public ParticleSystemScalingMode scalingMode ;

描述

控制粒子系统对所发射的粒子应用其变换组件的方式。

Hierarchy:根据其变换组件及其所有父项进行缩放。 Local:仅使用其自己的变换组件进行缩放,忽略所有父项。 Shape:仅将缩放应用于粒子的源位置,而不应用于其大小。源位置由形状模块定义。

using UnityEngine;
using System.Collections;

// add this to a Particle System which has a parent game object, to see how each scaling mode works public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float sliderValue = 1.0F; public float parentSliderValue = 1.0F; public ParticleSystemScalingMode scaleMode;

void Start() { ps = GetComponent<ParticleSystem>(); }

void Update() { ps.transform.localScale = new Vector3(sliderValue, sliderValue, sliderValue); if (ps.transform.parent != null) ps.transform.parent.localScale = new Vector3(parentSliderValue, parentSliderValue, parentSliderValue);

var main = ps.main; main.scalingMode = scaleMode; }

void OnGUI() { scaleMode = (ParticleSystemScalingMode)GUI.SelectionGrid(new Rect(25, 25, 300, 30), (int)scaleMode, new GUIContent[] { new GUIContent("Hierarchy"), new GUIContent("Local"), new GUIContent("Shape") }, 3); GUI.Label(new Rect(25, 80, 100, 30), "Scale"); sliderValue = GUI.HorizontalSlider(new Rect(125, 85, 100, 30), sliderValue, 0.0F, 5.0F); GUI.Label(new Rect(25, 120, 100, 30), "Parent Scale"); parentSliderValue = GUI.HorizontalSlider(new Rect(125, 125, 100, 30), parentSliderValue, 0.0F, 5.0F); } }