UnityEditor.TriggerModuleUI.RenderCollisionBounds C# (CSharp) Méthode

RenderCollisionBounds() private méthode

private RenderCollisionBounds ( ParticleSystem system, GizmoType gizmoType ) : void
system UnityEngine.ParticleSystem
gizmoType GizmoType
Résultat void
        private static void RenderCollisionBounds(ParticleSystem system, GizmoType gizmoType)
        {
            if (system.trigger.enabled && s_VisualizeBounds)
            {
                ParticleSystem.Particle[] particles = new ParticleSystem.Particle[system.particleCount];
                int num = system.GetParticles(particles);
                Color color = Gizmos.color;
                Gizmos.color = Color.green;
                Matrix4x4 identity = Matrix4x4.identity;
                if (system.main.simulationSpace == ParticleSystemSimulationSpace.Local)
                {
                    identity = system.GetLocalToWorldMatrix();
                }
                Matrix4x4 matrix = Gizmos.matrix;
                Gizmos.matrix = identity;
                for (int i = 0; i < num; i++)
                {
                    ParticleSystem.Particle particle = particles[i];
                    Vector3 vector = particle.GetCurrentSize3D(system);
                    Gizmos.DrawWireSphere(particle.position, (Math.Max(vector.x, Math.Max(vector.y, vector.z)) * 0.5f) * system.trigger.radiusScale);
                }
                Gizmos.color = color;
                Gizmos.matrix = matrix;
            }
        }