mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-26 15:27:59 +01:00
710 lines
28 KiB
Text
710 lines
28 KiB
Text
%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 8e0e429d9ea264321b2a0e5758212180, type: 3}
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m_Name: English
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m_EditorClassIdentifier:
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languageNameSeenByEnglish: American
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languageName: English
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playgroundName: Particle Playground
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newParticlePlaygroundSystem: New Particle Playground System
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playgroundWizard: Playground Wizard
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playgroundPresetWizard: Playground Preset Wizard
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presetWizard: Preset Wizard
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|
playgroundCopyWizard: Playground Copy Wizard
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|
copyWizard: Copy Wizard
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|
languageInstallWizard: Language Install Wizard
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|
playgroundBrushWizard: Playground Brush Wizard
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|
brushWizard: Brush Wizard
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preset: Preset
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presets: Presets
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publish: Publish
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all: All
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user: User
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example: Example
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examples: Examples
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icon: Icon
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icons: Icons
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list: List
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create: Create
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createPreset: Create Preset
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|
convertTo: Convert to
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edit: Edit
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export: Export
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settings: Settings
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none: None
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fix: Fix
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save: Save
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load: Load
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rebuild: Rebuild
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|
refresh: Refresh
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|
xml: Xml
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asset: Asset
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browse: Browse
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|
paths: Paths
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|
playgroundPath: Playground Path
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|
languagesPath: Languages Path
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|
userPresetPath: User Preset Path
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examplePresetPath: Example Preset Path
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|
presetIconPath: Preset Icon Path
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|
brushPath: Brush Path
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|
scriptPath: Script Path
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|
updateUrl: Update URL
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|
officialSite: Official Site
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|
assetStore: Asset Store
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manual: Manual
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supportForum: Support Forum
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|
mailSupport: Mail Support
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|
updateAvailable: Update Available
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updateAvailableText: is available. Please visit the Unity Asset Store to download
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the new version.
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unityAssetStore: Unity Asset Store
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searchNoPresetFound: No preset found containing
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noPresetsFound: No presets found. Press "Create" to make a new preset.
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noUserPresetsFound: No user presets found in any "Resources/Presets" folder. Press
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"Create" to make a new preset.
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noExamplePresetsFound: No example presets found. Make sure they are stored in
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noPresetsFoundInProject: No presets found. Make sure that the path to the presets
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are set to
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noSettingsFile: No settings file could be found. You must have a settings file at
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noParticleSystems: No particle systems created.
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noManipulators: No manipulators created.
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noProperties: No properties created.
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noTarget: No target
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noTargets: No targets created.
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noEvents: No events created.
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noMesh: No Mesh
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noCollisionPlanes: No collision planes created.
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noSnapshots: No snapshots created.
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noStates: No states created.
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allTargets: All targets must be assigned.
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noPlaygroundManager: The Playground Manager runs all Particle Playground Systems
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in the scene, you need to create one to get started.
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missingTransform: Missing Transform!
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noAlphaColorInPaint: You have no alpha in the color. No particle positions will
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be painted.
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noLifetimeColors: No lifetime colors created.
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someFeaturesInScript: Some features are inactivated as this Particle Playground
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System is running in script mode.
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notSnapshot: is not a snapshot.
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notSnapshotText: You can only add snapshots into this slot. First create a snapshot
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from the new particle system you wish to assign.
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projectionOnlyWorldSpace: Projection can only run in world space.
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particleSystemEventAssignErrorSelf: A particle system cannot send events to itself.
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Please choose another particle system in your Scene.
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particleSystemEventAssignErrorSnapshot: A particle system cannot send events to
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a snapshot. Please choose another particle system in your Scene.
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enableCollisionToSendEvents: You must enable collision on this particle system to
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send collision events.
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couldNotReadTexture: Could not read the Import Settings of the selected texture.
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couldNotReadMesh: Could not read the Import Settings of the selected mesh.
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notReadable: is not readable. Please change Read/Write Enabled on its Import Settings.
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editFromHierarchyOnly: Please edit this from Hierarchy only.
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localScaleWarning: A local scale of anything else than Vector3 (1,1,1) may result
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in Shuriken component not rendering.
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rotationSimulationSpace: Would you like to simulate the particle system in local
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space? This will let source positions and force settings apply along with the
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particle system's rotation.
