Y axis size multiplier.
This method is more efficient than accessing the whole curve, if you only want to change the overall size multiplier.
#pragma strict private var ps: ParticleSystem; public var hSliderValueX: float = 1.0f; public var hSliderValueY: float = 1.0f; public var hSliderValueZ: float = 1.0f; function Start() { ps = GetComponent.<ParticleSystem>(); var sizeBySpeed: var = ps.sizeBySpeed; sizeBySpeed.enabled = true; sizeBySpeed.separateAxes = true; var curve: AnimationCurve = new AnimationCurve(); curve.AddKey(0.0f, 0.0f); curve.AddKey(1.0f, 1.0f); var minMaxCurve: ParticleSystem.MinMaxCurve = new ParticleSystem.MinMaxCurve(1.0f, curve); sizeBySpeed.x = minMaxCurve; sizeBySpeed.y = minMaxCurve; sizeBySpeed.z = minMaxCurve; sizeBySpeed.range = new Vector2(1.0f, 10.0f); var psr: var = GetComponent.<ParticleSystemRenderer>(); psr.material = new Material(Shader.Find("Sprites/Default")); // this material renders a square billboard, making it easier to see the size } function Update() { var sizeBySpeed: var = ps.sizeBySpeed; sizeBySpeed.xMultiplier = hSliderValueX; sizeBySpeed.yMultiplier = hSliderValueY; sizeBySpeed.zMultiplier = hSliderValueZ; } function OnGUI() { GUI.Label(new Rect(25, 40, 100, 30), "X"); GUI.Label(new Rect(25, 80, 100, 30), "Y"); GUI.Label(new Rect(25, 120, 100, 30), "Z"); hSliderValueX = GUI.HorizontalSlider(new Rect(55, 45, 100, 30), hSliderValueX, 1.0f, 5.0f); hSliderValueY = GUI.HorizontalSlider(new Rect(55, 85, 100, 30), hSliderValueY, 1.0f, 5.0f); hSliderValueZ = GUI.HorizontalSlider(new Rect(55, 125, 100, 30), hSliderValueZ, 1.0f, 5.0f); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValueX = 1.0f; public float hSliderValueY = 1.0f; public float hSliderValueZ = 1.0f;
void Start() { ps = GetComponent<ParticleSystem>();
var sizeBySpeed = ps.sizeBySpeed; sizeBySpeed.enabled = true; sizeBySpeed.separateAxes = true;
AnimationCurve curve = new AnimationCurve(); curve.AddKey(0.0f, 0.0f); curve.AddKey(1.0f, 1.0f);
ParticleSystem.MinMaxCurve minMaxCurve = new ParticleSystem.MinMaxCurve(1.0f, curve);
sizeBySpeed.x = minMaxCurve; sizeBySpeed.y = minMaxCurve; sizeBySpeed.z = minMaxCurve; sizeBySpeed.range = new Vector2(1.0f, 10.0f);
var psr = GetComponent<ParticleSystemRenderer>(); psr.material = new Material(Shader.Find("Sprites/Default")); // this material renders a square billboard, making it easier to see the size }
void Update() { var sizeBySpeed = ps.sizeBySpeed; sizeBySpeed.xMultiplier = hSliderValueX; sizeBySpeed.yMultiplier = hSliderValueY; sizeBySpeed.zMultiplier = hSliderValueZ; }
void OnGUI() { GUI.Label(new Rect(25, 40, 100, 30), "X"); GUI.Label(new Rect(25, 80, 100, 30), "Y"); GUI.Label(new Rect(25, 120, 100, 30), "Z");
hSliderValueX = GUI.HorizontalSlider(new Rect(55, 45, 100, 30), hSliderValueX, 1.0f, 5.0f); hSliderValueY = GUI.HorizontalSlider(new Rect(55, 85, 100, 30), hSliderValueY, 1.0f, 5.0f); hSliderValueZ = GUI.HorizontalSlider(new Rect(55, 125, 100, 30), hSliderValueZ, 1.0f, 5.0f); } }
Did you find this page useful? Please give it a rating: