Version: 2021.1
언어: 한국어
public void SetCollider (int index, Component collider);

파라미터

index The Collider entry to assign.
collider The Collider to associate with this trigger.

설명

Sets a Collision shape associated with this Particle System trigger.

If the index is greater than the number of Colliders currently assigned to the Particle System, Unity adds empty entries to ensure the list is large enough.

using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using UnityEngine.EventSystems;

public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public bool enter; public bool exit; public bool inside; public bool outside;

void Start() { ps = GetComponent<ParticleSystem>();

var sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere); sphere.transform.parent = ps.transform; sphere.transform.localPosition = new Vector3(0.0f, 0.0f, 3.0f); sphere.transform.localScale = new Vector3(3.0f, 3.0f, 3.0f); sphere.GetComponent<MeshRenderer>().material = AssetDatabase.GetBuiltinExtraResource<Material>("Default-Particle.mat");

var shape = ps.shape; shape.enabled = false;

var trigger = ps.trigger; trigger.enabled = true; trigger.SetCollider(0, sphere.GetComponent<Collider>()); }

void Update() { var trigger = ps.trigger; trigger.enter = enter ? ParticleSystemOverlapAction.Callback : ParticleSystemOverlapAction.Ignore; trigger.exit = exit ? ParticleSystemOverlapAction.Callback : ParticleSystemOverlapAction.Ignore; trigger.inside = inside ? ParticleSystemOverlapAction.Callback : ParticleSystemOverlapAction.Ignore; trigger.outside = outside ? ParticleSystemOverlapAction.Callback : ParticleSystemOverlapAction.Ignore; }

void OnGUI() { enter = GUI.Toggle(new Rect(25, 40, 200, 30), enter, "Enter Callback"); exit = GUI.Toggle(new Rect(25, 80, 200, 30), exit, "Exit Callback"); inside = GUI.Toggle(new Rect(25, 120, 200, 30), inside, "Inside Callback"); outside = GUI.Toggle(new Rect(25, 160, 200, 30), outside, "Outside Callback"); }

void OnParticleTrigger() { if (enter) { List<ParticleSystem.Particle> enterList = new List<ParticleSystem.Particle>(); int numEnter = ps.GetTriggerParticles(ParticleSystemTriggerEventType.Enter, enterList);

for (int i = 0; i < numEnter; i++) { ParticleSystem.Particle p = enterList[i]; p.startColor = new Color32(255, 0, 0, 255); enterList[i] = p; }

ps.SetTriggerParticles(ParticleSystemTriggerEventType.Enter, enterList); }

if (exit) { List<ParticleSystem.Particle> exitList = new List<ParticleSystem.Particle>(); int numExit = ps.GetTriggerParticles(ParticleSystemTriggerEventType.Exit, exitList);

for (int i = 0; i < numExit; i++) { ParticleSystem.Particle p = exitList[i]; p.startColor = new Color32(0, 255, 0, 255); exitList[i] = p; }

ps.SetTriggerParticles(ParticleSystemTriggerEventType.Exit, exitList); }

if (inside) { List<ParticleSystem.Particle> insideList = new List<ParticleSystem.Particle>(); int numInside = ps.GetTriggerParticles(ParticleSystemTriggerEventType.Inside, insideList);

for (int i = 0; i < numInside; i++) { ParticleSystem.Particle p = insideList[i]; p.startColor = new Color32(0, 0, 255, 255); insideList[i] = p; }

ps.SetTriggerParticles(ParticleSystemTriggerEventType.Inside, insideList); }

if (outside) { List<ParticleSystem.Particle> outsideList = new List<ParticleSystem.Particle>(); int numOutside = ps.GetTriggerParticles(ParticleSystemTriggerEventType.Outside, outsideList);

for (int i = 0; i < numOutside; i++) { ParticleSystem.Particle p = outsideList[i]; p.startColor = new Color32(0, 255, 255, 255); outsideList[i] = p; }

ps.SetTriggerParticles(ParticleSystemTriggerEventType.Outside, outsideList); } } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961