%YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!114 &11400000 MonoBehaviour: m_ObjectHideFlags: 0 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 8e0e429d9ea264321b2a0e5758212180, type: 3} m_Name: English m_EditorClassIdentifier: languageNameSeenByEnglish: American languageName: English playgroundName: Particle Playground newParticlePlaygroundSystem: New Particle Playground System playgroundWizard: Playground Wizard playgroundPresetWizard: Playground Preset Wizard presetWizard: Preset Wizard playgroundCopyWizard: Playground Copy Wizard copyWizard: Copy Wizard languageInstallWizard: Language Install Wizard playgroundBrushWizard: Playground Brush Wizard brushWizard: Brush Wizard preset: Preset presets: Presets publish: Publish all: All user: User example: Example examples: Examples icon: Icon icons: Icons list: List create: Create createPreset: Create Preset convertTo: Convert to edit: Edit export: Export settings: Settings none: None fix: Fix save: Save load: Load rebuild: Rebuild refresh: Refresh xml: Xml asset: Asset browse: Browse paths: Paths playgroundPath: Playground Path languagesPath: Languages Path userPresetPath: User Preset Path examplePresetPath: Example Preset Path presetIconPath: Preset Icon Path brushPath: Brush Path scriptPath: Script Path updateUrl: Update URL officialSite: Official Site assetStore: Asset Store manual: Manual supportForum: Support Forum mailSupport: Mail Support updateAvailable: Update Available updateAvailableText: is available. Please visit the Unity Asset Store to download the new version. unityAssetStore: Unity Asset Store searchNoPresetFound: No preset found containing noPresetsFound: No presets found. Press "Create" to make a new preset. noUserPresetsFound: No user presets found in any "Resources/Presets" folder. Press "Create" to make a new preset. noExamplePresetsFound: No example presets found. Make sure they are stored in noPresetsFoundInProject: No presets found. Make sure that the path to the presets are set to noSettingsFile: No settings file could be found. You must have a settings file at noParticleSystems: No particle systems created. noManipulators: No manipulators created. noProperties: No properties created. noTarget: No target noTargets: No targets created. noEvents: No events created. noMesh: No Mesh noCollisionPlanes: No collision planes created. noSnapshots: No snapshots created. noStates: No states created. allTargets: All targets must be assigned. noPlaygroundManager: The Playground Manager runs all Particle Playground Systems in the scene, you need to create one to get started. missingTransform: Missing Transform! noAlphaColorInPaint: You have no alpha in the color. No particle positions will be painted. noLifetimeColors: No lifetime colors created. someFeaturesInScript: Some features are inactivated as this Particle Playground System is running in script mode. notSnapshot: is not a snapshot. notSnapshotText: You can only add snapshots into this slot. First create a snapshot from the new particle system you wish to assign. projectionOnlyWorldSpace: Projection can only run in world space. particleSystemEventAssignErrorSelf: A particle system cannot send events to itself. Please choose another particle system in your Scene. particleSystemEventAssignErrorSnapshot: A particle system cannot send events to a snapshot. Please choose another particle system in your Scene. enableCollisionToSendEvents: You must enable collision on this particle system to send collision events. couldNotReadTexture: Could not read the Import Settings of the selected texture. couldNotReadMesh: Could not read the Import Settings of the selected mesh. notReadable: is not readable. Please change Read/Write Enabled on its Import Settings. editFromHierarchyOnly: Please edit this from Hierarchy only. localScaleWarning: A local scale of anything else than Vector3 (1,1,1) may result in Shuriken component not rendering. rotationSimulationSpace: Would you like to simulate the particle system in local space? This will let source positions and force settings apply along with the particle system's rotation. setLocalSpaceSimulation: Set Local Space Simulation checkForUpdates: Check For Updates language: Language install: Install installType: Install Type installText: The Playground Language Wizard allows you to add a new language to your Playground Settings. Installing as an Asset you need the language file to already be imported