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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?

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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; } } } }

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