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setLocalSpaceSimulation: Set Local Space Simulation
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checkForUpdates: Check For Updates
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language: Language
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install: Install
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installType: Install Type
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installText: The Playground Language Wizard allows you to add a new language to
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your Playground Settings. Installing as an Asset you need the language file to
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already be imported to your project.
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languageFile: Language File
|
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languageLocation: Language Location
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saveLanguage: Save Language
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loadLanguage: Load Language
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noLanguageFound: No language could be found.
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remove: Remove
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removeAll: Remove all
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removeLanguage: Are you sure you want to remove the language
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removePreset: Permanently delete this preset?
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removePresetText: will be removed. Are you sure?
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removeParticlePlaygroundSystem: Are you sure you want to remove this Particle Playground
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System?
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removeManipulator: Are you sure you want to remove the Manipulator assigned to
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removeEvent: Remove the events from
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removeEventsText1: All events connected to this particle system from
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removeEventsText2: will be removed. Are you sure you want to remove them?
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removeEventInEventList: Are you sure you want to remove this event?
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removeSnapshot: Are you sure you want to remove the snapshot
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removeAllSnapshots: Remove all snapshots?
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removeAllSnapshotsText: Are you sure you want to remove all snapshot?
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removeState: Are you sure you want to remove the state
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deleteBrush: Permanently delete this brush?
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deleteBrushText: will be removed from your brushes, are you sure?
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gameObjectIntact: (GameObject in Scene will remain intact)
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switchToScriptMode: Switch to Script Mode?
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switchToScriptModeText1: The event target of
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switchToScriptModeText2: is running in
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switchToScriptModeText3: mode. All events must be received by Script Mode.
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yes: Yes
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no: No
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ok: Ok
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switchText: Switch
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cancel: Cancel
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openPlaygroundWizard: Open Playground Wizard
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playgroundParticles: Playground Particles
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playgroundManager: Playground Manager
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eventControlled: Event Controlled
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controlledByAnotherEvent: This Particle Playground System is controlled by events
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from another particle system.
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controlledByScript: This Particle Playground System is controlled by script. You
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can only emit particles from script in this source mode using PlaygroundParticlesC.Emit(position,
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velocity, color) or let another particle system control it by events. Please see
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the manual for more details.
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emissionIndex: Emission Index
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emissionRate: Emission Rate
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emit: Emit
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emitParticles: Emit Particles
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snapshot: Snapshot
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source: Source
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sourceDescription: 'Source is the target method for the particles in this Particle
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Playground System.
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State: Target position and color in a stored state
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Transform: Target transforms live in the scene
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WorldObject: Target each vertex in a mesh live in the scene
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SkinnedWorldObject: Target each vertex in a skinned mesh live in the scene
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Script: Behaviour controlled by custom scripts
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Paint: Target painted positions and colors made with a brush
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Projection: Target projected positions and colors made with a texture'
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setParticleCount: Set Particle Count
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proceduralOptions: Procedural Options
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meshVerticesUpdate: Mesh Vertices Update
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meshVerticesUpdateDescription: Enable this if the object's mesh is procedural and
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changes vertices over time.
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meshNormalsUpdate: Mesh Normals Update
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meshNormalsUpdateDescription: Enable this if the object's mesh is procedural and
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changes normals over time.
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sourceDownResolution: Source Down Resolution
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particleSettings: Particle Settings
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forces: Forces
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collision: Collision
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rendering: Rendering
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sortingLayer: Sorting Layer
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orderInLayer: Order In Layer
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manipulator: Manipulator
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manipulators: Manipulators
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state: State
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states: States
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eventName: Event
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events: Events
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eventListener: Event Listener
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typeOfEvent: The type of event.
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snapshots: Snapshots
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advanced: Advanced
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particleSystem: Particle System
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particleSystems: Particle Systems
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globalManipulators: Global Manipulators
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target: Target
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targets: Targets
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transition: Transition
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size: Size
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strength: Strength
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shape: Shape
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sphere: Sphere
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box: Box
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bounds: Bounds
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nullName: Null
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affects: Affects
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type: Type
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time: Time
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presetText: Create a Particle Playground Preset by selecting a Particle Playground
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System and an icon (optional). The icon must be in png-format and preferably 32x32
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pixels. All connected objects will be childed to the Particle Playground System.
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publishText: Prepare a preset for packaging by selecting the Particle Playground
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Preset in the list. The icon must be in png-format and preferably 32x32 pixels.
