subEmitterIndex | 要触发的子发射器的索引。 |
在粒子系统的所有粒子上触发指定的子发射器。
using UnityEngine;
// Add a manual sub-emitter public class ExampleClass : MonoBehaviour { private ParticleSystem ps; private float m_Timer = 0.0f; public float m_Interval = 2.0f;
void Start() { // A simple particle material with no texture. Material particleMaterial = new Material(Shader.Find("Particles/Alpha Blended Premultiply"));
// Create a green particle system. var rootSystemGO = new GameObject("Particle System"); rootSystemGO.transform.Rotate(-90, 0, 0); // Rotate so the system emits upwards. ps = rootSystemGO.AddComponent<ParticleSystem>(); rootSystemGO.GetComponent<ParticleSystemRenderer>().material = particleMaterial; var mainModule = ps.main; mainModule.startColor = Color.green; mainModule.startSize = 0.5f;
// Create our sub-emitter and setup bursts. var subSystemGO = new GameObject("Particle System"); var subParticleSystem = subSystemGO.AddComponent<ParticleSystem>(); subSystemGO.GetComponent<ParticleSystemRenderer>().material = particleMaterial; var subMainModule = subParticleSystem.main; subMainModule.startColor = Color.red; subMainModule.startSize = 0.25f; var emissionModule = subParticleSystem.emission; emissionModule.SetBursts(new ParticleSystem.Burst[] { new ParticleSystem.Burst(0.0f, 4) }); // We will emit 10 particles when triggered.
// Set up the sub-emitter. subSystemGO.transform.SetParent(rootSystemGO.transform); var subEmittersModule = ps.subEmitters; subEmittersModule.enabled = true; subEmittersModule.AddSubEmitter(subParticleSystem, ParticleSystemSubEmitterType.Manual, ParticleSystemSubEmitterProperties.InheritNothing); }
private void Update() { m_Timer += Time.deltaTime; while (m_Timer >= m_Interval) { ps.TriggerSubEmitter(0); m_Timer -= m_Interval; } } }
subEmitterIndex | 要触发的子发射器的索引。 |
particle | 在单个粒子上触发子发射器。 |
particles | 在粒子列表上触发子发射器。 |
在粒子系统的指定粒子上触发指定的子发射器。