비주얼 스튜디오 유니코드로 저장하기

.editorconfig로 파일명으로 프로젝트 폴더 안에 저장한다. root = true [*] charset = utf-8 다음과 같이 저장한다.
// This script will only work in editor mode. You cannot adjust the scale dynamically in-game!
using UnityEngine;
using System.Collections;
#if UNITY_EDITOR
using UnityEditor;
#endif
[ExecuteInEditMode]
public class ParticleScaler : MonoBehaviour {
public float particleScale = 1.0f;
public bool alsoScaleGameobject = true;
float prevScale;
void Start() {
prevScale = particleScale;
}
void Update() {
#if UNITY_EDITOR
// check if we need to update
if (prevScale != particleScale && particleScale > 0) {
if (alsoScaleGameobject)
transform.localScale = new Vector3(particleScale, particleScale, particleScale);
float scaleFactor = particleScale / prevScale;
// scale legacy particle systems
ScaleLegacySystems(scaleFactor);
// scale shuriken particle systems
ScaleShurikenSystems(scaleFactor);
// scale trail renders
ScaleTrailRenderers(scaleFactor);
prevScale = particleScale;
}
#endif
}
void ScaleShurikenSystems(float scaleFactor) {
#if UNITY_EDITOR
// get all shuriken systems we need to do scaling on
ParticleSystem[] systems = GetComponentsInChildren();
foreach (ParticleSystem system in systems) {
system.startSpeed *= scaleFactor;
system.startSize *= scaleFactor;
system.gravityModifier *= scaleFactor;
// some variables cannot be accessed through regular script, we will acces them through a serialized object
SerializedObject so = new SerializedObject(system);
// unity 4.0 and onwards will already do this one for us
#if UNITY_3_5
so.FindProperty("ShapeModule.radius").floatValue *= scaleFactor;
so.FindProperty("ShapeModule.boxX").floatValue *= scaleFactor;
so.FindProperty("ShapeModule.boxY").floatValue *= scaleFactor;
so.FindProperty("ShapeModule.boxZ").floatValue *= scaleFactor;
#endif
so.FindProperty("VelocityModule.x.scalar").floatValue *= scaleFactor;
so.FindProperty("VelocityModule.y.scalar").floatValue *= scaleFactor;
so.FindProperty("VelocityModule.z.scalar").floatValue *= scaleFactor;
so.FindProperty("ClampVelocityModule.magnitude.scalar").floatValue *= scaleFactor;
so.FindProperty("ClampVelocityModule.x.scalar").floatValue *= scaleFactor;
so.FindProperty("ClampVelocityModule.y.scalar").floatValue *= scaleFactor;
so.FindProperty("ClampVelocityModule.z.scalar").floatValue *= scaleFactor;
so.FindProperty("ForceModule.x.scalar").floatValue *= scaleFactor;
so.FindProperty("ForceModule.y.scalar").floatValue *= scaleFactor;
so.FindProperty("ForceModule.z.scalar").floatValue *= scaleFactor;
so.FindProperty("ColorBySpeedModule.range").vector2Value *= scaleFactor;
so.FindProperty("SizeBySpeedModule.range").vector2Value *= scaleFactor;
so.FindProperty("RotationBySpeedModule.range").vector2Value *= scaleFactor;
so.ApplyModifiedProperties();
}
#endif
}
void ScaleLegacySystems(float scaleFactor) {
#if UNITY_EDITOR
// get all emitters we need to do scaling on
ParticleEmitter[] emitters = GetComponentsInChildren();
// get all animators we need to do scaling on
ParticleAnimator[] animators = GetComponentsInChildren();
// apply scaling to emitters
foreach (ParticleEmitter emitter in emitters) {
emitter.minSize *= scaleFactor;
emitter.maxSize *= scaleFactor;
emitter.worldVelocity *= scaleFactor;
emitter.localVelocity *= scaleFactor;
emitter.rndVelocity *= scaleFactor;
// some variables cannot be accessed through regular script, we will acces them through a serialized object
SerializedObject so = new SerializedObject(emitter);
so.FindProperty("m_Ellipsoid").vector3Value *= scaleFactor;
so.FindProperty("tangentVelocity").vector3Value *= scaleFactor;
so.ApplyModifiedProperties();
}
// apply scaling to animators
foreach (ParticleAnimator animator in animators) {
animator.force *= scaleFactor;
animator.rndForce *= scaleFactor;
}
#endif
}
void ScaleTrailRenderers(float scaleFactor) {
// get all animators we need to do scaling on
TrailRenderer[] trails = GetComponentsInChildren();
// apply scaling to animators
foreach (TrailRenderer trail in trails) {
trail.startWidth *= scaleFactor;
trail.endWidth *= scaleFactor;
}
}
}
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