to your project. languageFile: Language File languageLocation: Language Location saveLanguage: Save Language loadLanguage: Load Language noLanguageFound: No language could be found. remove: Remove removeAll: Remove all removeLanguage: Are you sure you want to remove the language removePreset: Permanently delete this preset? removePresetText: will be removed. Are you sure? removeParticlePlaygroundSystem: Are you sure you want to remove this Particle Playground System? removeManipulator: Are you sure you want to remove the Manipulator assigned to removeEvent: Remove the events from removeEventsText1: All events connected to this particle system from removeEventsText2: will be removed. Are you sure you want to remove them? removeEventInEventList: Are you sure you want to remove this event? removeSnapshot: Are you sure you want to remove the snapshot removeAllSnapshots: Remove all snapshots? removeAllSnapshotsText: Are you sure you want to remove all snapshot? removeState: Are you sure you want to remove the state deleteBrush: Permanently delete this brush? deleteBrushText: will be removed from your brushes, are you sure? gameObjectIntact: (GameObject in Scene will remain intact) switchToScriptMode: Switch to Script Mode? switchToScriptModeText1: The event target of switchToScriptModeText2: is running in switchToScriptModeText3: mode. All events must be received by Script Mode. yes: Yes no: No ok: Ok switchText: Switch cancel: Cancel openPlaygroundWizard: Open Playground Wizard playgroundParticles: Playground Particles playgroundManager: Playground Manager eventControlled: Event Controlled controlledByAnotherEvent: This Particle Playground System is controlled by events from another particle system. controlledByScript: This Particle Playground System is controlled by script. You can only emit particles from script in this source mode using PlaygroundParticlesC.Emit(position, velocity, color) or let another particle system control it by events. Please see the manual for more details. emissionIndex: Emission Index emissionRate: Emission Rate emit: Emit emitParticles: Emit Particles snapshot: Snapshot source: Source sourceDescription: 'Source is the target method for the particles in this Particle Playground System. State: Target position and color in a stored state Transform: Target transforms live in the scene WorldObject: Target each vertex in a mesh live in the scene SkinnedWorldObject: Target each vertex in a skinned mesh live in the scene Script: Behaviour controlled by custom scripts Paint: Target painted positions and colors made with a brush Projection: Target projected positions and colors made with a texture' setParticleCount: Set Particle Count proceduralOptions: Procedural Options meshVerticesUpdate: Mesh Vertices Update meshVerticesUpdateDescription: Enable this if the object's mesh is procedural and changes vertices over time. meshNormalsUpdate: Mesh Normals Update meshNormalsUpdateDescription: Enable this if the object's mesh is procedural and changes normals over time. sourceDownResolution: Source Down Resolution particleSettings: Particle Settings forces: Forces collision: Collision rendering: Rendering sortingLayer: Sorting Layer orderInLayer: Order In Layer manipulator: Manipulator manipulators: Manipulators state: State states: States eventName: Event events: Events eventListener: Event Listener typeOfEvent: The type of event. snapshots: Snapshots advanced: Advanced particleSystem: Particle System particleSystems: Particle Systems globalManipulators: Global Manipulators target: Target targets: Targets transition: Transition size: Size strength: Strength shape: Shape sphere: Sphere box: Box bounds: Bounds nullName: Null affects: Affects type: Type time: Time presetText: Create a Particle Playground Preset by selecting a Particle Playground System and an icon (optional). The icon must be in png-format and preferably 32x32 pixels. All connected objects will be childed to the Particle Playground System. publishText: Prepare a preset for packaging by selecting the Particle Playground Preset in the list. The icon must be in png-format and preferably 32x32 pixels. All connected meshes, images and/or cached values will be distributed along with your Particle Playground System. Please check all dependencies before you distribute your asset. You agree that Polyfied cannot be held responsible for the quality of your asset when publishing assets