Legacy Documentation: Version 2017.2 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

ParticleSystem.TriggerModule.enabled

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public var enabled: bool;
public bool enabled;

Description

Enable/disable the Trigger module.

#pragma strict
private var ps: ParticleSystem;
public var enter: boolean;
public var exit: boolean;
public var inside: boolean;
public var outside: boolean;
function Start() {
	ps = GetComponent.<ParticleSystem>();
	var sphere: var = 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: var = ps.shape;
	shape.enabled = false;
	var trigger: var = ps.trigger;
	trigger.enabled = true;
	trigger.SetCollider(0, sphere.GetComponent.<Collider>());
}
function Update() {
	var trigger: var = 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;
}
function 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");
}
function OnParticleTrigger() {
	if (enter) {
		var enterList: List.<ParticleSystem.Particle> = new List.<ParticleSystem.Particle>();
		var numEnter: int = ps.GetTriggerParticles(ParticleSystemTriggerEventType.Enter, enterList);
		for (var i: int = 0; i < numEnter; i++) {
			var p: ParticleSystem.Particle = enterList[i];
			p.startColor = new Color32(255, 0, 0, 255);
			enterList[i] = p;
		}
		ps.SetTriggerParticles(ParticleSystemTriggerEventType.Enter, enterList);
	}
	if (exit) {
		var exitList: List.<ParticleSystem.Particle> = new List.<ParticleSystem.Particle>();
		var numExit: int = ps.GetTriggerParticles(ParticleSystemTriggerEventType.Exit, exitList);
		for (var i: int = 0; i < numExit; i++) {
			var p: ParticleSystem.Particle = exitList[i];
			p.startColor = new Color32(0, 255, 0, 255);
			exitList[i] = p;
		}
		ps.SetTriggerParticles(ParticleSystemTriggerEventType.Exit, exitList);
	}
	if (inside) {
		var insideList: List.<ParticleSystem.Particle> = new List.<ParticleSystem.Particle>();
		var numInside: int = ps.GetTriggerParticles(ParticleSystemTriggerEventType.Inside, insideList);
		for (var i: int = 0; i < numInside; i++) {
			var p: ParticleSystem.Particle = insideList[i];
			p.startColor = new Color32(0, 0, 255, 255);
			insideList[i] = p;
		}
		ps.SetTriggerParticles(ParticleSystemTriggerEventType.Inside, insideList);
	}
	if (outside) {
		var outsideList: List.<ParticleSystem.Particle> = new List.<ParticleSystem.Particle>();
		var numOutside: int = ps.GetTriggerParticles(ParticleSystemTriggerEventType.Outside, outsideList);
		for (var i: int = 0; i < numOutside; i++) {
			var p: ParticleSystem.Particle = outsideList[i];
			p.startColor = new Color32(0, 255, 255, 255);
			outsideList[i] = p;
		}
		ps.SetTriggerParticles(ParticleSystemTriggerEventType.Outside, outsideList);
	}
}
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); } } }

Did you find this page useful? Please give it a rating: