Choose how particle trails are generated.
See Also: ParticleSystemTrailMode.
#pragma strict private var ps: ParticleSystem; public var ribbonMode: boolean = false; function Start() { ps = GetComponent.<ParticleSystem>(); var main: var = ps.main; main.startColor = new ParticleSystem.MinMaxGradient(Color.red, Color.yellow); main.startSize = 0.1f; main.startLifetime = 2.5f; main.gravityModifierMultiplier = 0.2f; var trails: var = ps.trails; trails.enabled = true; var psr: var = GetComponent.<ParticleSystemRenderer>(); psr.trailMaterial = new Material(Shader.Find("Sprites/Default")); } function Update() { var trails: var = ps.trails; trails.mode = ribbonMode ? ParticleSystemTrailMode.Ribbon : ParticleSystemTrailMode.PerParticle; } function OnGUI() { ribbonMode = GUI.Toggle(new Rect(25, 25, 200, 30), ribbonMode, "Ribbon mode"); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public bool ribbonMode = false;
void Start() { ps = GetComponent<ParticleSystem>();
var main = ps.main; main.startColor = new ParticleSystem.MinMaxGradient(Color.red, Color.yellow); main.startSize = 0.1f; main.startLifetime = 2.5f; main.gravityModifierMultiplier = 0.2f;
var trails = ps.trails; trails.enabled = true;
var psr = GetComponent<ParticleSystemRenderer>(); psr.trailMaterial = new Material(Shader.Find("Sprites/Default")); }
void Update() { var trails = ps.trails; trails.mode = ribbonMode ? ParticleSystemTrailMode.Ribbon : ParticleSystemTrailMode.PerParticle; }
void OnGUI() { ribbonMode = GUI.Toggle(new Rect(25, 25, 200, 30), ribbonMode, "Ribbon mode"); } }
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