Hi all
i'm noob in unity 3d and i get this error
Assets/Standard Assets/Detonator/System/DetonatorBurstEmitter.cs(66,53): error CS0246: The type or namespace name `EllipsoidParticleEmitter' could not be found. Are you missing a using directive or an assembly reference?
my DetonatorBurstEmitter.cs
using UnityEngine;
using System.Collections;
/*
DetonatorBurstEmitter is an interface for DetonatorComponents to use to create particles
- Handles common tasks for Detonator... almost every DetonatorComponent uses this for particles
- Builds the gameobject with emitter, animator, renderer
- Everything incoming is automatically scaled by size, timeScale, color
- Enable oneShot functionality
You probably don't want to use this directly... though you certainly can.
*/
public class DetonatorBurstEmitter : DetonatorComponent
{
private ParticleEmitter _particleEmitter;
private ParticleRenderer _particleRenderer;
private ParticleAnimator _particleAnimator;
private float _baseDamping = 0.1300004f;
private float _baseSize = 1f;
private Color _baseColor = Color.white;
public float damping = 1f;
public float startRadius = 1f;
public float maxScreenSize = 2f;
public bool explodeOnAwake = false;
public bool oneShot = true;
public float sizeVariation = 0f;
public float particleSize = 1f;
public float count = 1;
public float sizeGrow = 20f;
public bool exponentialGrowth = true;
public float durationVariation = 0f;
public bool useWorldSpace = true;
public float upwardsBias = 0f;
public float angularVelocity = 20f;
public bool randomRotation = true;
public ParticleRenderMode renderMode;
//TODO make this based on some var
/*
_sparksRenderer.particleRenderMode = ParticleRenderMode.Stretch;
_sparksRenderer.lengthScale = 0f;
_sparksRenderer.velocityScale = 0.7f;
*/
public bool useExplicitColorAnimation = false;
public Color[] colorAnimation = new Color[5];
private bool _delayedExplosionStarted = false;
private float _explodeDelay;
public Material material;
//unused
override public void Init()
{
print ("UNUSED");
}
public void Awake()
{
_particleEmitter = (gameObject.AddComponent()) as ParticleEmitter;
_particleRenderer = (gameObject.AddComponent()) as ParticleRenderer;
_particleAnimator = (gameObject.AddComponent()) as ParticleAnimator;
_particleEmitter.hideFlags = HideFlags.HideAndDontSave;
_particleRenderer.hideFlags = HideFlags.HideAndDontSave;
_particleAnimator.hideFlags = HideFlags.HideAndDontSave;
_particleAnimator.damping = _baseDamping;
_particleEmitter.emit = false;
_particleRenderer.maxParticleSize = maxScreenSize;
_particleRenderer.material = material;
_particleRenderer.material.color = Color.white; //workaround for this not being settable elsewhere
_particleAnimator.sizeGrow = sizeGrow;
if (explodeOnAwake)
{
Explode();
}
}
private float _emitTime;
private float speed = 3.0f;
private float initFraction = 0.1f;
static float epsilon = 0.01f;
void Update ()
{
//do exponential particle scaling once emitted
if (exponentialGrowth)
{
float elapsed = Time.time - _emitTime;
float oldSize = SizeFunction(elapsed - epsilon);
float newSize = SizeFunction(elapsed);
float growth = ((newSize / oldSize) - 1) / epsilon;
_particleAnimator.sizeGrow = growth;
}
else
{
_particleAnimator.sizeGrow = sizeGrow;
}
//delayed explosion
if (_delayedExplosionStarted)
{
_explodeDelay = (_explodeDelay - Time.deltaTime);
if (_explodeDelay <= 0f)
{
Explode();
}
}
}
private float SizeFunction (float elapsedTime)
{
float divided = 1 - (1 / (1 + elapsedTime * speed));
return initFraction + (1 - initFraction) * divided;
}
public void Reset()
{
size = _baseSize;
