withChildren | 子のパーティクルシステムもすべて再生するかどうか |
パーティクルシステムを開始します
パーティクルシステムを再生モードに設定し、放出できるようにします (放出できないようになっている場合)。
If the particle system has been paused, then this resumes playing from the previous time.
If the particle system has stopped, then the system starts from time 0, and, if it is relevant, the startDelay is applied.
See Also: Stop, Pause, isEmitting functions.
以下の例では、パーティクルシステムを操作するための GUI ウィンドウを作成します。
using UnityEngine;
public class ParticleSystemControllerWindow : MonoBehaviour { ParticleSystem system { get { if (_CachedSystem == null) _CachedSystem = GetComponent<ParticleSystem>(); return _CachedSystem; } } private ParticleSystem _CachedSystem;
public Rect windowRect = new Rect(0, 0, 300, 120);
public bool includeChildren = true;
void OnGUI() { windowRect = GUI.Window("ParticleController".GetHashCode(), windowRect, DrawWindowContents, system.name); }
void DrawWindowContents(int windowId) { if (system) { GUILayout.BeginHorizontal(); GUILayout.Toggle(system.isPlaying, "Playing"); GUILayout.Toggle(system.isEmitting, "Emitting"); GUILayout.Toggle(system.isPaused, "Paused"); GUILayout.EndHorizontal();
GUILayout.BeginHorizontal(); if (GUILayout.Button("Play")) system.Play(includeChildren); if (GUILayout.Button("Pause")) system.Pause(includeChildren); if (GUILayout.Button("Stop Emitting")) system.Stop(includeChildren, ParticleSystemStopBehavior.StopEmitting); if (GUILayout.Button("Stop & Clear")) system.Stop(includeChildren, ParticleSystemStopBehavior.StopEmittingAndClear); GUILayout.EndHorizontal();
includeChildren = GUILayout.Toggle(includeChildren, "Include Children");
GUILayout.BeginHorizontal(); GUILayout.Label("Time(" + system.time + ")"); GUILayout.Label("Particle Count(" + system.particleCount + ")"); GUILayout.EndHorizontal(); } else GUILayout.Label("No particle system found");
GUI.DragWindow(); } }