connected to the Particle Playground framework. childConnected: Child Connected Objects presetWithSameNameFound: Preset with same name found! presetWithSameNameFoundText: already exists. Do you want to overwrite it? gameObjectIsNotPlayground: GameObject is not a Particle Playground System. brushWizardText: Create a Particle Playground Brush by selecting a texture and edit its settings. The texture must have Read/Write Enabled and use True Color (non-compressed) in its import settings. brushTexture: Brush Texture brushSameName: Brush with same name found! brushSameNameText: already exists. Do you want to overwrite it? playgroundCopyWizardText: The Playground Copy Wizard allows you to copy a particle system into another Particle Playground system. You may need to tweak your target Particle Playground system after copying a Shuriken component. from: From fromType: From Type to: To copy: Copy copyErrorMessageIsPlayground: You have specified a Shuriken component from a Particle Playground system. This is not allowed as it will result in a corrupt copy. copyErrorMessageSameSystem: You have specified the same particle system to copy from. This is an unnecessary procedure. enabled: Enabled transform: Transform transforms: Transforms vector3: Vector3 position: Position localPosition: Local Position rotation: Rotation localRotation: Local Rotation scale: Scale distance: Distance radius: Radius points: Points worldObject: World Object skinnedWorldObject: Skinned World Object material: Material attractor: Attractor gravitational: Gravitational repellent: Repellent property: Property combined: Combined vortex: Vortex turbulence: Turbulence turbulenceType: Turbulence Type calculateParticles: Calculate Particles calculateParticlesDescription: Calculate forces on PlaygroundParticles objects. Disabling this overrides independently set values and halts all PlaygroundParticles objects. groupAutomatically: Group Automatically groupAutomaticallyDescription: Automatically parent a PlaygroundParticles object to Playground Manager if it has no parent. buildZeroAlphaPixels: Build Zero Alpha Pixels buildZeroAlphaPixelsDescription: Turn this on if you want to build particles from 0 alpha pixels into states. sceneGizmos: Scene Gizmos sceneGizmosDescription: Show gizmos in Scene View for Playground objects. sourcePositions: Source Positions sourcePositionsDescription: Show gizmos in Scene View for particle source positions. wireframes: Wireframes wireframesDescription: Draw wireframes around particles in Scene View. paintToolbox: Paint Toolbox paintToolboxDescription: Show Paint toolbox in Scene View when Source is set to Paint showShuriken: Show Shuriken showShurikenDescription: Show the Shuriken component in Inspector. advancedSnapshots: Advanced Snapshots advancedSnapshotsDescription: Show the snapshots of a particle system in Hierarchy and expose more advanced controls through settings. pixelFilterMode: Pixel Filter Mode pixelFilterModeDescription: Color filtering mode when creating particles from pixels in an image. timeSimulation: Time Simulation reset: Reset editorLimits: Editor Limits transitionTime: Transition Time transitionType: Transition Type findClosestPosition: Find Closest Position transitionTimeMultiplier: Transition Time Multiplier loadFromStart: Load From Start setMaterialAfterTransition: Set Material After Transition particleCount: Particle Count particleLifetime: Particle Lifetime particleRotation: Particle Rotation particleSize: Particle Size particleScale: Particle Scale particleVelocity: Particle Velocity particleColor: Particle Color positionScale: Position Scale particles: particles colorStrength: Color Strength sourceScatter: Source Scatter deltaMovement: Delta Movement deltaMovementStrength: Delta Movement Strength damping: Damping velocity: Velocity velocityStrength: Velocity Strength velocityScale: Velocity Scale initialVelocity: Initial Velocity initialLocalVelocity: Initial Local Velocity initialRotation: Initial Rotation stretchSpeed: Stretch Speed collisionRadius: Collision Radius mass: Mass bounciness: Bounciness depth: Depth depth2D: Depth (2D) color: Color updateRate: Update Rate renderSliders: Render Sliders paintPositions: Paint Positions brushSizeMin: Brush Size Min brushSizeMax: Brush Size Max eraserSizeMin: Eraser Size Min eraserSizeMax: Eraser Size Max paintSpacing: Paint Spacing manipulatorSize: Manipulator Size manipulatorStrength: Manipulator