color = _baseColor;
damping = _baseDamping;
}
private float _tmpParticleSize; //calculated particle size... particleSize * randomized size (by sizeVariation)
private Vector3 _tmpPos; //calculated position... randomized inside sphere of incoming radius * size
private Vector3 _tmpDir; //calculated velocity - randomized inside sphere - incoming velocity * size
private Vector3 _thisPos; //handle on this gameobject's position, set inside
private float _tmpDuration; //calculated duration... incoming duration * incoming timescale
private float _tmpCount; //calculated count... incoming count * incoming detail
private float _scaledDuration; //calculated duration... duration * timescale
private float _scaledDurationVariation;
private float _scaledStartRadius;
private float _scaledColor; //color with alpha adjusted according to detail and duration
private float _randomizedRotation;
private float _tmpAngularVelocity; //random angular velocity from -angularVelocity to +angularVelocity, if randomRotation is true;
override public void Explode()
{
if (on)
{
_particleEmitter.useWorldSpace = useWorldSpace;
_scaledDuration = timeScale * duration;
_scaledDurationVariation = timeScale * durationVariation;
_scaledStartRadius = size * startRadius;
_particleRenderer.particleRenderMode = renderMode;
if (!_delayedExplosionStarted)
{
_explodeDelay = explodeDelayMin + (Random.value * (explodeDelayMax - explodeDelayMin));
}
if (_explodeDelay <= 0)
{
Color[] modifiedColors = _particleAnimator.colorAnimation;
if (useExplicitColorAnimation)
{
modifiedColors[0] = colorAnimation[0];
modifiedColors[1] = colorAnimation[1];
modifiedColors[2] = colorAnimation[2];
modifiedColors[3] = colorAnimation[3];
modifiedColors[4] = colorAnimation[4];
}
else //auto fade
{
modifiedColors[0] = new Color(color.r, color.g, color.b, (color.a * .7f));
modifiedColors[1] = new Color(color.r, color.g, color.b, (color.a * 1f));
modifiedColors[2] = new Color(color.r, color.g, color.b, (color.a * .5f));
modifiedColors[3] = new Color(color.r, color.g, color.b, (color.a * .3f));
modifiedColors[4] = new Color(color.r, color.g, color.b, (color.a * 0f));
}
_particleAnimator.colorAnimation = modifiedColors;
_particleRenderer.material = material;
_particleAnimator.force = force;
_tmpCount = count * detail;
if (_tmpCount < 1) _tmpCount = 1;
if (_particleEmitter.useWorldSpace == true)
{
_thisPos = this.gameObject.transform.position;
}
else
{
_thisPos = new Vector3(0,0,0);
}
for (int i = 1; i <= _tmpCount; i++)
{
_tmpPos = Vector3.Scale(Random.insideUnitSphere, new Vector3(_scaledStartRadius, _scaledStartRadius, _scaledStartRadius));
_tmpPos = _thisPos + _tmpPos;
_tmpDir = Vector3.Scale(Random.insideUnitSphere, new Vector3(velocity.x, velocity.y, velocity.z));
_tmpDir.y = (_tmpDir.y + (2 * (Mathf.Abs(_tmpDir.y) * upwardsBias)));
if (randomRotation == true)
{
_randomizedRotation = Random.Range(-1f,1f);
_tmpAngularVelocity = Random.Range(-1f,1f) * angularVelocity;
}
else
{
_randomizedRotation = 0f;
_tmpAngularVelocity = angularVelocity;
}
_tmpDir = Vector3.Scale(_tmpDir, new Vector3(size, size, size));
_tmpParticleSize = size * (particleSize + (Random.value * sizeVariation));
_tmpDuration = _scaledDuration + (Random.value * _scaledDurationVariation);
_particleEmitter.Emit(_tmpPos, _tmpDir, _tmpParticleSize, _tmpDuration, color, _randomizedRotation, _tmpAngularVelocity);
}
_emitTime = Time.time;
_delayedExplosionStarted = false;
_explodeDelay = 0f;
}
else
{
//tell update to start reducing the start delay and call explode again when it's zero
_delayedExplosionStarted = true;
}
}
}
}
↧