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Question by FizzyBear · Apr 07, 2012 at 03:38 AM · animationjavascript

[Solved] Generating Particles with Attack Animation

Okay, I've got a model which consists of an attack animation, what I was wondering is, how can I generate a 'sphere' consisting of particles from the moment the user hits fire, and when the user lets go of the fire button, it releases the sphere and continues down the path which was specified (similar to raycast). I am a bit confused on this part.

If anything, a point in the right direction would be much appreciated!

Thanks!

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Answer by Kaze_Senshi · Apr 07, 2012 at 04:17 AM

Well, I think you should something like this, attach one script like this in one new prefab, this prefab is your fireball. Also this prefab must have a particleEmitter to simulate the fire:

 var chargingFireBall = true;
 var fireBallEmitter : ParticleEmitter = null;
 
 function Start()
 {
     fireBallEmitter= gameObject.GetComponent (ParticleEmitter);
 }
 
 function Update()
 {
  if( Input.GetButton("Fire1") && chargingFireBall  )
  { fireBallEmitter.maxEmission += 0.1*Time.deltaTime; } //Increase the fire being created
  else // ends the charging time and release the ball
  {
   chargingFireBall = false;
   shootFireBall();
  }
 }
 
 function shootFireBall()
 {
 /* Make your fireball move, you can use waypoints */
 }
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avatar image Kaze_Senshi · Apr 07, 2012 at 04:30 AM 0
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Details about emitters here http://unity3d.com/support/documentation/ScriptReference/ParticleEmitter.html

avatar image FizzyBear · Apr 08, 2012 at 12:26 AM 0
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Thanks for this! It's helped. I do have a question though regarding the "make your fireball move" the waypoint part. Is there anyway I can make it just follow where ever the user has clicked?

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