设置每个轨迹在系统向其添加新顶点之前可以行进的最小距离。
值越小,轨迹由越多的顶点构成,因而越平滑。越平滑的轨迹需要的内存越多,更新的性能开销也越大。
using UnityEngine; using System.Collections;
[RequireComponent(typeof(ParticleSystem))] public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValueDistance = 0.2f;
void Start() { ps = GetComponent<ParticleSystem>();
var main = ps.main; main.startColor = new ParticleSystem.MinMaxGradient(Color.red, Color.yellow); main.startSize = 0.1f; main.startLifetime = 2.5f; main.gravityModifier = 0.35f;
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.minVertexDistance = hSliderValueDistance; }
void OnGUI() { GUI.Label(new Rect(25, 40, 100, 30), "Vertex Distance");
hSliderValueDistance = GUI.HorizontalSlider(new Rect(125, 45, 100, 30), hSliderValueDistance, 0.01f, 1.0f); } }