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ParticleSystem.NoiseModule.remapYMultiplier

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public float remapYMultiplier;

Description

y-axis remap multiplier.

Changing this property is more efficient than accessing the entire curve, if you only want to change the overall remap multiplier. Additional resources: ParticleSystem.NoiseModule.remapY.

using UnityEngine;
using System.Collections;

[RequireComponent(typeof(ParticleSystem))] public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValueRemapX = 1.0f; public float hSliderValueRemapY = 1.0f; public float hSliderValueRemapZ = 1.0f;

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

var noise = ps.noise; noise.enabled = true; noise.remapEnabled = true; noise.separateAxes = true;

// An unusual curve to show off different noise behavior (See curve preview in the Inspector) AnimationCurve ourCurve; ourCurve = new AnimationCurve(); ourCurve.AddKey(0.0f, 0.0f); ourCurve.AddKey(0.45f, -0.75f); ourCurve.AddKey(0.50f, 1.0f); ourCurve.AddKey(0.55f, -0.75f); ourCurve.AddKey(1.0f, 0.0f);

// Apply the curve noise.remapX = new ParticleSystem.MinMaxCurve(1.0f, ourCurve); noise.remapY = new ParticleSystem.MinMaxCurve(1.0f, ourCurve); noise.remapZ = new ParticleSystem.MinMaxCurve(1.0f, ourCurve);

// Set color by speed, to demonstrate the effects of the Noise Module var colorBySpeed = ps.colorBySpeed; colorBySpeed.enabled = true;

Gradient gradient = new Gradient(); gradient.SetKeys( new GradientColorKey[] { new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.red, 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(1.0f, 1.0f) } );

colorBySpeed.color = new ParticleSystem.MinMaxGradient(gradient); colorBySpeed.range = new Vector2(3.0f, 7.0f); }

void Update() { var noise = ps.noise; noise.remapXMultiplier = hSliderValueRemapX; noise.remapYMultiplier = hSliderValueRemapY; noise.remapZMultiplier = hSliderValueRemapZ; }

void OnGUI() { GUI.Label(new Rect(25, 40, 100, 30), "Remap X"); GUI.Label(new Rect(25, 80, 100, 30), "Remap Y"); GUI.Label(new Rect(25, 120, 100, 30), "Remap Z");

hSliderValueRemapX = GUI.HorizontalSlider(new Rect(135, 45, 100, 30), hSliderValueRemapX, 0.0f, 5.0f); hSliderValueRemapY = GUI.HorizontalSlider(new Rect(135, 85, 100, 30), hSliderValueRemapY, 0.0f, 5.0f); hSliderValueRemapZ = GUI.HorizontalSlider(new Rect(135, 125, 100, 30), hSliderValueRemapZ, 0.0f, 5.0f); } }