How much force is applied to a Collider when hit by particles from this Particle System.
See Also: ParticleSystem.CollisionModule.multiplyColliderForceByParticleSize, ParticleSystem.CollisionModule.multiplyColliderForceByParticleSpeed, ParticleSystem.CollisionModule.multiplyColliderForceByCollisionAngle, ParticleSystem.collision.
#pragma strict private var ps: ParticleSystem; public var hSliderValue: float = 0.02F; public var hToggleUseCollisionAngle: boolean = true; public var hToggleUseSpeed: boolean = true; public var hToggleUseSize: boolean = true; function Start() { ps = GetComponent.<ParticleSystem>(); var main: var = ps.main; main.startSize = new ParticleSystem.MinMaxCurve(0.01f, 1.0f); var collision: var = ps.collision; collision.enabled = true; collision.type = ParticleSystemCollisionType.World; collision.mode = ParticleSystemCollisionMode.Collision3D; var collider: var = GameObject.CreatePrimitive(PrimitiveType.Sphere); collider.transform.parent = ps.transform; collider.transform.localPosition = new Vector3(0.0f, 0.0f, 13.0f); collider.transform.localScale = new Vector3(20.0f, 20.0f, 20.0f); var rb: var = collider.AddComponent.<Rigidbody>(); rb.isKinematic = false; rb.useGravity = false; } function Update() { var collision: var = ps.collision; collision.colliderForce = hSliderValue; collision.multiplyColliderForceByCollisionAngle = hToggleUseCollisionAngle; collision.multiplyColliderForceByParticleSpeed = hToggleUseSpeed; collision.multiplyColliderForceByParticleSize = hToggleUseSize; } function OnGUI() { hSliderValue = GUI.HorizontalSlider(new Rect(25, 40, 100, 30), hSliderValue, 0.0F, 1.0F); hToggleUseCollisionAngle = GUI.Toggle(new Rect(25, 80, 140, 30), hToggleUseCollisionAngle, "Use Collision Angle"); hToggleUseSpeed = GUI.Toggle(new Rect(25, 120, 140, 30), hToggleUseSpeed, "Use Particle Speed"); hToggleUseSize = GUI.Toggle(new Rect(25, 160, 140, 30), hToggleUseSize, "Use Particle Size"); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValue = 0.02F; public bool hToggleUseCollisionAngle = true; public bool hToggleUseSpeed = true; public bool hToggleUseSize = true;
void Start() { ps = GetComponent<ParticleSystem>();
var main = ps.main; main.startSize = new ParticleSystem.MinMaxCurve(0.01f, 1.0f);
var collision = ps.collision; collision.enabled = true; collision.type = ParticleSystemCollisionType.World; collision.mode = ParticleSystemCollisionMode.Collision3D;
var collider = GameObject.CreatePrimitive(PrimitiveType.Sphere); collider.transform.parent = ps.transform; collider.transform.localPosition = new Vector3(0.0f, 0.0f, 13.0f); collider.transform.localScale = new Vector3(20.0f, 20.0f, 20.0f);
var rb = collider.AddComponent<Rigidbody>(); rb.isKinematic = false; rb.useGravity = false; }
void Update() { var collision = ps.collision; collision.colliderForce = hSliderValue; collision.multiplyColliderForceByCollisionAngle = hToggleUseCollisionAngle; collision.multiplyColliderForceByParticleSpeed = hToggleUseSpeed; collision.multiplyColliderForceByParticleSize = hToggleUseSize; }
void OnGUI() { hSliderValue = GUI.HorizontalSlider(new Rect(25, 40, 100, 30), hSliderValue, 0.0F, 1.0F); hToggleUseCollisionAngle = GUI.Toggle(new Rect(25, 80, 140, 30), hToggleUseCollisionAngle, "Use Collision Angle"); hToggleUseSpeed = GUI.Toggle(new Rect(25, 120, 140, 30), hToggleUseSpeed, "Use Particle Speed"); hToggleUseSize = GUI.Toggle(new Rect(25, 160, 140, 30), hToggleUseSize, "Use Particle Size"); } }