particles | 输出粒子缓冲区,其中包含当前粒子状态。 |
size | 从粒子系统中读取的元素数。 |
offset | 活动粒子列表中的偏移(从其复制粒子)。 |
int 写入输入粒子数组的粒子数(当前存活的粒子数)。
获取该粒子系统的粒子。
只要预先分配一次输入“粒子”数组(参见以下示例),此方法不进行任何分配。该方法在调用时,只获取粒子系统中当前处于活动状态的粒子,因此它可能只获取粒子数组的一小部分。
另请参阅:Particle、SetParticles。
using UnityEngine;
[RequireComponent(typeof(ParticleSystem))] public class ParticleFlow : MonoBehaviour { ParticleSystem m_System; ParticleSystem.Particle[] m_Particles; public float m_Drift = 0.01f;
private void LateUpdate() { InitializeIfNeeded();
// GetParticles is allocation free because we reuse the m_Particles buffer between updates int numParticlesAlive = m_System.GetParticles(m_Particles);
// Change only the particles that are alive for (int i = 0; i < numParticlesAlive; i++) { m_Particles[i].velocity += Vector3.up * m_Drift; }
// Apply the particle changes to the Particle System m_System.SetParticles(m_Particles, numParticlesAlive); }
void InitializeIfNeeded() { if (m_System == null) m_System = GetComponent<ParticleSystem>();
if (m_Particles == null || m_Particles.Length < m_System.main.maxParticles) m_Particles = new ParticleSystem.Particle[m_System.main.maxParticles]; } }
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