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All connected meshes, images and/or cached values will be distributed along with
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your Particle Playground System. Please check all dependencies before you distribute
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your asset. You agree that Polyfied cannot be held responsible for the quality
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of your asset when publishing assets connected to the Particle Playground framework.
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childConnected: Child Connected Objects
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presetWithSameNameFound: Preset with same name found!
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presetWithSameNameFoundText: already exists. Do you want to overwrite it?
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gameObjectIsNotPlayground: GameObject is not a Particle Playground System.
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brushWizardText: Create a Particle Playground Brush by selecting a texture and edit
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its settings. The texture must have Read/Write Enabled and use True Color (non-compressed)
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in its import settings.
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brushTexture: Brush Texture
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brushSameName: Brush with same name found!
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brushSameNameText: already exists. Do you want to overwrite it?
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playgroundCopyWizardText: The Playground Copy Wizard allows you to copy a particle
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system into another Particle Playground system. You may need to tweak your target
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Particle Playground system after copying a Shuriken component.
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from: From
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fromType: From Type
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to: To
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copy: Copy
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copyErrorMessageIsPlayground: You have specified a Shuriken component from a Particle
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Playground system. This is not allowed as it will result in a corrupt copy.
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copyErrorMessageSameSystem: You have specified the same particle system to copy
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from. This is an unnecessary procedure.
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enabled: Enabled
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transform: Transform
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transforms: Transforms
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vector3: Vector3
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position: Position
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localPosition: Local Position
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rotation: Rotation
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localRotation: Local Rotation
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scale: Scale
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distance: Distance
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radius: Radius
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points: Points
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worldObject: World Object
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skinnedWorldObject: Skinned World Object
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material: Material
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attractor: Attractor
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gravitational: Gravitational
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repellent: Repellent
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property: Property
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combined: Combined
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vortex: Vortex
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turbulence: Turbulence
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turbulenceType: Turbulence Type
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calculateParticles: Calculate Particles
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calculateParticlesDescription: Calculate forces on PlaygroundParticles objects.
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Disabling this overrides independently set values and halts all PlaygroundParticles
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objects.
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groupAutomatically: Group Automatically
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groupAutomaticallyDescription: Automatically parent a PlaygroundParticles object
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to Playground Manager if it has no parent.
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buildZeroAlphaPixels: Build Zero Alpha Pixels
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buildZeroAlphaPixelsDescription: Turn this on if you want to build particles from
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0 alpha pixels into states.
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sceneGizmos: Scene Gizmos
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sceneGizmosDescription: Show gizmos in Scene View for Playground objects.
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sourcePositions: Source Positions
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sourcePositionsDescription: Show gizmos in Scene View for particle source positions.
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wireframes: Wireframes
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wireframesDescription: Draw wireframes around particles in Scene View.
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paintToolbox: Paint Toolbox
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paintToolboxDescription: Show Paint toolbox in Scene View when Source is set to
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Paint
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showShuriken: Show Shuriken
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showShurikenDescription: Show the Shuriken component in Inspector.
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advancedSnapshots: Advanced Snapshots
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advancedSnapshotsDescription: Show the snapshots of a particle system in Hierarchy
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and expose more advanced controls through settings.
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pixelFilterMode: Pixel Filter Mode
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pixelFilterModeDescription: Color filtering mode when creating particles from pixels
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in an image.
