Speed multiplier.
This method is more efficient than accessing the whole curve, if you only want to change the overall speed multiplier.
#pragma strict private var ps: ParticleSystem; public var hSliderValueSpeed: float = 1.0f; function Start() { ps = GetComponent.<ParticleSystem>(); var velocityOverLifetime: var = ps.velocityOverLifetime; velocityOverLifetime.enabled = true; velocityOverLifetime.space = ParticleSystemSimulationSpace.World; 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); velocityOverLifetime.speedModifier = minMaxCurve; } function Update() { var velocityOverLifetime: var = ps.velocityOverLifetime; velocityOverLifetime.speedModifierMultiplier = hSliderValueSpeed; } function OnGUI() { GUI.Label(new Rect(25, 40, 100, 30), "Speed"); hSliderValueSpeed = GUI.HorizontalSlider(new Rect(55, 45, 100, 30), hSliderValueSpeed, -50.0f, 50.0f); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValueSpeed = 1.0f;
void Start() { ps = GetComponent<ParticleSystem>();
var velocityOverLifetime = ps.velocityOverLifetime; velocityOverLifetime.enabled = true; velocityOverLifetime.space = ParticleSystemSimulationSpace.World;
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);
velocityOverLifetime.speedModifier = minMaxCurve; }
void Update() { var velocityOverLifetime = ps.velocityOverLifetime; velocityOverLifetime.speedModifierMultiplier = hSliderValueSpeed; }
void OnGUI() { GUI.Label(new Rect(25, 40, 100, 30), "Speed");
hSliderValueSpeed = GUI.HorizontalSlider(new Rect(55, 45, 100, 30), hSliderValueSpeed, -50.0f, 50.0f); } }