Version: 2017.1
public int GetParticles (Particle[] particles);


particles Particle buffer that is used for writing particle state to. The return value is the number of particles written to this array.


int 写入输入粒子数组的粒子数(当前存活的粒子数)。


Get the particles of this particle system.

只要输入的“粒子”数组预分配一次,该方法不再进行任何分配(见下面的示例)。注意,可能只使用粒子数组的一小部分,具体取决于调用 GetParticles() 时粒子系统中当前存活的粒子数。


using UnityEngine;

[RequireComponent(typeof(ParticleSystem))] public class ParticleFlow : MonoBehaviour { ParticleSystem m_System; ParticleSystem.Particle[] m_Particles; public float m_Drift = 0.01f;

private void LateUpdate() { InitializeIfNeeded();

// GetParticles is allocation free because we reuse the m_Particles buffer between updates int numParticlesAlive = m_System.GetParticles(m_Particles);

// Change only the particles that are alive for (int i = 0; i < numParticlesAlive; i++) { m_Particles[i].velocity += Vector3.up * m_Drift; }

// Apply the particle changes to the particle system m_System.SetParticles(m_Particles, numParticlesAlive); }

void InitializeIfNeeded() { if (m_System == null) m_System = GetComponent<ParticleSystem>();

if (m_Particles == null || m_Particles.Length < m_System.maxParticles) m_Particles = new ParticleSystem.Particle[m_System.maxParticles]; } }