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timeSimulation: Time Simulation
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reset: Reset
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editorLimits: Editor Limits
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transitionTime: Transition Time
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transitionType: Transition Type
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findClosestPosition: Find Closest Position
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transitionTimeMultiplier: Transition Time Multiplier
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loadFromStart: Load From Start
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setMaterialAfterTransition: Set Material After Transition
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particleCount: Particle Count
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particleLifetime: Particle Lifetime
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particleRotation: Particle Rotation
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particleSize: Particle Size
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particleScale: Particle Scale
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particleVelocity: Particle Velocity
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particleColor: Particle Color
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positionScale: Position Scale
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particles: particles
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colorStrength: Color Strength
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sourceScatter: Source Scatter
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deltaMovement: Delta Movement
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deltaMovementStrength: Delta Movement Strength
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damping: Damping
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velocity: Velocity
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velocityStrength: Velocity Strength
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velocityScale: Velocity Scale
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initialVelocity: Initial Velocity
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initialLocalVelocity: Initial Local Velocity
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initialRotation: Initial Rotation
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stretchSpeed: Stretch Speed
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collisionRadius: Collision Radius
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mass: Mass
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bounciness: Bounciness
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depth: Depth
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depth2D: Depth (2D)
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color: Color
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updateRate: Update Rate
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renderSliders: Render Sliders
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paintPositions: Paint Positions
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brushSizeMin: Brush Size Min
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brushSizeMax: Brush Size Max
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eraserSizeMin: Eraser Size Min
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eraserSizeMax: Eraser Size Max
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paintSpacing: Paint Spacing
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manipulatorSize: Manipulator Size
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manipulatorStrength: Manipulator Strength
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manipulatorZeroVelocityStrength: Zero Velocity Strength
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manipulatorStrengthEffectors: Strength Effectors
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trackParticles: Track Particles
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sendBirthEvents: Send Birth Events
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sendDeathEvents: Send Death Events
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sendEnterEvents: Send Enter Events
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sendExitEvents: Send Exit Events
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sendCollisionEvents: Send Collision Events
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smoothingEffect: Smoothing Effect
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distanceEffect: Distance Effect
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lifetimeFilter: Lifetime Filter
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particleFilter: Particle Filter
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inverseBounds: Inverse Bounds
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propertyType: Property Type
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onlyColorInRange: Only Color In Range
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onlyPositionInRange: Only Position In Range
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keepColorAlphas: Keep Color Alphas
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sizeStrength: Size Strength
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targetStrength: Target Strength
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deathStrength: Death Strength
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attractorStrength: Attractor Strength
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gravitationalStrength: Gravitational Strength
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repellentStrength: Repellent Strength
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vortexStrength: Vortex Strength
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turbulenceStrength: Turbulence Strength
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meshTarget: Mesh Target
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skinnedMeshTarget: Skinned Mesh Target
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targetSorting: Target Sorting
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mesh: Mesh
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image: Image
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lifetimeColor: Lifetime Color
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paintMode: Paint Mode
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dot: Dot
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brush: Brush
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eraser: Eraser
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brushPresets: Brush Presets
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brushShape: Brush Shape
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brushScale: Brush Scale
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detail: Detail
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brushDistance: Brush Distance
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useBrushColor: Use Brush Color
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eraserRadius: Eraser Radius
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paintCollisionType: Paint Collision Type
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paint: Paint
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paintMask: Paint Mask
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maxPaintPositions: Max Paint Positions
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exceedMaxStopsPaint: Exceed Max Stops Paint
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exceededMaxPaint: You have exceeded max positions. No new paint positions are possible
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when Exceed Max Stops Paint is enabled.
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morePaintThanPositions: You have more paint positions than particles. Increase Particle
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Count to see all painted positions.
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start: Start
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stop: Stop
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clear: Clear
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clearPaint: Clear Paint?
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clearPaintText: Are you sure you want to remove all painted source positions?
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playgroundPaint: Playground Paint
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overflowMode: Overflow Mode
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overflowModeDescription: The method to align the Overflow Offset by.
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overflowOffset: Overflow Offset
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loop: Loop
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disableOnDone: Disable On Done
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lifetimeSize: Lifetime Size
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rotateTowardsDirection: Rotate Towards Direction
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rotationNormal: Rotation Normal
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lifetimeMethod: Lifetime Method
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lifetime: Lifetime
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lifetimeSorting: Lifetime Sorting
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lifetimeSortingDescription: 'Determines how the particles are ordered on rebirth.
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Scrambled: Randomly placed.
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Scrambled Linear: Randomly placed but never at the same time.
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Burst: Alfa and Omega.
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Linear: Alfa to Omega.
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Reversed: Omega to Alfa.
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NearestNeighbor: Closest to furthest point.
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NearestNeighborReversed: Furthest to closest point.
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User: Specified by AnimationCurve'
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sortOrigin: Sort Origin
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customSorting: Custom Sorting
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lifetimeOffset: Lifetime Offset
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particleMask: Particle Mask
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maskTime: Mask Time
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maskSorting: Mask Sorting
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off: Off
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forceAnnihilation: Force Annihilation
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onlySourcePositions: Only Source Positions
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onlySourcePositionsDescription: Particles are bound to their source position during
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their lifetime.
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assignTransformDeltaMovement: Assign a transform to the active state to enable Delta
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Movement.
