控制粒子面向的方向。
对于许多应用程序,粒子始终面向摄像机是有益的。通过此属性可以更改系统中的粒子是否面向摄像机。
粒子可以采用两种方式面向摄像机:
1) 与摄像机平面对齐,以便所有粒子都以相同的面向方向对齐。
2) 分别对齐以面向眼睛位置,这对于近距离接近摄像机的粒子或是对于 VR 环境可能更佳逼真。
根据需要,未对齐的粒子可设置为与世界或其本地变换对齐。
using UnityEngine; using System.Collections;
[RequireComponent(typeof(ParticleSystem))] public class ExampleClass : MonoBehaviour {
private ParticleSystem ps; private ParticleSystemRenderer psr; public ParticleSystemRenderSpace alignment = ParticleSystemRenderSpace.View;
void Start() {
Camera.main.transform.rotation = Quaternion.Euler(0.0f, 20.0f, 0.0f); // rotate the camera so we can see the difference between view and world space
ps = GetComponent<ParticleSystem>(); psr = GetComponent<ParticleSystemRenderer>();
var main = ps.main; main.startSpeed = 2.0f;
psr.material = new Material(Shader.Find("Sprites/Default")); }
void Update() { psr.alignment = alignment; }
void OnGUI() { alignment = (ParticleSystemRenderSpace)GUI.SelectionGrid(new Rect(25, 25, 300, 30), (int)alignment, new GUIContent[] { new GUIContent("View"), new GUIContent("World"), new GUIContent("Local"), new GUIContent("Facing") }, 4); } }
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