MinMaxCurve

struct in UnityEngine

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描述

最小值-最大值曲线的脚本接口。

MinMaxCurve 描述的函数采用介于最小值与最大值限制之间的值并基于 ParticleSystem.MinMaxCurve.mode 返回值。根据模式,返回值是随机的。 对于需要曲线的模式,返回值取决于在 ParticleSystem Inspector 中设计的一条或两条曲线,这些曲线可以计算得到介于 -n 与 n 之间的单个值,其中 n 是也在 Inspector 中设置的常量。请参阅 ParticleSystemCurveMode 以了解更多信息。

另请参阅:ParticleSystem

using UnityEngine;

// This example shows setting a constant rate value. public class ConstantRateExample : MonoBehaviour { ParticleSystem myParticleSystem; ParticleSystem.EmissionModule emissionModule;

void Start() { // Get the system and the emission module. myParticleSystem = GetComponent<ParticleSystem>(); emissionModule = myParticleSystem.emission;

GetValue(); SetValue(); }

void GetValue() { print("The constant value is " + emissionModule.rate.constant); }

void SetValue() { emissionModule.rate = 10.0f; } }
using UnityEngine;

// This example shows using 2 constants to drive the rate. public class TwoConstantsRateExample : MonoBehaviour { ParticleSystem myParticleSystem; ParticleSystem.EmissionModule emissionModule;

void Start() { // Get the system and the emission module. myParticleSystem = GetComponent<ParticleSystem>(); emissionModule = myParticleSystem.emission;

GetValue(); SetValue(); }

void GetValue() { print(string.Format("The constant values are: min {0} max {1}.", emissionModule.rate.constantMin, emissionModule.rate.constantMax)); }

void SetValue() { emissionModule.rate = new ParticleSystem.MinMaxCurve(0.0f, 10.0f); } }
using UnityEngine;

// This example shows using a curve to drive the rate. public class CurveRateExample : MonoBehaviour { ParticleSystem myParticleSystem; ParticleSystem.EmissionModule emissionModule;

// We can "scale" the curve with this value. It gets multiplied by the curve. public float scalar = 1.0f;

AnimationCurve ourCurve;

void Start() { // Get the system and the emission module. myParticleSystem = GetComponent<ParticleSystem>(); emissionModule = myParticleSystem.emission;

// A simple linear curve. ourCurve = new AnimationCurve(); ourCurve.AddKey(0.0f, 0.0f); ourCurve.AddKey(1.0f, 1.0f);

// Apply the curve. emissionModule.rate = new ParticleSystem.MinMaxCurve(scalar, ourCurve);

// In 5 seconds we will modify the curve. Invoke("ModifyCurve", 5.0f); }

void ModifyCurve() { // Add a key to the current curve. ourCurve.AddKey(0.5f, 0.0f);

// Apply the changed curve. emissionModule.rate = new ParticleSystem.MinMaxCurve(scalar, ourCurve); } }
using UnityEngine;

// This example shows using 2 curves to drive the rate. public class TwoCurveRateExample : MonoBehaviour { ParticleSystem myParticleSystem; ParticleSystem.EmissionModule emissionModule;

AnimationCurve ourCurveMin; AnimationCurve ourCurveMax;

// We can "scale" the curves with this value. It gets multiplied by the curves. public float scalar = 1.0f;

void Start() { // Get the system and the emission module. myParticleSystem = GetComponent<ParticleSystem>(); emissionModule = myParticleSystem.emission;

// A horizontal straight line at value 1. ourCurveMin = new AnimationCurve(); ourCurveMin.AddKey(0.0f, 1.0f); ourCurveMin.AddKey(1.0f, 1.0f);

// A horizontal straight line at value 0.5. ourCurveMax = new AnimationCurve(); ourCurveMax.AddKey(0.0f, 0.5f); ourCurveMax.AddKey(1.0f, 0.5f);

// Apply the curves. emissionModule.rate = new ParticleSystem.MinMaxCurve(scalar, ourCurveMin, ourCurveMax);

// In 5 seconds we will modify the curve. Invoke("ModifyCurve", 5.0f); }

void ModifyCurve() { // Create a "pinch" point. ourCurveMin.AddKey(0.5f, 0.7f); ourCurveMax.AddKey(0.5f, 0.6f);

// Apply the changed curve. emissionModule.rate = new ParticleSystem.MinMaxCurve(scalar, ourCurveMin, ourCurveMax); } }

变量

constant设置常量值。
constantMax为上限设置常量。
constantMin为下限设置常量。
curve设置曲线。
curveMax为上限设置曲线。
curveMin为下限设置曲线。
curveMultiplier设置要应用于曲线的乘数。
mode设置模式,最小值-最大值曲线将使用该模式计算值。

构造函数

ParticleSystem.MinMaxCurve用于整个曲线的单个常量值。

公共函数

Evaluate手动查询曲线以基于所处模式计算值。