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lifetimePositioning: Lifetime Positioning
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onlyLifetimePositioningDescription: Particle movement is bound to the lifetime positioning.
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useSourceDirection: Use Source Normal Direction
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axisConstraintsDescription: All forces are disabled as all axis constraints is applied.
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lifetimeVelocity: Lifetime Velocity
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initialLocalVelocityControlledByScript: Initial Local Velocity is controlled by
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passed in velocity to Emit() in script mode.
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assignTransformLocalVelocity: Assign a transform to the active state to enable Initial
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Local Velocity.
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initialVelocityShape: Initial Velocity Shape
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velocityBending: Velocity Bending
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bending: Bending
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timeScale: Time Scale
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lifetimeStrength: Lifetime Strength
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gravity: Gravity
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maxVelocity: Max Velocity
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axisConstraints: Axis Constraints
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threeDimensional: 3D
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twoDimensional: 2D
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collisionType: Collision Type
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collisionMask: Collision Mask
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collideWithRigidbodies: Collide With Rigidbodies
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lifetimeLoss: Lifetime Loss
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randomBounce: Random Bounce
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collisionPlanes: Collision Planes
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gizmoScale: Gizmo Scale
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colorSource: Color Source
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sourceUsesLifetimeAlpha: Source Uses Lifetime Alpha
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renderMode: Render Mode
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cameraScale: Camera Scale
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speedScale: Speed Scale
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lengthScale: Length Scale
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startStretch: Start Stretch
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lifetimeStretch: Lifetime Stretch
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maxParticleSize: Max Particle Size
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settingsAndParticles: Settings & Particles
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settingsOnly: Settings Only
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particlesOnly: Particles Only
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simple: Simple
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newSnapshotName: New Snapshot
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simulationSpace: Simulation Space
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localSpace: Local Space
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globalSpace: Global Space
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movementCompensation: Movement Compensation
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movementCompensationLifetimeStrength: Compensation Lifetime Strength
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rebirthOptions: Rebirth Options
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randomLifetime: Random Lifetime
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randomSize: Random Size
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randomRotation: Random Rotation
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randomScatter: Random Scatter
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|
randomVelocity: Random Velocity
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|
forceInitialColor: Force Initial Color
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|
lockPosition: Lock Position
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|
positionIsLocal: Position Is Local
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|
lockRotation: Lock Rotation
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|
rotationIsLocal: Rotation Is Local
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|
lockScale: Lock Scale
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|
syncParticlesToMainThread: Sync Particles To Main-Thread
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|
multithreadedManipulators: Multithreaded Manipulators
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|
autoPauseCalculation: Auto-Pause Calculation
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|
particlePool: Particle Pool
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|
broadcastType: Broadcast Type
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broadcastTypeDescription: Set to broadcast to a Target and/or Event Listeners.
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collisionThreshold: Collision Threshold
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inheritancePosition: The inheritance for position.
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|
inheritanceVelocity: The inheritance for velocity.
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|
inheritanceColor: The inheritance for color.
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|
velocityMultiplier: Velocity Multiplier
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|
activeState: Active State
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|
nameText: Name
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|
stateMeshDescription: The source mesh to construct particles from vertices. When
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a mesh is used the texture is used to color each vertex.
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|
stateTextureDescription: The source texture to construct particles from pixels.
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|
When a mesh is used this texture is used to color each vertex.
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|
stateDepthmapDescription: The source texture to apply depthmap onto Texture's pixels.
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Not compatible with meshes.
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|
stateDepthmapStrengthDescription: How much the grayscale of the depthmap will affect
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|
Z-value.
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stateTransformDescription: The transform to parent this state.
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|
stateScaleDescription: The scale of width-height ratio.
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|
stateOffsetDescription: The offset from Particle System origin.
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|
brushNameDescription: The name of this brush preset
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|
brushShapeDescription: The texture to construct this Brush from
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|
brushScaleDescription: The scale of this Brush (measured in Units)
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|
brushDetail: Brush Detail
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|
brushDetailDescription: The detail level of this brush
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|
brushDistanceDescription: The distance the brush reaches
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|
paintSpacingDescription: The required space between the last and current paint position
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|
exceedMaxStopsPaintDescription: Should painting stop when paintPositions is equal
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|
to maxPositions (if false paint positions will be removed from list when painting
|
|
new ones)
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|
texture: Texture
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|
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"
|