选择要通过粒子系统创建的线条数。
例如,如果使用 1 个轨迹带,则绘制单条线条,从最新的粒子开始,基于粒子存在时间行进穿过每个后续粒子,直到最终到达最早的粒子。如果使用大于 1 的值,则绘制多条线条,从新到旧连接每 N 个的粒子。例如,如果使用 3 个轨迹带,则连接每 3 个粒子(“1,4,7”、“2,5,8”以及“3,6,9”)。
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValueRibbonCount = 1.0f;
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;
var trails = ps.trails; trails.enabled = true; trails.mode = ParticleSystemTrailMode.Ribbon;
var psr = GetComponent<ParticleSystemRenderer>(); psr.trailMaterial = new Material(Shader.Find("Sprites/Default")); }
void Update() { var trails = ps.trails; trails.ribbonCount = (int)hSliderValueRibbonCount; }
void OnGUI() { GUI.Label(new Rect(25, 40, 100, 30), "Ribbon Count");
hSliderValueRibbonCount = GUI.HorizontalSlider(new Rect(125, 45, 100, 30), hSliderValueRibbonCount, 1.0f, 4.0f); } }