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ParticleSystem.CollisionModule.colliderForce

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public var colliderForce: float;
public float colliderForce;

Description

How much force is applied to a Collider when hit by particles from this Particle System.

#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"); } }
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