5.5之前可以通过ParticleSystem访问粒子系统变量并进行读/写。现在它们是通过ParticleSystem.MainModule访问的,因此很多代码已经过时了。 API Updater无法解决大部分问题。我已经阅读了新文档,但我无法弄清楚应该如何使用新的变量类型。例如,在JetParticleEffect.cs中,此行会引发警告:
// set the original properties from the particle system
m_OriginalLifetime = m_System.startLifetime;
警告声明:'ParticleSystem.startLifetime'已过时:'不推荐使用'startLifetime属性。请改用main.startLifetime或main.startLifetimeMultiplier。'
我尝试了以下内容:
m_OriginalLifetime = m_System.main.startLifetime;
// error: Cannot implicitly convert type 'UnityEngine.ParticleSystem.MinMaxCurve' to 'float'
我认为答案与minMaxCurve constant变量有关,因为这会编译:
m_OriginalLifetime = m_System.main.startLifetime.constant;
但是文档中几乎没有解释。任何人都可以对此有所了解吗?
此外,新的乘数适合哪里?我假设你以前可以做到这一点:
particle.startSize *= myMultiplier
......你现在应该这样做吗?
particle.main.startSizeMultiplier = myMultiplier
答案 0 :(得分:16)
<强> particle.startLifetime:强>
首先,Unity在Unity 5.5中所做的是为ParticleSystem
添加新的未来。他们还暴露了之前隐藏的一些ParticleSystem
API。
ParticleSystem.MainModule.startLifetime
现在是MinMaxCurve
的一种,而不是像ParticleSystem.startLifetime
那样的浮动。
通过这样做,您现在可以获得更多选项,例如将startLifetime
修改为曲线。
阅读或写入ParticleSystem.MainModule.startLifetime
取决于通过编辑或代码设置的ParticleSystem.MainModule.startLifetime.mode
的值。
ParticleSystem.MainModule.startLifetime.mode
的默认值为ParticleSystemCurveMode.Constant
所以你的m_OriginalLifetime = m_System.main.startLifetime.constant;
没问题。
如果startLifetime
在运行时动态或随机更改为其他模式,则您必须执行以下操作:
ParticleSystem m_System = GetComponent<ParticleSystem>();
ParticleSystem.MainModule main = m_System.main;
ParticleSystem.MinMaxCurve minMaxCurve = main.startLifetime;
if (minMaxCurve.mode == ParticleSystemCurveMode.Constant)
{
m_OriginalLifetime = m_System.main.startLifetime.constant;
}
else if (minMaxCurve.mode == ParticleSystemCurveMode.Curve)
{
AnimationCurve animCurveLifetime = m_System.main.startLifetime.curve;
}
...
<强> particle.startSize:强>
同样的事情适用于particle.startSize
。
particle.startSize
属性现在为m_System.main.startSize;
虽然您无法执行m_System.main.startSize.constant *= myMultiplier;
,因为旧代码为particle.startSize *= myMultiplier
。
您需要获取m_System.main.startSize
,然后对其进行修改,然后将修改后的m_System.main.startSize
分配回m_System.main.startSize
。
particle.startSize *= myMultiplier
应该是:
ParticleSystem m_System = GetComponent<ParticleSystem>();
ParticleSystem.MainModule main = m_System.main;
ParticleSystem.MinMaxCurve minMaxCurve = main.startSize; //Get Size
minMaxCurve.constant *= myMultiplier; //Modify Size
main.startSize = minMaxCurve; //Assign the modified startSize back
然后,particle.main.startSizeMultiplier
和particle.main.startSize
用于什么?
