Version: 2021.3
言語: 日本語
public float widthOverTrailMultiplier ;

This is more efficient than accessing the whole curve, if you only want to change the overall width multiplier.

using UnityEngine;
using System.Collections;

[RequireComponent(typeof(ParticleSystem))] public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public bool widthOverTrail = true;

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

var main = ps.main; main.startColor = new ParticleSystem.MinMaxGradient(Color.red, Color.yellow); main.startSize = new ParticleSystem.MinMaxCurve(0.01f, 1.0f); 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 (widthOverTrail) trails.widthOverTrailMultiplier = 0.2f; else trails.widthOverTrailMultiplier = 1.0f; }

void OnGUI() { widthOverTrail = GUI.Toggle(new Rect(25, 25, 200, 30), widthOverTrail, "Width over Trail"); } }