Unity3D – OnMouseDown – SetActive – Shuriken Particle System – Javascript
Unity’s Shuriken Particle System is easy to drive via code!
We will create a simple Asteroid object taht will explode OnMouseDown
Create a scene with:
– Main Camera
– (parent) EmptyObject -> name it Asteroid -> ADD a Box Collider (or OnMouseDown will not work!)
-> Transform Reset
– (child) Mesh -> your mesh -> Transform Reset
– (child) Particle System (MAIN TOP MENU> GameObject> Create Other> Particle System)
-> Inspector> Play On Awake active
-> Transform Reset
Attach to Asteroid (EmptyObject) the script:
#pragma strict var myParticles : GameObject; // Assign in Inspector function Start () { // Prefab Esplosione, disattivo altrimenti esplode subito alla creazione myParticles.SetActive(false); } // END Start function Update () { }// END Update function OnMouseDown () { // When you click over the object Debug.Log('Particle Activaction!'); myParticles.SetActive(true); }// END OnMouseDown()
Inspector> DRAG AND DROP Particle System over var myParticles
Play and click over the Box Collider of Asteroid (EmptyObject).
For italian peolple: come funziona?
1. Creo un oggetto padre con all’interno la geometria e il sistema particellare
2. Resetto la posizione dei tre game object perchè coincidano
3. Creo un box collider nell’oggetto padre e assegno lo script
4. Lo script ottiene il sistema particellare come GameObject e lo attiva al click. Il sistema particellare parte di sicuro perchè ha attivo ‘Play On Awake’ in Inspector.