Version: 2017.3 (switch to 2017.4)
LanguageEnglish
  • C#
  • JS

Script language

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

ParticleSystem.SizeOverLifetimeModule.xMultiplier

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 xMultiplier: float;
public float xMultiplier;

Description

X axis size multiplier.

This method is more efficient than accessing the whole curve, if you only want to change the overall size multiplier.

#pragma strict
private var ps: ParticleSystem;
public var hSliderValueX: float = 1.0f;
public var hSliderValueY: float = 1.0f;
public var hSliderValueZ: float = 1.0f;
function Start() {
	ps = GetComponent.<ParticleSystem>();
	var sizeOverLifetime: var = ps.sizeOverLifetime;
	sizeOverLifetime.enabled = true;
	sizeOverLifetime.separateAxes = true;
	var curve: AnimationCurve = new AnimationCurve();
	curve.AddKey(0.0f, 0.0f);
	curve.AddKey(1.0f, 1.0f);
	var minMaxCurve: ParticleSystem.MinMaxCurve = new ParticleSystem.MinMaxCurve(1.0f, curve);
	sizeOverLifetime.x = minMaxCurve;
	sizeOverLifetime.y = minMaxCurve;
	sizeOverLifetime.z = minMaxCurve;
	var psr: var = GetComponent.<ParticleSystemRenderer>();
	psr.material = new Material(Shader.Find("Sprites/Default"));
	// this material renders a square billboard, making it easier to see the size
}
function Update() {
	var sizeOverLifetime: var = ps.sizeOverLifetime;
	sizeOverLifetime.xMultiplier = hSliderValueX;
	sizeOverLifetime.yMultiplier = hSliderValueY;
	sizeOverLifetime.zMultiplier = hSliderValueZ;
}
function OnGUI() {
	GUI.Label(new Rect(25, 40, 100, 30), "X");
	GUI.Label(new Rect(25, 80, 100, 30), "Y");
	GUI.Label(new Rect(25, 120, 100, 30), "Z");
	hSliderValueX = GUI.HorizontalSlider(new Rect(55, 45, 100, 30), hSliderValueX, 1.0f, 5.0f);
	hSliderValueY = GUI.HorizontalSlider(new Rect(55, 85, 100, 30), hSliderValueY, 1.0f, 5.0f);
	hSliderValueZ = GUI.HorizontalSlider(new Rect(55, 125, 100, 30), hSliderValueZ, 1.0f, 5.0f);
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValueX = 1.0f; public float hSliderValueY = 1.0f; public float hSliderValueZ = 1.0f;

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

var sizeOverLifetime = ps.sizeOverLifetime; sizeOverLifetime.enabled = true; sizeOverLifetime.separateAxes = true;

AnimationCurve curve = new AnimationCurve(); curve.AddKey(0.0f, 0.0f); curve.AddKey(1.0f, 1.0f);

ParticleSystem.MinMaxCurve minMaxCurve = new ParticleSystem.MinMaxCurve(1.0f, curve);

sizeOverLifetime.x = minMaxCurve; sizeOverLifetime.y = minMaxCurve; sizeOverLifetime.z = minMaxCurve;

var psr = GetComponent<ParticleSystemRenderer>(); psr.material = new Material(Shader.Find("Sprites/Default")); // this material renders a square billboard, making it easier to see the size }

void Update() { var sizeOverLifetime = ps.sizeOverLifetime; sizeOverLifetime.xMultiplier = hSliderValueX; sizeOverLifetime.yMultiplier = hSliderValueY; sizeOverLifetime.zMultiplier = hSliderValueZ; }

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

hSliderValueX = GUI.HorizontalSlider(new Rect(55, 45, 100, 30), hSliderValueX, 1.0f, 5.0f); hSliderValueY = GUI.HorizontalSlider(new Rect(55, 85, 100, 30), hSliderValueY, 1.0f, 5.0f); hSliderValueZ = GUI.HorizontalSlider(new Rect(55, 125, 100, 30), hSliderValueZ, 1.0f, 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