ParticleSystemRenderer

class in UnityEngine

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다음으로부터 상속:Renderer

매뉴얼로 전환

설명

Renders particles on to the screen (Shuriken).

변수

activeVertexStreamsCountThe number of currently active custom vertex streams.
alignmentControl the direction that particles face.
cameraVelocityScaleHow much are the particles stretched depending on the Camera's speed.
enableGPUInstancingEnables GPU Instancing on platforms where it is supported.
lengthScaleHow much are the particles stretched in their direction of motion.
maskInteractionSpecifies how the Particle System Renderer interacts with SpriteMask.
maxParticleSizeClamp the maximum particle size.
meshMesh used as particle instead of billboarded texture.
meshCountThe number of meshes being used for particle rendering.
minParticleSizeClamp the minimum particle size.
normalDirectionHow much are billboard particle normals oriented towards the camera.
pivotModify the pivot point used for rotating particles.
renderModeHow particles are drawn.
sortingFudgeBiases particle system sorting amongst other transparencies.
sortModeSort particles within a system.
trailMaterialSet the material used by the Trail module for attaching trails to particles.
velocityScaleHow much are the particles stretched depending on "how fast they move".

Public 함수

GetActiveVertexStreamsQuery which vertex shader streams are enabled on the ParticleSystemRenderer.
GetMeshesGet the array of meshes to be used as particles.
SetActiveVertexStreamsEnable a set of vertex shader streams on the ParticleSystemRenderer.
SetMeshesSet an array of meshes to be used as particles when the ParticleSystemRenderer.renderMode is set to ParticleSystemRenderMode.Mesh.

상속된 멤버

변수

gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject.
hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameThe name of the object.
allowOcclusionWhenDynamicControls if dynamic occlusion culling should be performed for this renderer.
boundsThe bounding volume of the renderer (Read Only).
enabledMakes the rendered 3D object visible if enabled.
isPartOfStaticBatchHas this renderer been statically batched with any other renderers?
isVisibleIs this renderer visible in any camera? (Read Only)
lightmapIndexThe index of the baked lightmap applied to this renderer.
lightmapScaleOffsetThe UV scale & offset used for a lightmap.
lightProbeProxyVolumeOverrideIf set, the Renderer will use the Light Probe Proxy Volume component attached to the source GameObject.
lightProbeUsageThe light probe interpolation type.
localToWorldMatrixMatrix that transforms a point from local space into world space (Read Only).
materialReturns the first instantiated Material assigned to the renderer.
materialsReturns all the instantiated materials of this object.
motionVectorGenerationModeSpecifies the mode for motion vector rendering.
probeAnchorIf set, Renderer will use this Transform's position to find the light or reflection probe.
realtimeLightmapIndexThe index of the realtime lightmap applied to this renderer.
realtimeLightmapScaleOffsetThe UV scale & offset used for a realtime lightmap.
receiveShadowsDoes this object receive shadows?
reflectionProbeUsageShould reflection probes be used for this Renderer?
renderingLayerMaskDetermines which rendering layer this renderer lives on.
shadowCastingModeDoes this object cast shadows?
sharedMaterialThe shared material of this object.
sharedMaterialsAll the shared materials of this object.
sortingLayerIDUnique ID of the Renderer's sorting layer.
sortingLayerNameName of the Renderer's sorting layer.
sortingOrderRenderer's order within a sorting layer.
worldToLocalMatrixMatrix that transforms a point from world space into local space (Read Only).

Public 함수

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagIs this game object tagged with tag ?
GetComponentReturns the component of Type type if the game object has one attached, null if it doesn't.
GetComponentInChildrenReturns the component of Type type in the GameObject or any of its children using depth first search.
GetComponentInParentReturns the component of Type type in the GameObject or any of its parents.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the GameObject.
GetClosestReflectionProbesReturns an array of closest reflection probes with weights, weight shows how much influence the probe has on the renderer, this value is also used when blending between reflection probes occur.
GetPropertyBlockGet per-Renderer or per-Material property block.
HasPropertyBlockReturns true if the Renderer has a material property block attached via SetPropertyBlock.
SetPropertyBlockLets you set or clear per-renderer or per-material parameter overrides.

정적 함수

DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.

연산자

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.

메시지

OnBecameInvisible OnBecameInvisible is called when the object is no longer visible by any camera.
OnBecameVisible OnBecameVisible is called when the object became visible by any camera.
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