62 using System.Collections.Generic;
    80     public override void Init () {
    81         Debug.Log(
"Shuriken Initializing");
    83         pNumber = sourceParticles.Length;
    84         Debug.Log(
"Found: " + pNumber + 
" particles");
    89             particles[i].startColor = sourceParticles[i].color;
    97         Renderer rd = pSystem.GetComponent<Renderer>();
   101         Debug.Log(
"Shuriken finished initializing");
   107         Debug.Log(
"Destroy Particles");
   113     public override void SetColor(Color col, List<string> atoms, 
string residue = 
"All", 
string chain = 
"All"){
   116     public override void SetColor(Color col, 
int atomNum){
   119     public override void SetRadii(List<string> atoms, 
string residue = 
"All", 
string chain = 
"All"){}
   134         ParticleSystem.Particle[] currentParticles = 
new ParticleSystem.Particle[
pNumber];
   135         pSystem.GetParticles(currentParticles);
   136         foreach(ParticleSystem.Particle p in currentParticles) {
   137             Debug.Log(p.position.ToString());
   138             Debug.Log(p.startColor.ToString());
   140         Debug.Log(pSystem.GetComponent<Renderer>().enabled.ToString());
   154         ParticleSystem.Particle[] currentParticles = 
new ParticleSystem.Particle[
pNumber];
   155         pSystem.GetParticles(currentParticles);
   159         pSystem.SetParticles(currentParticles, pNumber);
   180         pSystem.GetComponent<Renderer>().enabled = 
true;
   183             ParticleSystem.Particle[] currentParticles = 
new ParticleSystem.Particle[
pNumber];
   184             pSystem.GetParticles(currentParticles);
   187             pSystem.SetParticles(currentParticles, pNumber);
   195         pSystem.GetComponent<Renderer>().enabled = 
false;
   199         pSystem.GetComponent<Renderer>().shadowCastingMode = ShadowCastingMode.On;
   200         pSystem.GetComponent<Renderer>().receiveShadows = 
true;
   203         pSystem.GetComponent<Renderer>().shadowCastingMode = ShadowCastingMode.Off;
   204         pSystem.GetComponent<Renderer>().receiveShadows = 
false;
   228         pSystem.SetParticles(
particles, pNumber);
   240         ParticleSystem.Particle[] currentParticles = 
new ParticleSystem.Particle[
pNumber];
   241         pSystem.GetParticles(currentParticles);
   243         for (
int j=0; j<currentParticles.Length; j++){
   247                     currentParticles[j].lifetime = -1f;
   250                     currentParticles[j].lifetime = Mathf.Infinity;
   256         pSystem.SetParticles(currentParticles, pNumber);
 override void EnableShadows()
 
override void SetRadii(List< string > atoms, string residue="All", string chain="All")
 
override void Init()
Initializes this instance of the ParticleSystem Manager. 
 
override void SetColor(Color col, int atomNum)
 
override GameObject GetBall(int id)
 
override void showHydrogens(bool hide)
 
override void EnableRenderers()
Enables this script and the renderer of its particle system. 
 
override void DestroyAll()
 
static List< AtomModel > atomsTypelist
The type of each atom. 
 
override void DisableRenderers()
Disables this script and the renderer of its particle system. 
 
ParticleSystem.Particle[] particles
 
override void ResetIMDSimulationPositions()
 
override void SetColor(Color col, List< string > atoms, string residue="All", string chain="All")
 
override void SetRadii(int atomNum)
 
!WiP Includes FLAGS of GUI. 
 
void CheckParticles()
Used for debugging. 
 
static float radiusFactor
 
override void ResetPositions()
 
override void ToggleDistanceCueing(bool enabling)
 
static float radiusFactor
 
static Vector3 LITTLE_OFFSET
 
static float oldRadiusFactor
 
static bool bondsReadyToBeReset
 
override void ResetRadii()
Resets the radii of the particle balls as needed when it is changed through the GUI. 
 
override void DisableShadows()
 
Particle[] sourceParticles
 
static List< float[]> atomsLocationlist
The coordinates of each atom.