Version: 2020.2
public ParticleSystem.MinMaxCurve limitY ;

描述

y 轴的最大速度曲线。

另请参阅:MinMaxCurve

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValueSpeedX = 0.0f; public float hSliderValueSpeedY = 0.0f; public float hSliderValueSpeedZ = 0.0f; public float hSliderValueDampen = 0.1f;

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

var limitVelocityOverLifetime = ps.limitVelocityOverLifetime; limitVelocityOverLifetime.enabled = true; limitVelocityOverLifetime.separateAxes = true; }

void Update() { var limitVelocityOverLifetime = ps.limitVelocityOverLifetime; limitVelocityOverLifetime.limitX = hSliderValueSpeedX; limitVelocityOverLifetime.limitY = hSliderValueSpeedY; limitVelocityOverLifetime.limitZ = hSliderValueSpeedZ; limitVelocityOverLifetime.dampen = hSliderValueDampen; }

void OnGUI() { GUI.Label(new Rect(25, 40, 100, 30), "Speed Limit X"); GUI.Label(new Rect(25, 80, 100, 30), "Speed Limit Y"); GUI.Label(new Rect(25, 120, 100, 30), "Speed Limit Z"); GUI.Label(new Rect(25, 160, 100, 30), "Dampen");

hSliderValueSpeedX = GUI.HorizontalSlider(new Rect(135, 45, 100, 30), hSliderValueSpeedX, 0.0f, 2.0f); hSliderValueSpeedY = GUI.HorizontalSlider(new Rect(135, 85, 100, 30), hSliderValueSpeedY, 0.0f, 2.0f); hSliderValueSpeedZ = GUI.HorizontalSlider(new Rect(135, 125, 100, 30), hSliderValueSpeedZ, 0.0f, 2.0f); hSliderValueDampen = GUI.HorizontalSlider(new Rect(135, 165, 100, 30), hSliderValueDampen, 0.0f, 1.0f); } }