Version: 2017.4
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ParticleSystem.TextureSheetAnimationModule.flipU

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public var flipU: float;
public float flipU;

Description

Flip the U coordinate on particles, causing them to appear mirrored horizontally.

Set between 0 and 1, where higher values cause a higher proportion of particles to be mirrored, and 1 causes all particles to be mirrored.

#pragma strict
private var ps: ParticleSystem;
public var flipU: float = 0.0f;
public var flipV: float = 0.0f;
function Start() {
	ps = GetComponent.<ParticleSystem>();
	var main: var = ps.main;
	main.startLifetimeMultiplier = 2.0f;
	var tex: var = ps.textureSheetAnimation;
	tex.enabled = true;
	tex.numTilesX = 4;
	tex.numTilesY = 2;
}
function Update() {
	var tex: var = ps.textureSheetAnimation;
	tex.flipU = flipU;
	tex.flipV = flipV;
}
function OnGUI() {
	GUI.Label(new Rect(25, 20, 100, 30), "Flip U Amount");
	GUI.Label(new Rect(25, 60, 100, 30), "Flip V Amount");
	flipU = GUI.HorizontalSlider(new Rect(125, 25, 100, 30), flipU, 0.0f, 1.0f);
	flipV = GUI.HorizontalSlider(new Rect(125, 65, 100, 30), flipV, 0.0f, 1.0f);
}
using UnityEngine;

public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float flipU = 0.0f; public float flipV = 0.0f;

void Start() { ps = GetComponent<ParticleSystem>();

var main = ps.main; main.startLifetimeMultiplier = 2.0f;

var tex = ps.textureSheetAnimation; tex.enabled = true; tex.numTilesX = 4; tex.numTilesY = 2; }

void Update() { var tex = ps.textureSheetAnimation; tex.flipU = flipU; tex.flipV = flipV; }

void OnGUI() { GUI.Label(new Rect(25, 20, 100, 30), "Flip U Amount"); GUI.Label(new Rect(25, 60, 100, 30), "Flip V Amount");

flipU = GUI.HorizontalSlider(new Rect(125, 25, 100, 30), flipU, 0.0f, 1.0f); flipV = GUI.HorizontalSlider(new Rect(125, 65, 100, 30), flipV, 0.0f, 1.0f); } }
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