Version: 2023.1

MinMaxGradient

struct in UnityEngine

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描述

最小值-最大值渐变的脚本接口。

This contains two Gradients, and returns a Color based on ParticleSystem.MinMaxGradient.mode. Depending on the mode, this may return the value randomized. Gradients are edited via the ParticleSystem Inspector once a ParticleSystemGradientMode requiring them has been selected. Some modes do not require gradients, only colors. See Also: ParticleSystem.

using UnityEngine;

// This example shows setting a constant color value. public class ConstantColorExample : MonoBehaviour { ParticleSystem myParticleSystem; ParticleSystem.ColorOverLifetimeModule colorModule;

void Start() { // Get the system and the color module. myParticleSystem = GetComponent<ParticleSystem>(); colorModule = myParticleSystem.colorOverLifetime;

GetValue(); SetValue(); }

void GetValue() { print("The constant color is " + colorModule.color.color); }

void SetValue() { colorModule.color = Color.red; } }
using UnityEngine;

// This example shows using 2 colors to drive the color over lifetime. public class TwoConstantColorsExample : MonoBehaviour { ParticleSystem myParticleSystem; ParticleSystem.ColorOverLifetimeModule colorModule;

void Start() { // Get the system and the color module. myParticleSystem = GetComponent<ParticleSystem>(); colorModule = myParticleSystem.colorOverLifetime;

GetValue(); SetValue(); }

void GetValue() { print(string.Format("The constant values are: min {0} max {1}.", colorModule.color.colorMin, colorModule.color.colorMax)); }

void SetValue() { colorModule.color = new ParticleSystem.MinMaxGradient(Color.green, Color.red); } }
using UnityEngine;

// This example shows using a gradient to drive the color over lifetime. public class GradientColorExample : MonoBehaviour { ParticleSystem myParticleSystem; ParticleSystem.ColorOverLifetimeModule colorModule; Gradient ourGradient;

void Start() { // Get the system and the color module. myParticleSystem = GetComponent<ParticleSystem>(); colorModule = myParticleSystem.colorOverLifetime;

// A simple 2 color gradient with a fixed alpha of 1.0f. float alpha = 1.0f; ourGradient = new Gradient(); ourGradient.SetKeys( new GradientColorKey[] { new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.red, 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(alpha, 0.0f), new GradientAlphaKey(alpha, 1.0f) } );

// Apply the gradient. colorModule.color = ourGradient;

// In 5 seconds we will modify the gradient. Invoke("ModifyGradient", 5.0f); }

void ModifyGradient() { // Reduce the alpha float alpha = 0.5f; ourGradient.SetKeys( new GradientColorKey[] { new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.red, 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(alpha, 0.0f), new GradientAlphaKey(alpha, 1.0f) } );

// Apply the changed gradient. colorModule.color = ourGradient; } }
using UnityEngine;

// This example shows using 2 gradients to drive the color over lifetime. public class TwoGradientColorExample : MonoBehaviour { ParticleSystem myParticleSystem; ParticleSystem.ColorOverLifetimeModule colorModule;

Gradient ourGradientMin; Gradient ourGradientMax;

void Start() { // Get the system and the emission module. myParticleSystem = GetComponent<ParticleSystem>(); colorModule = myParticleSystem.colorOverLifetime;

// A simple 2 color gradient with a fixed alpha of 1.0f. float alpha1 = 1.0f; ourGradientMin = new Gradient(); ourGradientMin.SetKeys( new GradientColorKey[] { new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.red, 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(alpha1, 0.0f), new GradientAlphaKey(alpha1, 1.0f) } );

// A simple 2 color gradient with a fixed alpha of 0.0f. float alpha2 = 0.0f; ourGradientMax = new Gradient(); ourGradientMax.SetKeys( new GradientColorKey[] { new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.red, 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(alpha2, 0.0f), new GradientAlphaKey(alpha2, 1.0f) } );

// Apply the gradients. colorModule.color = new ParticleSystem.MinMaxGradient(ourGradientMin, ourGradientMax);

// In 5 seconds we will modify the gradient. Invoke("ModifyGradient", 5.0f); }

void ModifyGradient() { // Reduce the alpha float alpha = 0.5f; ourGradientMin.SetKeys( new GradientColorKey[] { new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.red, 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(alpha, 0.0f), new GradientAlphaKey(alpha, 1.0f) } );

// Apply the changed gradients. colorModule.color = new ParticleSystem.MinMaxGradient(ourGradientMin, ourGradientMax); } }
using UnityEngine;

// This example shows how to retrieve existing color and alpha keys from a MinMaxGradient public class ReadGradientExample : MonoBehaviour { void Start() { // Get the system and the color module. var myParticleSystem = GetComponent<ParticleSystem>(); var colorModule = myParticleSystem.colorOverLifetime;

// Get the gradient (assuming the MinMaxGradient is in Gradient mode) Gradient gradient = colorModule.color.gradient;

// Get the keys GradientColorKey[] colorKeys = gradient.colorKeys; GradientAlphaKey[] alphaKeys = gradient.alphaKeys; } }

变量

color设置常量颜色。
colorMax为上限设置常量颜色。
colorMin为下限设置常量颜色。
gradient设置渐变。
gradientMax为上限设置渐变。
gradientMin为下限设置渐变。
mode设置模式,最小值-最大值渐变使用该模式计算颜色。

构造函数

ParticleSystem.MinMaxGradient用于整个渐变的单个常量颜色。

公共函数

Evaluate手动查询渐变以基于所处模式计算颜色。