这两个变量也可用于更改startLifetime
和startSize
。它的主要优点是效率很高。它并不要求您像我们上面那样复制MinMaxCurve
,以便更改startSize
或startSizeMultiplier
。
ParticleSystem m_System = GetComponent<ParticleSystem>();
ParticleSystem.MainModule main = m_System.main;
main.startSizeMultiplier = 5;
和
ParticleSystem m_System = GetComponent<ParticleSystem>();
ParticleSystem.MainModule main = m_System.main;
main.startLifetimeMultiplier = 8;
如果ParticleSystem.MainModule.startLifetime.mode
不变,请使用它们。这将有效地改变整体寿命乘数或整体尺寸乘数。
<强>颜色强>:
有一个隐式运算符,允许您使用:
ParticleSystem.MainModule main = trailPartical.main;
main.startColor = Color.red;
但startColor
实际上并不是Color
的类型。 startColor
变量现在是ParticleSystem.MinMaxGradient
的一种类型。
这就是你应该如何改变粒子startColor
:
//Create Color
ParticleSystem.MinMaxGradient color = new ParticleSystem.MinMaxGradient();
color.mode = ParticleSystemGradientMode.Color;
color.color = Color.red;
//Assign the color to your particle
ParticleSystem.MainModule main = trailPartical.main;
main.startColor = color;
<强>渐变强>:
public ParticleSystem particleSystem;
void Start()
{
//Create Gradient key
GradientColorKey[] gradientColorKey;
gradientColorKey = new GradientColorKey[3];
gradientColorKey[0].color = Color.red;
gradientColorKey[0].time = 0f;
gradientColorKey[1].color = Color.blue;
gradientColorKey[1].time = 0.5f;
gradientColorKey[2].color = Color.green;
gradientColorKey[2].time = 1f;
//Create Gradient alpha
GradientAlphaKey[] gradientAlphaKey;
gradientAlphaKey = new GradientAlphaKey[3];
gradientAlphaKey[0].alpha = 1.0f;
gradientAlphaKey[0].time = 0.0f;
gradientAlphaKey[1].alpha = 0.5f;
gradientAlphaKey[1].time = 0.5f;
gradientAlphaKey[2].alpha = 1f;
gradientAlphaKey[2].time = 1f;
//Create Gradient
Gradient gradient = new Gradient();
gradient.SetKeys(gradientColorKey, gradientAlphaKey);
//Create Color from Gradient
ParticleSystem.MinMaxGradient color = new ParticleSystem.MinMaxGradient();
color.mode = ParticleSystemGradientMode.Gradient;
color.gradient = gradient;
//Assign the color to particle
ParticleSystem.MainModule main = particleSystem.main;
main.startColor = color;
}
两种颜色之间的随机:
//Create Color from Gradient
ParticleSystem.MinMaxGradient color = new ParticleSystem.MinMaxGradient();
color.mode = ParticleSystemGradientMode.TwoColors;
color.colorMin = Color.red;
color.colorMax = Color.green;
//Assign the color to the particle
ParticleSystem.MainModule main = particleSystem.main;
main.startColor = color;
两个渐变之间的随机:
public ParticleSystem particleSystem;
void Start()
{
//Create Gradient key Min
GradientColorKey[] gradientColorKeyMin;
gradientColorKeyMin = new GradientColorKey[3];
gradientColorKeyMin[0].color = Color.red;
gradientColorKeyMin[0].time = 0f;
gradientColorKeyMin[1].color = Color.blue;
gradientColorKeyMin[1].time = 0.5f;
gradientColorKeyMin[2].color = Color.green;
gradientColorKeyMin[2].time = 1f;
//Create Gradient alpha Min
GradientAlphaKey[] gradientAlphaKeyMin;
gradientAlphaKeyMin = new GradientAlphaKey[3];
gradientAlphaKeyMin[0].alpha = 1.0f;
gradientAlphaKeyMin[0].time = 0.0f;
gradientAlphaKeyMin[1].alpha = 0.5f;
gradientAlphaKeyMin[1].time = 0.5f;
gradientAlphaKeyMin[2].alpha = 1f;
gradientAlphaKeyMin[2].time = 1f;
//Create Gradient key Max
GradientColorKey[] gradientColorKeyMax;
