using UnityEngine; using System.Collections; namespace LiquidVolumeFX { public class CylinderManager : MonoBehaviour { public float startingDelay = 1f; public int numCylinders = 16; public float scale = 0.2f; public float heightMultiplier = 2f; public float circleRadius = 1.75f; void Update () { if (Time.time < startingDelay) return; for (int k=0;k("Prefabs/CylinderFlask")); cylinder.hideFlags = HideFlags.DontSave; cylinder.transform.SetParent(transform, false); cylinder.transform.localScale = new Vector3(scale, scale * heightMultiplier, scale); float x = Mathf.Cos ( ((float)k/numCylinders) * Mathf.PI * 2.0f ) * circleRadius; float z = Mathf.Sin ( ((float)k/numCylinders) * Mathf.PI * 2.0f ) * circleRadius; cylinder.transform.position = new Vector3(x, -2f, z); FlaskAnimator fa = cylinder.AddComponent(); fa.initialPosition = cylinder.transform.position; fa.finalPosition = cylinder.transform.position + Vector3.up; fa.duration = 5f + k * 0.5f; fa.acceleration = 0.001f; fa.delay = 4f; LiquidVolume lv = cylinder.GetComponent(); lv.liquidColor1 = new Color(Random.value, Random.value, Random.value, Random.value); lv.liquidColor2 = new Color(Random.value, Random.value, Random.value, Random.value); lv.turbulence2 = 0; lv.refractionBlur = false; } Destroy (this); } } }