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ParticleSystem.TextureSheetAnimationModule.rowIndex

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public var rowIndex: int;
public int rowIndex;

Description

Explicitly select which row of the texture sheet is used, when ParticleSystem.TextureSheetAnimationModule.useRandomRow is set to false.

#pragma strict
private var ps: ParticleSystem;
public var useRandomRow: boolean = true;
public var row: int = 0;
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;
	tex.animation = ParticleSystemAnimationType.SingleRow;
}
function Update() {
	var tex: var = ps.textureSheetAnimation;
	tex.useRandomRow = useRandomRow;
	tex.rowIndex = row;
}
function OnGUI() {
	useRandomRow = GUI.Toggle(new Rect(25, 20, 100, 30), useRandomRow, "Use Random Row");
	if (useRandomRow == false) {
		GUI.Label(new Rect(25, 60, 100, 30), "Row Index");
		row = intGUI.HorizontalSlider(new Rect(125, 65, 100, 30), floatrow, 0.0f, 1.0f);
	}
}
using UnityEngine;

public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public bool useRandomRow = true; public int row = 0;

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; tex.animation = ParticleSystemAnimationType.SingleRow; }

void Update() { var tex = ps.textureSheetAnimation; tex.useRandomRow = useRandomRow; tex.rowIndex = row; }

void OnGUI() { useRandomRow = GUI.Toggle(new Rect(25, 20, 100, 30), useRandomRow, "Use Random Row");

if (useRandomRow == false) { GUI.Label(new Rect(25, 60, 100, 30), "Row Index"); row = (int)GUI.HorizontalSlider(new Rect(125, 65, 100, 30), (float)row, 0.0f, 1.0f); } } }
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