Version: 2023.2
public ParticleSystem.MinMaxGradient colorOverLifetime ;

描述

在附加粒子生命周期内控制轨迹颜色的渐变。

另请参阅:MinMaxGradient

using UnityEngine;
using System.Collections;

[RequireComponent(typeof(ParticleSystem))] public class ExampleClass : MonoBehaviour { private ParticleSystem ps; private Gradient gradient = new Gradient(); public bool swapColors = true;

void Start() { ps = GetComponent<ParticleSystem>();

var main = ps.main; main.startSize = 0.1f; main.startLifetime = 1.5f;

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; if (swapColors) { gradient.SetKeys( new GradientColorKey[] { new GradientColorKey(Color.blue, 0.0f), new GradientColorKey(Color.green, 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(1.0f, 1.0f) } ); } else { gradient.SetKeys( new GradientColorKey[] { new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.blue, 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(1.0f, 1.0f) } ); }

trails.colorOverLifetime = gradient; }

void OnGUI() { swapColors = GUI.Toggle(new Rect(25, 25, 200, 30), swapColors, "Swap Trail Colors"); } }