Legacy Documentation: Version 2017.1 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

ParticleSystem.NoiseModule.remapYMultiplier

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public var remapYMultiplier: float;
public float remapYMultiplier;

Description

Y axis remap multiplier.

This method is more efficient than accessing the whole curve, if you only want to change the overall remap multiplier. See Also: ParticleSystem.NoiseModule.remapY.

#pragma strict
private var ps: ParticleSystem;
public var hSliderValueRemapX: float = 1.0f;
public var hSliderValueRemapY: float = 1.0f;
public var hSliderValueRemapZ: float = 1.0f;
function Start() {
	ps = GetComponent.<ParticleSystem>();
	var noise: var = ps.noise;
	noise.enabled = true;
	noise.remapEnabled = true;
	noise.separateAxes = true;
	// An unusual curve to show off different noise behavior (See curve preview in the Inspector)
	var ourCurve: AnimationCurve;
	ourCurve = new AnimationCurve();
	ourCurve.AddKey(0.0f, 0.0f);
	ourCurve.AddKey(0.45f, -0.75f);
	ourCurve.AddKey(0.50f, 1.0f);
	ourCurve.AddKey(0.55f, -0.75f);
	ourCurve.AddKey(1.0f, 0.0f);
	// Apply the curve
	noise.remapX = new ParticleSystem.MinMaxCurve(1.0f, ourCurve);
	noise.remapY = new ParticleSystem.MinMaxCurve(1.0f, ourCurve);
	noise.remapZ = new ParticleSystem.MinMaxCurve(1.0f, ourCurve);
	// Set color by speed, to demonstrate the effects of the Noise Module
	var colorBySpeed: var = ps.colorBySpeed;
	colorBySpeed.enabled = true;
	var gradient: Gradient = new Gradient();
	gradient.SetKeys([new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.red, 1.0f)], [new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(1.0f, 1.0f)]);
	colorBySpeed.color = new ParticleSystem.MinMaxGradient(gradient);
	colorBySpeed.range = new Vector2(3.0f, 7.0f);
}
function Update() {
	var noise: var = ps.noise;
	noise.remapXMultiplier = hSliderValueRemapX;
	noise.remapYMultiplier = hSliderValueRemapY;
	noise.remapZMultiplier = hSliderValueRemapZ;
}
function OnGUI() {
	GUI.Label(new Rect(25, 40, 100, 30), "Remap X");
	GUI.Label(new Rect(25, 80, 100, 30), "Remap Y");
	GUI.Label(new Rect(25, 120, 100, 30), "Remap Z");
	hSliderValueRemapX = GUI.HorizontalSlider(new Rect(135, 45, 100, 30), hSliderValueRemapX, 0.0f, 5.0f);
	hSliderValueRemapY = GUI.HorizontalSlider(new Rect(135, 85, 100, 30), hSliderValueRemapY, 0.0f, 5.0f);
	hSliderValueRemapZ = GUI.HorizontalSlider(new Rect(135, 125, 100, 30), hSliderValueRemapZ, 0.0f, 5.0f);
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValueRemapX = 1.0f; public float hSliderValueRemapY = 1.0f; public float hSliderValueRemapZ = 1.0f;

void Start() { ps = GetComponent<ParticleSystem>();

var noise = ps.noise; noise.enabled = true; noise.remapEnabled = true; noise.separateAxes = true;

// An unusual curve to show off different noise behavior (See curve preview in the Inspector) AnimationCurve ourCurve; ourCurve = new AnimationCurve(); ourCurve.AddKey(0.0f, 0.0f); ourCurve.AddKey(0.45f, -0.75f); ourCurve.AddKey(0.50f, 1.0f); ourCurve.AddKey(0.55f, -0.75f); ourCurve.AddKey(1.0f, 0.0f);

// Apply the curve noise.remapX = new ParticleSystem.MinMaxCurve(1.0f, ourCurve); noise.remapY = new ParticleSystem.MinMaxCurve(1.0f, ourCurve); noise.remapZ = new ParticleSystem.MinMaxCurve(1.0f, ourCurve);

// Set color by speed, to demonstrate the effects of the Noise Module var colorBySpeed = ps.colorBySpeed; colorBySpeed.enabled = true;

Gradient gradient = new Gradient(); gradient.SetKeys( new GradientColorKey[] { new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.red, 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(1.0f, 1.0f) } );

colorBySpeed.color = new ParticleSystem.MinMaxGradient(gradient); colorBySpeed.range = new Vector2(3.0f, 7.0f); }

void Update() { var noise = ps.noise; noise.remapXMultiplier = hSliderValueRemapX; noise.remapYMultiplier = hSliderValueRemapY; noise.remapZMultiplier = hSliderValueRemapZ; }

void OnGUI() { GUI.Label(new Rect(25, 40, 100, 30), "Remap X"); GUI.Label(new Rect(25, 80, 100, 30), "Remap Y"); GUI.Label(new Rect(25, 120, 100, 30), "Remap Z");

hSliderValueRemapX = GUI.HorizontalSlider(new Rect(135, 45, 100, 30), hSliderValueRemapX, 0.0f, 5.0f); hSliderValueRemapY = GUI.HorizontalSlider(new Rect(135, 85, 100, 30), hSliderValueRemapY, 0.0f, 5.0f); hSliderValueRemapZ = GUI.HorizontalSlider(new Rect(135, 125, 100, 30), hSliderValueRemapZ, 0.0f, 5.0f); } }
对文档有任何疑问,请移步至开发者社区提问,我们将尽快为您解答