Version: 5.3 (switch to 5.4b)
IdiomaEnglish
  • C#
  • JS

Idioma de script

Selecciona tu lenguaje de programación favorito. Todos los fragmentos de código serán mostrados en este lenguaje.

ParticleSystem.GetParticles

Sugiere un cambio

¡Éxito!

Gracias por ayudarnos a mejorar la calidad de la documentación de Unity. A pesar de que no podemos aceptar todas las sugerencias, leemos cada cambio propuesto por nuestros usuarios y actualizaremos los que sean aplicables.

Cerrar

No se puedo enviar

Por alguna razón su cambio sugerido no pudo ser enviado. Por favor <a>intente nuevamente</a> en unos minutos. Gracias por tomarse un tiempo para ayudarnos a mejorar la calidad de la documentación de Unity.

Cerrar

Cancelar

Cambiar al Manual
public function GetParticles(particles: Particle[]): int;
public int GetParticles(Particle[] particles);

Parámetros

particles Particle buffer that is used for writing particle state to. The return value is the number of particles written to this array.

Valor de retorno

int The number of particles written to the input particle array (the number of particles currently alive).

Descripción

Elimina todas las partículas del sistema de partículas.

This method is allocation free as long the input "particles" array is preallocated once (see example below). Note that only a small part of the particles array might be used as this depends on how many particles are currently alive in the particle system when calling GetParticles().

See Also: Particle, SetParticles.

#pragma strict

@script RequireComponent(ParticleSystem)

var m_System : ParticleSystem; var m_Particles : ParticleSystem.Particle[]; public var m_Drift = 0.01f;

function LateUpdate() {

InitializeIfNeeded(); // GetParticles is allocation free because we reuse the m_Particles buffer between updates var numParticlesAlive = m_System.GetParticles(m_Particles); // Change only the particles that are alive for (var i = 0; i < numParticlesAlive; i++) { m_Particles[i].velocity += Vector3.up * m_Drift; } // Apply the particle changes to the particle system m_System.SetParticles(m_Particles, numParticlesAlive); }

function InitializeIfNeeded() { if (m_System == null) m_System = this.GetComponent.<ParticleSystem>(); if (m_Particles == null || m_Particles.Length < m_System.maxParticles) m_Particles = new ParticleSystem.Particle[m_System.maxParticles]; }
using UnityEngine;

[RequireComponent(typeof(ParticleSystem))] public class ParticleFlow : MonoBehaviour { ParticleSystem m_System; ParticleSystem.Particle[] m_Particles; public float m_Drift = 0.01f;

private void LateUpdate() { InitializeIfNeeded();

// GetParticles is allocation free because we reuse the m_Particles buffer between updates int numParticlesAlive = m_System.GetParticles(m_Particles);

// Change only the particles that are alive for (int i = 0; i < numParticlesAlive; i++) { m_Particles[i].velocity += Vector3.up * m_Drift; }

// Apply the particle changes to the particle system m_System.SetParticles(m_Particles, numParticlesAlive); }

void InitializeIfNeeded() { if (m_System == null) m_System = GetComponent<ParticleSystem>();

if (m_Particles == null || m_Particles.Length < m_System.maxParticles) m_Particles = new ParticleSystem.Particle[m_System.maxParticles]; } }