Cause some particles to spin in the opposite direction.
Set between 0 and 1, where higher values will cause a higher proportion of particles to spin in the opposite direction.
#pragma strict private var ps: ParticleSystem; public var hSliderValue: float = 0.0F; function Start() { ps = GetComponent.<ParticleSystem>(); var rot: var = ps.rotationOverLifetime; rot.enabled = true; rot.zMultiplier = 90.0f * Mathf.Deg2Rad; var psr: var = GetComponent.<ParticleSystemRenderer>(); psr.material = new Material(Shader.Find("Sprites/Default")); // this material renders a square billboard, so we can see the rotation } function Update() { var main: var = ps.main; main.flipRotation = hSliderValue; } function OnGUI() { hSliderValue = GUI.HorizontalSlider(new Rect(25, 25, 100, 30), hSliderValue, 0.0F, 1.0F); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValue = 0.0F;
void Start() { ps = GetComponent<ParticleSystem>();
var rot = ps.rotationOverLifetime; rot.enabled = true; rot.zMultiplier = 90.0f * Mathf.Deg2Rad;
var psr = GetComponent<ParticleSystemRenderer>(); psr.material = new Material(Shader.Find("Sprites/Default")); // this material renders a square billboard, so we can see the rotation }
void Update() { var main = ps.main; main.flipRotation = hSliderValue; }
void OnGUI() { hSliderValue = GUI.HorizontalSlider(new Rect(25, 25, 100, 30), hSliderValue, 0.0F, 1.0F); } }