Version: 2022.2
public void Play ();
public void Play (bool withChildren= true);

参数

withChildren 还播放所有子代粒子系统。

描述

启动粒子系统。

将粒子系统设置为播放模式并启用发射(如果已禁用)。

If the Particle System has been paused, then this resumes playing from the previous time.
If the Particle System has stopped, then the system starts from time 0, and, if it is relevant, the startDelay is applied. If the Particle System is already playing, the system continues to play and this function has no effect.

另请参阅:StopPauseisEmitting 函数。

以下示例将创建用于操作粒子系统的 GUI 窗口。

using UnityEngine;

public class ParticleSystemControllerWindow : MonoBehaviour { ParticleSystem system { get { if (_CachedSystem == null) _CachedSystem = GetComponent<ParticleSystem>(); return _CachedSystem; } } private ParticleSystem _CachedSystem;

public Rect windowRect = new Rect(0, 0, 300, 120);

public bool includeChildren = true;

void OnGUI() { windowRect = GUI.Window("ParticleController".GetHashCode(), windowRect, DrawWindowContents, system.name); }

void DrawWindowContents(int windowId) { if (system) { GUILayout.BeginHorizontal(); GUILayout.Toggle(system.isPlaying, "Playing"); GUILayout.Toggle(system.isEmitting, "Emitting"); GUILayout.Toggle(system.isPaused, "Paused"); GUILayout.EndHorizontal();

GUILayout.BeginHorizontal(); if (GUILayout.Button("Play")) system.Play(includeChildren); if (GUILayout.Button("Pause")) system.Pause(includeChildren); if (GUILayout.Button("Stop Emitting")) system.Stop(includeChildren, ParticleSystemStopBehavior.StopEmitting); if (GUILayout.Button("Stop &amp; Clear")) system.Stop(includeChildren, ParticleSystemStopBehavior.StopEmittingAndClear); GUILayout.EndHorizontal();

includeChildren = GUILayout.Toggle(includeChildren, "Include Children");

GUILayout.BeginHorizontal(); GUILayout.Label("Time(" + system.time + ")"); GUILayout.Label("Particle Count(" + system.particleCount + ")"); GUILayout.EndHorizontal(); } else GUILayout.Label("No Particle System found");

GUI.DragWindow(); } }
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