Here are the examples of the csharp api ToolKits.ParticleSystemPreview.PositionPreviewObjects(UnityEngine.Quaternion, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Quaternion, UnityEngine.Vector3, UnityEngine.Vector3, float) taken from open source projects. By voting up you can indicate which examples are most useful and appropriate.
1 Examples
19
Source : ParticleSystemPreview.cs
with MIT License
from XINCGer
with MIT License
from XINCGer
private void DoRenderPreview()
{
Vector3 bodyPosition = this.bodyPosition;
Quaternion quaternion = Quaternion.idenreplacedy;
Vector3 vector = Vector3.zero;
Quaternion quaternion2 = Quaternion.idenreplacedy;
Vector3 pivotPos = Vector3.zero;
bool oldFog = SetupPreviewLightingAndFx();
Vector3 forward = quaternion2 * Vector3.forward;
forward[1] = 0f;
Quaternion directionRot = Quaternion.LookRotation(forward);
Vector3 directionPos = vector;
Quaternion pivotRot = quaternion;
PositionPreviewObjects(pivotRot, pivotPos, quaternion2, bodyPosition, directionRot, quaternion, vector,
directionPos, m_AvatarScale);
GetPreviewCamera().nearClipPlane = 0.5f * m_ZoomFactor;
GetPreviewCamera().farClipPlane = 100f * m_AvatarScale;
Quaternion rotation = Quaternion.Euler(-m_PreviewDir.y, -m_PreviewDir.x, 0f);
Vector3 position2 = rotation * (Vector3.forward * -5.5f * m_ZoomFactor) + bodyPosition +
m_PivotPositionOffset;
GetPreviewCamera().transform.position = position2;
GetPreviewCamera().transform.rotation = rotation;
Quaternion idenreplacedy = Quaternion.idenreplacedy;
Vector3 position = new Vector3(0f, 0f, 0f);
position = m_ReferenceInstance.transform.position;
Material floorMaterial = m_FloorMaterial;
Matrix4x4 matrix2 = Matrix4x4.TRS(position, idenreplacedy, Vector3.one * 5f * m_AvatarScale);
floorMaterial.mainTextureOffset = -new Vector2(position.x, position.z) * 5f * 0.08f * (1f / m_AvatarScale);
floorMaterial.SetVector("_Alphas", new Vector4(0.5f * 1f, 0.3f * 1f, 0f, 0f));
Graphics.DrawMesh(m_FloorPlane, matrix2, floorMaterial, PreviewCullingLayer, GetPreviewCamera(), 0);
SetPreviewCharacterEnabled(true, m_ShowReference);
GetPreviewCamera().Render();
SetPreviewCharacterEnabled(false, false);
TeardownPreviewLightingAndFx(oldFog);
}