Version: 2021.1
public Vector3 position ;

描述

覆盖系统发射的粒子的位置。

使用此属性时,系统会忽略形状模块,你可以直接控制粒子生成位置。 若要保留形状模块的效果,请将 applyShapeToPosition 设置为 true。

另请参阅:ParticleSystem.Particle.position

using UnityEngine;

// In this example we have a Particle System emitting aligned particles; we then emit and override the position and velocity 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/Standard Unlit"));

// 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 and velocity. All other parameters will use the behavior defined in the Inspector. var emitParams = new ParticleSystem.EmitParams(); emitParams.position = new Vector3(0.0f, 0.0f, 0.0f); emitParams.velocity = new Vector3(0.0f, 0.0f, -2.0f); system.Emit(emitParams, 1); } }
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