Start delay multiplier in seconds.
This method is more efficient than accessing the whole curve, if you only want to change the overall start delay multiplier.
#pragma strict private var ps: ParticleSystem; private var restart: boolean; public var hSliderValue: float = 0.0F; function Start() { ps = GetComponent.<ParticleSystem>(); } function Update() { if (restart) { ps.Stop(); ps.Clear(); var main: var = ps.main; main.startDelayMultiplier = hSliderValue; ps.Play(); restart = false; } } function OnGUI() { hSliderValue = GUI.HorizontalSlider(new Rect(25, 45, 100, 30), hSliderValue, 0.0F, 5.0F); restart = GUI.Button(new Rect(25, 75, 100, 30), "Restart"); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { private ParticleSystem ps; private bool restart; public float hSliderValue = 0.0F;
void Start() { ps = GetComponent<ParticleSystem>(); }
void Update() { if (restart) { ps.Stop(); ps.Clear();
var main = ps.main; main.startDelayMultiplier = hSliderValue;
ps.Play();
restart = false; } }
void OnGUI() { hSliderValue = GUI.HorizontalSlider(new Rect(25, 45, 100, 30), hSliderValue, 0.0F, 5.0F); restart = GUI.Button(new Rect(25, 75, 100, 30), "Restart"); } }
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