Strength manipulatorZeroVelocityStrength: Zero Velocity Strength manipulatorStrengthEffectors: Strength Effectors trackParticles: Track Particles sendBirthEvents: Send Birth Events sendDeathEvents: Send Death Events sendEnterEvents: Send Enter Events sendExitEvents: Send Exit Events sendCollisionEvents: Send Collision Events smoothingEffect: Smoothing Effect distanceEffect: Distance Effect lifetimeFilter: Lifetime Filter particleFilter: Particle Filter inverseBounds: Inverse Bounds propertyType: Property Type onlyColorInRange: Only Color In Range onlyPositionInRange: Only Position In Range keepColorAlphas: Keep Color Alphas sizeStrength: Size Strength targetStrength: Target Strength deathStrength: Death Strength attractorStrength: Attractor Strength gravitationalStrength: Gravitational Strength repellentStrength: Repellent Strength vortexStrength: Vortex Strength turbulenceStrength: Turbulence Strength meshTarget: Mesh Target skinnedMeshTarget: Skinned Mesh Target targetSorting: Target Sorting mesh: Mesh image: Image lifetimeColor: Lifetime Color paintMode: Paint Mode dot: Dot brush: Brush eraser: Eraser brushPresets: Brush Presets brushShape: Brush Shape brushScale: Brush Scale detail: Detail brushDistance: Brush Distance useBrushColor: Use Brush Color eraserRadius: Eraser Radius paintCollisionType: Paint Collision Type paint: Paint paintMask: Paint Mask maxPaintPositions: Max Paint Positions exceedMaxStopsPaint: Exceed Max Stops Paint exceededMaxPaint: You have exceeded max positions. No new paint positions are possible when Exceed Max Stops Paint is enabled. morePaintThanPositions: You have more paint positions than particles. Increase Particle Count to see all painted positions. start: Start stop: Stop clear: Clear clearPaint: Clear Paint? clearPaintText: Are you sure you want to remove all painted source positions? playgroundPaint: Playground Paint overflowMode: Overflow Mode overflowModeDescription: The method to align the Overflow Offset by. overflowOffset: Overflow Offset loop: Loop disableOnDone: Disable On Done lifetimeSize: Lifetime Size rotateTowardsDirection: Rotate Towards Direction rotationNormal: Rotation Normal lifetimeMethod: Lifetime Method lifetime: Lifetime lifetimeSorting: Lifetime Sorting lifetimeSortingDescription: 'Determines how the particles are ordered on rebirth. Scrambled: Randomly placed. Scrambled Linear: Randomly placed but never at the same time. Burst: Alfa and Omega. Linear: Alfa to Omega. Reversed: Omega to Alfa. NearestNeighbor: Closest to furthest point. NearestNeighborReversed: Furthest to closest point. User: Specified by AnimationCurve' sortOrigin: Sort Origin customSorting: Custom Sorting lifetimeOffset: Lifetime Offset particleMask: Particle Mask maskTime: Mask Time maskSorting: Mask Sorting off: Off forceAnnihilation: Force Annihilation onlySourcePositions: Only Source Positions onlySourcePositionsDescription: Particles are bound to their source position during their lifetime. assignTransformDeltaMovement: Assign a transform to the active state to enable Delta Movement. lifetimePositioning: Lifetime Positioning onlyLifetimePositioningDescription: Particle movement is bound to the lifetime positioning. useSourceDirection: Use Source Normal Direction axisConstraintsDescription: All forces are disabled as all axis constraints is applied. lifetimeVelocity: Lifetime Velocity initialLocalVelocityControlledByScript: Initial Local Velocity is controlled by passed in velocity to Emit() in script mode. assignTransformLocalVelocity: Assign a transform to the active state to enable Initial Local Velocity. initialVelocityShape: Initial Velocity Shape velocityBending: Velocity Bending bending: Bending timeScale: Time Scale lifetimeStrength: Lifetime Strength gravity: Gravity maxVelocity: Max Velocity axisConstraints: Axis Constraints threeDimensional: 3D twoDimensional: 2D collisionType: Collision Type collisionMask: Collision Mask collideWithRigidbodies: Collide With Rigidbodies lifetimeLoss: Lifetime Loss randomBounce: Random Bounce collisionPlanes: Collision Planes gizmoScale: Gizmo Scale colorSource: Color Source sourceUsesLifetimeAlpha: Source Uses Lifetime Alpha renderMode: Render Mode cameraScale: Camera Scale speedScale: Speed Scale lengthScale: Length Scale startStretch: Start Stretch lifetimeStretch: Lifetime Stretch maxParticleSize: Max Particle Size settingsAndParticles: Settings & Particles settingsOnly: Settings