Hey guys, I have this emitter on a mesh in one of my prefabs. Everything works fin until I make the call to stop the emitter from emitting. When that call is made the mesh that emitter is on vanishes. Any ideas?
Here is the code:
LightTrigger.js
var Root : GameObject;
function OnTriggerEnter(other : Collider){
Root.BroadcastMessage("LightActivate");
Root.BroadcastMessage("SoundActivate");
Root.BroadcastMessage("turnOn");
}
LightDimmer.js
var lightActive : boolean = false;
var dimmable : boolean = true;
var lightBrite : float = 0;
var waitTime : float = 60;
var tryCount : int = 0;
var currentBrightness : float;
private var startTime : float;
var myLight : Component;
var Root : GameObject;
function Update(){
if(lightActive dimmable){
lightDimmer();
}
if(myLight.light.intensity <= 0){
tryNumber = tryCount + 1;
Root.BroadcastMessage("EmitterDeactivate");
lightActive = false;
myLight.light.intensity = 0;
}
}
function lightDimmer(){
waitTime = waitTime + (10 * tryCount);
currentBrightness = (waitTime - (Time.time - startTime)) / waitTime;
myLight.light.intensity = currentBrightness * lightBrite;
}
function LightActivate(){
myLight.light.intensity = lightBrite;
Root.BroadcastMessage("EmitterActivate");
startTime = Time.time;
lightActive = true;
}
EmitterController.js
var emitterActive : boolean = false;
var myEmitter : Component;
myEmitter = gameObject.particleEmitter;
function EmitterActivate(){
myEmitter.particleEmitter.emit = true;
emitterActive = true;
}
function EmitterDeactivate(){
myEmitter.particleEmitter.emit = false;
emitterActive = false;
}