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Question by dudedude123 · Jul 20, 2016 at 02:14 PM · particlesemission

Emitting water

I have set up the code

 using UnityEngine;
 using System.Collections;
 
 public class Water : MonoBehaviour {
 
 
     public float fireRateReduction;
     public float sparksExtraReduction;
 
 
     private float heightAboveFloor;
     private ParticleCollisionEvent[][] collisionEvents;
     private ParticleSystem[] water;
     private GameObject floor;
     private Fire fire;
     private float lookSensitivity;
     private GameObject ball;
 
 
     
 
     void Awake ()
     {
 
         water = GetComponentsInChildren<ParticleSystem>();
     }
 
 
 
 
 
 
     void Update ()
     {
         if (Input.GetButton("Fire1"))
         {
             Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
             RaycastHit[] hits;
 
             hits = Physics.RaycastAll(ray);
 
             foreach (RaycastHit h in hits)
             {
                 if (h.collider.name == "ground")
                     transform.position = h.point + new Vector3(0f, heightAboveFloor, 0f);
             }
 
             if (!water[0].isPlaying)
             {
                 for (int i = 0; i < water.Length; i++)
                 {
                     water[i].Play();
                 }
             }
         }
         else
         {
             if (water[0].isPlaying)
             {
                 for (int i = 0; i < water.Length; i++)
                 {
                     water[i].Stop();
                 }
             }
         }
 
 
 
         
     }
 
 }
 

To work with this

alt text

It wont emit the water, how can I get the code to emit water?

2016-07-13-22h48-18.png (336.5 kB)
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