gradientColorKeyMax = new GradientColorKey[3];
gradientColorKeyMax[0].color = Color.red;
gradientColorKeyMax[0].time = 0f;
gradientColorKeyMax[1].color = Color.blue;
gradientColorKeyMax[1].time = 0.5f;
gradientColorKeyMax[2].color = Color.green;
gradientColorKeyMax[2].time = 1f;
//Create Gradient alpha Max
GradientAlphaKey[] gradientAlphaKeyMax;
gradientAlphaKeyMax = new GradientAlphaKey[3];
gradientAlphaKeyMax[0].alpha = 1.0f;
gradientAlphaKeyMax[0].time = 0.0f;
gradientAlphaKeyMax[1].alpha = 0.5f;
gradientAlphaKeyMax[1].time = 0.5f;
gradientAlphaKeyMax[2].alpha = 1f;
gradientAlphaKeyMax[2].time = 1f;
//Create Gradient Min
Gradient gradientMin = new Gradient();
gradientMin.SetKeys(gradientColorKeyMin, gradientAlphaKeyMin);
//Create Gradient Max
Gradient gradientMax = new Gradient();
gradientMax.SetKeys(gradientColorKeyMax, gradientAlphaKeyMax);
//Create Color from Gradient
ParticleSystem.MinMaxGradient color = new ParticleSystem.MinMaxGradient();
color.mode = ParticleSystemGradientMode.TwoGradients;
color.gradientMin = gradientMin;
color.gradientMax = gradientMax;
//Assign the color to the particle
ParticleSystem.MainModule main = particleSystem.main;
main.startColor = color;
}
随机颜色:
public ParticleSystem particleSystem;
void Start()
{
//Create Gradient key Min
GradientColorKey[] gradientColorKeyMin;
gradientColorKeyMin = new GradientColorKey[3];
gradientColorKeyMin[0].color = Color.red;
gradientColorKeyMin[0].time = 0f;
gradientColorKeyMin[1].color = Color.blue;
gradientColorKeyMin[1].time = 0.5f;
gradientColorKeyMin[2].color = Color.green;
gradientColorKeyMin[2].time = 1f;
//Create Gradient alpha Min
GradientAlphaKey[] gradientAlphaKeyMin;
gradientAlphaKeyMin = new GradientAlphaKey[3];
gradientAlphaKeyMin[0].alpha = 1.0f;
gradientAlphaKeyMin[0].time = 0.0f;
gradientAlphaKeyMin[1].alpha = 0.5f;
gradientAlphaKeyMin[1].time = 0.5f;
gradientAlphaKeyMin[2].alpha = 1f;
gradientAlphaKeyMin[2].time = 1f;
//Create Gradient key Max
GradientColorKey[] gradientColorKeyMax;
gradientColorKeyMax = new GradientColorKey[3];
gradientColorKeyMax[0].color = Color.red;
gradientColorKeyMax[0].time = 0f;
gradientColorKeyMax[1].color = Color.blue;
gradientColorKeyMax[1].time = 0.5f;
gradientColorKeyMax[2].color = Color.green;
gradientColorKeyMax[2].time = 1f;
//Create Gradient alpha Max
GradientAlphaKey[] gradientAlphaKeyMax;
gradientAlphaKeyMax = new GradientAlphaKey[3];
gradientAlphaKeyMax[0].alpha = 1.0f;
gradientAlphaKeyMax[0].time = 0.0f;
gradientAlphaKeyMax[1].alpha = 0.5f;
gradientAlphaKeyMax[1].time = 0.5f;
gradientAlphaKeyMax[2].alpha = 1f;
gradientAlphaKeyMax[2].time = 1f;
//Create Gradient Min
Gradient gradientMin = new Gradient();
gradientMin.SetKeys(gradientColorKeyMin, gradientAlphaKeyMin);
//Create Gradient Max
Gradient gradientMax = new Gradient();
gradientMax.SetKeys(gradientColorKeyMax, gradientAlphaKeyMax);
//Create Color from Gradient
ParticleSystem.MinMaxGradient color = new ParticleSystem.MinMaxGradient();
color.mode = ParticleSystemGradientMode.RandomColor;
color.gradientMin = gradientMin;
color.gradientMax = gradientMax;
//Assign the color to the particle
ParticleSystem.MainModule main = particleSystem.main;
main.startColor = color;
}