>(); }
void Update() { var forceOverLifetime = ps.forceOverLifetime; forceOverLifetime.enabled = moduleEnabled; forceOverLifetime.zMultiplier = hSliderValue; }
void OnGUI() { moduleEnabled = GUI.Toggle(new Rect(25, 45, 100, 30), moduleEnabled, "Enabled"); hSliderValue = GUI.HorizontalSlider(new Rect(25, 85, 100, 30), hSliderValue, -50.0f, 50.0f); } }
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