Only particlesOnly: Particles Only simple: Simple newSnapshotName: New Snapshot simulationSpace: Simulation Space localSpace: Local Space globalSpace: Global Space movementCompensation: Movement Compensation movementCompensationLifetimeStrength: Compensation Lifetime Strength rebirthOptions: Rebirth Options randomLifetime: Random Lifetime randomSize: Random Size randomRotation: Random Rotation randomScatter: Random Scatter randomVelocity: Random Velocity forceInitialColor: Force Initial Color lockPosition: Lock Position positionIsLocal: Position Is Local lockRotation: Lock Rotation rotationIsLocal: Rotation Is Local lockScale: Lock Scale syncParticlesToMainThread: Sync Particles To Main-Thread multithreadedManipulators: Multithreaded Manipulators autoPauseCalculation: Auto-Pause Calculation particlePool: Particle Pool broadcastType: Broadcast Type broadcastTypeDescription: Set to broadcast to a Target and/or Event Listeners. collisionThreshold: Collision Threshold inheritancePosition: The inheritance for position. inheritanceVelocity: The inheritance for velocity. inheritanceColor: The inheritance for color. velocityMultiplier: Velocity Multiplier activeState: Active State nameText: Name stateMeshDescription: The source mesh to construct particles from vertices. When a mesh is used the texture is used to color each vertex. stateTextureDescription: The source texture to construct particles from pixels. When a mesh is used this texture is used to color each vertex. stateDepthmapDescription: The source texture to apply depthmap onto Texture's pixels. Not compatible with meshes. stateDepthmapStrengthDescription: How much the grayscale of the depthmap will affect Z-value. stateTransformDescription: The transform to parent this state. stateScaleDescription: The scale of width-height ratio. stateOffsetDescription: The offset from Particle System origin. brushNameDescription: The name of this brush preset brushShapeDescription: The texture to construct this Brush from brushScaleDescription: The scale of this Brush (measured in Units) brushDetail: Brush Detail brushDetailDescription: The detail level of this brush brushDistanceDescription: The distance the brush reaches paintSpacingDescription: The required space between the last and current paint position exceedMaxStopsPaintDescription: Should painting stop when paintPositions is equal to maxPositions (if false paint positions will be removed from list when painting new ones) texture: Texture depthmap: Depthmap depthmapStrength: Depthmap Strength offset: Offset createState: Create State projectionTexture: Projection Texture liveUpdate: Live Update originOffset: Origin Offset projectionDistance: Projection Distance projectionScale: Projection Scale surfaceOffset: Surface Offset projectionMask: Projection Mask projectionCollisionType: Projection Collision Type collisionDisabledDescription: Collisions are disabled due to your Force settings. onlySizeInRange: Only Size In Range sendToManager: Send To Manager clearOnStop: Clear On Stop multithreading: Multithreading particleThreadMethod: Particle Thread Method skinnedMeshThreadMethod: Skinned Mesh Thread Method turbulenceThreadMethod: Turbulence Thread Method threadMethodDescription: Determines which multithreading method should be used. maxThreads: Max Threads maxThreadsDescription: The maximum amount of threads that can be created. The amount of created threads will never exceed available CPUs. threadInfo01: No calculation threads will be created. This will in most cases have a negative impact on performance as Particle Playground will calculate along all other logic on the main-thread. Use this for debug purposes or if you know there's no multi- or hyperthreading possibilities on your target platform. threadInfo02: One calculation thread per particle system will be created. Use this when having heavy particle systems in your scene. Note that this method will never bundle calculation calls. threadInfo03: One calculation thread for all particle systems will be created. Use this if you have other multithreaded logic which has higher performance priority than Particle Playground or your project demands strict use of garbage collection. threadInfo04: Calculation threads will distribute evenly for all particle systems in your scene. This will bundle calculation calls to match the platform's SystemInfo.processorCount. This is the recommended and overall fastest method to