Version: 2017.2
public bool applyShapeToPosition ;

描述

重写粒子的位置时,将此标志设置为 true 使您可以保留形状模块的影响。

在此标志设置为 false 时,指定的位置是生成粒子的精确位置,并且形状模块会被忽略。 另请参阅:ParticleSystem.EmitParams.position

using UnityEngine;

// In this example we have a particle system emitting aligned particles; we then emit and override the position every 2 seconds. public class ExampleClass : MonoBehaviour { private ParticleSystem system;

void Start() { // A simple particle material with no texture. Material particleMaterial = new Material(Shader.Find("Particles/Alpha Blended Premultiply"));

// Create a particle system. var go = new GameObject("Particle System"); go.transform.Rotate(-90, 0, 0); // Rotate so the system emits upwards. system = go.AddComponent<ParticleSystem>(); go.GetComponent<ParticleSystemRenderer>().material = particleMaterial;

// Every 2 seconds we will emit. InvokeRepeating("DoEmit", 2.0f, 2.0f); }

void DoEmit() { // Any parameters we assign in emitParams will override the current system's when we call Emit. // Here we will override the position. All other parameters will use the behavior defined in the Inspector. var emitParams = new ParticleSystem.EmitParams(); emitParams.position = new Vector3(-5.0f, 0.0f, 0.0f); emitParams.applyShapeToPosition = true; system.Emit(emitParams, 10); } }
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