Version: 2020.2

ParticleSystem.SubEmittersModule.SetSubEmitterEmitProbability

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public void SetSubEmitterEmitProbability (int index, float emitProbability);

参数

index 要修改的子发射器的索引。
emitProbability 概率值。

描述

设置子发射器发射粒子的概率。

接受 0 到 1 之间的值,其中 0 表示从不,1 表示始终。

using UnityEngine;

public class Example : MonoBehaviour { void Start() { // A simple particle material with no texture. var particleMaterial = new Material(Shader.Find("Particles/Standard Surface"));

// Emit 1 particle per second. var particleSystemGameObject = new GameObject("Particle System"); var particleSystemMain = particleSystemGameObject.AddComponent<ParticleSystem>(); var emitMain = particleSystemMain.emission; emitMain.rateOverTime = 1; particleSystemGameObject.GetComponent<ParticleSystemRenderer>().material = particleMaterial;

// Create a sub-emitter with a 10% chance to emit a red particle when "Particle System" emits. var subEmitterGo = new GameObject("Sub Emitter"); subEmitterGo.transform.SetParent(particleSystemGameObject.transform); var subEmitter = subEmitterGo.AddComponent<ParticleSystem>(); var emitSub = subEmitter.emission; emitSub.rateOverTime = 0; emitSub.burstCount = 1; emitSub.SetBurst(0, new ParticleSystem.Burst(0, 1)); var mainModule = subEmitter.main; mainModule.startColor = Color.red; subEmitterGo.GetComponent<ParticleSystemRenderer>().material = particleMaterial;

// Add the sub-emitter, and set the probability. var subEmittersModule = particleSystemMain.subEmitters; subEmittersModule.enabled = true; subEmittersModule.AddSubEmitter(subEmitter, ParticleSystemSubEmitterType.Birth, new ParticleSystemSubEmitterProperties(), 0.1f); } }
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