指定轨迹在其拥有的粒子湮灭时是否立即消失。如果是 false,每个轨迹会持续存在到其所有点都自然过期(基于其生命周期)。
using UnityEngine; using System.Collections;
[RequireComponent(typeof(ParticleSystem))] public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public bool dieWithParticles = true;
void Start() { ps = GetComponent<ParticleSystem>();
var main = ps.main; main.startColor = new ParticleSystem.MinMaxGradient(Color.red, Color.yellow); main.startSizeMultiplier = 0.1f; main.startLifetimeMultiplier = 1.0f;
var trails = ps.trails; trails.enabled = true;
var psr = GetComponent<ParticleSystemRenderer>(); psr.trailMaterial = new Material(Shader.Find("Sprites/Default")); }
void Update() { var trails = ps.trails; trails.dieWithParticles = dieWithParticles; }
void OnGUI() { dieWithParticles = GUI.Toggle(new Rect(25, 25, 200, 30), dieWithParticles, "Die With Particles"); } }