X axis strength multiplier.
This method is more efficient than accessing the whole curve, if you only want to change the overall strength multiplier. See Also: ParticleSystem.NoiseModule.strengthX.
#pragma strict private var ps: ParticleSystem; public var hSliderValueStrengthX: float = 1.0f; public var hSliderValueStrengthY: float = 1.0f; public var hSliderValueStrengthZ: float = 1.0f; function Start() { ps = GetComponent.<ParticleSystem>(); var noise: var = ps.noise; noise.enabled = true; noise.separateAxes = true; // 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.strengthXMultiplier = hSliderValueStrengthX; noise.strengthYMultiplier = hSliderValueStrengthY; noise.strengthZMultiplier = hSliderValueStrengthZ; } function OnGUI() { GUI.Label(new Rect(25, 40, 100, 30), "Strength X"); GUI.Label(new Rect(25, 80, 100, 30), "Strength Y"); GUI.Label(new Rect(25, 120, 100, 30), "Strength Z"); hSliderValueStrengthX = GUI.HorizontalSlider(new Rect(135, 45, 100, 30), hSliderValueStrengthX, 0.0f, 5.0f); hSliderValueStrengthY = GUI.HorizontalSlider(new Rect(135, 85, 100, 30), hSliderValueStrengthY, 0.0f, 5.0f); hSliderValueStrengthZ = GUI.HorizontalSlider(new Rect(135, 125, 100, 30), hSliderValueStrengthZ, 0.0f, 5.0f); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValueStrengthX = 1.0f; public float hSliderValueStrengthY = 1.0f; public float hSliderValueStrengthZ = 1.0f;
void Start() { ps = GetComponent<ParticleSystem>();
var noise = ps.noise; noise.enabled = true; noise.separateAxes = true;
// 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.strengthXMultiplier = hSliderValueStrengthX; noise.strengthYMultiplier = hSliderValueStrengthY; noise.strengthZMultiplier = hSliderValueStrengthZ; }
void OnGUI() { GUI.Label(new Rect(25, 40, 100, 30), "Strength X"); GUI.Label(new Rect(25, 80, 100, 30), "Strength Y"); GUI.Label(new Rect(25, 120, 100, 30), "Strength Z");
hSliderValueStrengthX = GUI.HorizontalSlider(new Rect(135, 45, 100, 30), hSliderValueStrengthX, 0.0f, 5.0f); hSliderValueStrengthY = GUI.HorizontalSlider(new Rect(135, 85, 100, 30), hSliderValueStrengthY, 0.0f, 5.0f); hSliderValueStrengthZ = GUI.HorizontalSlider(new Rect(135, 125, 100, 30), hSliderValueStrengthZ, 0.0f, 5.0f); } }