calculate particle systems. thread: Thread assignATexture: You need to assign a texture. useAnotherSourceTransform: Use another Source Transform than your particle system to enable this effect. activeThreads: active threads processors: processors prefabConnection: Prefab Connection noAssetsFoundMessage: The Particle Playground assets couldn't be found in the specified path. Please edit the paths to match your current project. skinnedMeshOptimizeGameObjectsMessage: Consider to disable Optimize Game Objects for the Import Settings of your skinned mesh. Having Optimize Game Objects enabled will be a lot slower for a Particle Playground system to calculate as it must extract the vertices each frame. castShadows: Cast Shadows receiveShadows: Receive Shadows sorting: Sorting sortMode: Sort Mode sortingFudge: Sorting Fudge textureSheetAnimation: Texture Sheet Animation tiles: Tiles animation: Animation randomRow: Random Row row: Row animationMethod: Animation Method frameOverTime: Frame Over Time chromaKey: Chroma Key spread: Spread spline: Spline splines: Splines newSplineMessage: Assign an existing Playground Spline component from your scene or press Create to start working with a new Playground Spline (will be parented to this particle system). To edit a Playground Spline you select it in Hierarchy. allSplinesMustBeAssignedMessage: All splines must be assigned and enabled. treatAsOneSpline: Treat As One Spline playgroundSpline: Playground Spline selection: Selection node: Node nodes: Nodes bezier: Bezier selectedNode: Selected Node selectedBezierHandle: Selected Bezier Handle bezierMode: Bezier Mode addNode: Add Node removeSelectedNode: Remove Selected Node usedBy: Used By noUser: No User easing: Easing easingVelocity: Easing Velocity timeOffset: Time Offset positionOffset: Position Offset reverse: Reverse targetMethod: Target Method overflowOffsetSplineMessage: Overflow Offset can't be applied when using Spline as Source. noSplineUserMessage: No Particle Playground system is using this spline. removeUserTitle: Remove user? removeUserMessage: Do you want to remove this spline from the Particle Playground system? convertAllToTransforms: Convert All To Transforms convertAllToVector3: Convert All To Vector3 reverseAllNodes: Reverse All Nodes velocityOnNewNode: Velocity On New Node moveTransformsAsBeziers: Move Transforms As Beziers exportWithNodeStructure: Export With Node Structure drawSplinePreview: Spline Preview drawSplinePreviewDescription: Draws the shape of a spline assigned to a particle system when selected in Hierarchy. newEmpty: New Empty noSplinesCreated: No splines are created. colorMethod: Color Method arrayColor: Array Color arrayAlpha: Array Alpha applyArrayAlpha: Apply Array Alpha collisionExclusion: Collision Exclusion collisionExclusionMessage: No objects are excluded from collision. treatAsOneTransform: Treat As One Transform allTransformsMustBeAssignedMessage: All transforms must be assigned. assignTransformMessage: Please assign a transform. method: Method range: Range sectorA: Sector A sectorB: Sector B lifetimeEmission: Lifetime Emission prewarm: Prewarm prewarmLifetimeCycles: Prewarm Lifetime Cycles prewarmCyclesResolution: Prewarm Cycles (Resolution) inverseRigidbodyCollision: Inverse Rigidbody Collision locks: Locks onEnable: On Enable misc: Misc deltaPositionAdjustment: Delta Position Adjustment arraySize: Array Size sourcePoint: Source Point emission: Emission on: On constantForce: Constant Force initialGlobalVelocity: Initial Global Velocity shadows: Shadows collisionSettings: Collision Settings sync: Sync transitionBackToSource: Transition Back To Source transitionAmount: Transition Amount calculateManipulator: Calculate Manipulator renderer: Renderer hierarchyIcon: Hierarchy Icon minimumShurikenLifetime: Minimum Shuriken Lifetime calculationTrigger: Calculation Trigger calculationTriggerSize: Calculation Trigger Size calculationTriggerOffset: Calculation Trigger Offset drawGizmo: Draw Gizmo drawBezierGizmo: Draw Bezier Gizmo bezierWidth: Bezier Width outOfView: Out Of View autoPause: Auto-Pause forceUpdateOnMainThread: Force Update On Main-Thread forceUpdateOnMainThreadDescription: Enable this to ensure that skinned meshes are in absolute sync with their source positions. This may give a noticeable hit on performance. trackingMethod: Tracking Method animationTimeMethod: Animation Time Method upSymbol: "\u2191" downSymbol: "\u2193"