Starting frame multiplier.
This method is more efficient than accessing the whole curve, if you only want to change the overall start frame multiplier.
#pragma strict private var ps: ParticleSystem; public var startFrame: 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.startFrameMultiplier = startFrame; } function OnGUI() { startFrame = GUI.HorizontalSlider(new Rect(25, 25, 100, 30), startFrame, 0.0f, 7.0f); }
using UnityEngine;
public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float startFrame = 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.startFrameMultiplier = startFrame; }
void OnGUI() { startFrame = GUI.HorizontalSlider(new Rect(25, 25, 100, 30), startFrame, 0.0f, 7.0f); } }