particles | Particle buffer that is used for writing particle state to. The return value is the number of particles written to this array. |
int The number of particles written to the input particle array (the number of particles currently alive).
Удалить все частицы в системе частиц.
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]; } }