count | 放出するパーティクルの数 |
設定した数のパーティクルをすぐに放出します
emitParams | パーティクルのプロパティーを上書きします。 |
count | 放出するパーティクルの数 |
スクリプトから指定したパーティクル数を放出します。
emitParams のプロパティーを設定すると、放出されているパーティクルのプロパティーが上書きされます。変更されなかったプロパティーは、インスペクターで指定した挙動に従います。
using UnityEngine;
// In this example, we have a Particle System emitting green particles; we then emit and override some properties every 2 seconds. public class EmitExample : MonoBehaviour { public ParticleSystem system;
void Start() { // A simple particle material with no texture. Material particleMaterial = new Material(Shader.Find("Particles/Standard Unlit"));
// Create a green Particle System. var go = new GameObject("Particle System"); go.transform.Rotate(-90, 0, 0); // Rotate so the system emits upwards. system = go.AddComponent<ParticleSystem>(); go.GetComponent<ParticleSystemRenderer>().material = particleMaterial; var mainModule = system.main; mainModule.startColor = Color.green; mainModule.startSize = 0.5f;
// Every 2 secs we will emit. InvokeRepeating("DoEmit", 2.0f, 2.0f); }
void DoEmit() { // Any parameters we assign in emitParams will override the current system's when we call Emit. // Here we will override the start color and size. var emitParams = new ParticleSystem.EmitParams(); emitParams.startColor = Color.red; emitParams.startSize = 0.2f; system.Emit(emitParams, 10); system.Play(); // Continue normal emissions } }
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