Version: 2018.2
public float strengthXMultiplier ;

説明

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.

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); } }
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