我正在尝试使用ParticleSystem.Emit()
动态发射粒子,并且无法让Emit()
在Start()
方法之外工作。
我能够直接或单独使用Start()
方法发射粒子。尝试在Update()
,LateUpdate()
或FixedUpdate()
中执行相同操作时,它将不再起作用。
没有错误报告。我报告了更新方法中的粒子数量,以确保其中的代码确实在运行,并且它报告了我在Start()
方法中发出的粒子数量。
当尝试在更新方法中发射粒子时,我尝试过:
Emit()
。Invoke()
的单独方法。我能够检查和更改Update()
中的粒子位置,因此我认为我没有某种示波器问题。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Test : MonoBehaviour
{
public ParticleSystem aSystem;
private ParticleSystem.Particle[] aParticle;
void Start()
{
aParticle = new ParticleSystem.Particle[aSystem.main.maxParticles];
// Emit particle.
DoEmit();
Debug.Log("Particle Count: " + aSystem.particleCount);
}
void Update()
{
int numParticles = aSystem.GetParticles(aParticle);
Debug.Log("Number of particles: " + numParticles);
for (int i = 0; i < numParticles; i++)
{
if (aParticle[i].position.z > 1)
{
aParticle[i].position = new Vector3(0f,0f,0f);
}
aParticle[i].velocity = new Vector3(0f, 0f, 1f);
}
aSystem.SetParticles(aParticle);
// Emit particle.
DoEmit();
}
void DoEmit()
{
// Configure render settings for particle.
ParticleSystemRenderer aRenderer = aSystem.GetComponent<ParticleSystemRenderer>();
aRenderer.renderMode = ParticleSystemRenderMode.Mesh;
aRenderer.mesh = Resources.Load<Mesh>("vector");
// Configure rest of settings and emit.
var emitParams = new ParticleSystem.EmitParams();
emitParams.startLifetime = 120;
emitParams.position = new Vector3(0.0f, 0.0f, 0.0f);
emitParams.velocity = new Vector3(0.0f, 0.0f, 0.0f);
emitParams.startSize = 1;
aSystem.Emit(emitParams, 1);
aSystem.Play(); // Continue normal emissions
Debug.Log("DoEmit() called!");
}
}
预期结果:沿+ z方向移动的粒子流。
实际结果:一个粒子沿+ z方向移动。
答案 0 :(得分:1)
我需要做一些类似的事情,并发现 this answer in the Unity forums 为我提供了一个很棒、可靠的解决方案,我已经多次重复使用并针对我的目的进行了修改。它是一个粒子池,您可以根据需要从中发射一个或多个粒子,杀死最后制作的粒子并在达到最大粒子数后重新使用它。我认为它完全符合您的要求。我将在此处提供相关脚本以供参考(为了清楚起见,还附有 @Artifact-Jesse 的丰富多彩的评论)。
请注意,此脚本是为 Unity 2018.x 编写的,但从 2020.2.1 开始仍然运行良好
Artifact-Jesse 的一个相当通用的粒子池的完整功能示例:
using UnityEngine;
[RequireComponent(typeof(ParticleSystem))]
public class ParticlePool : MonoBehaviour
{
private int lastParticleIndex = 0; // keeps track of our oldest particle (for deletion)
// these will all be inited in Initialize() on Start()
private ParticleSystem particleSys; // our object's particle system
private ParticleSystem.Particle[] particles; // our reusable array of particles
private ParticleSystem.EmitParams emitParams; // reusable emitparams
private int maxParticles = 0; // total number of particles in our scene before re-using
private void Awake()
{
Initialize(); // initialize all of our member variables
}
public void CreateParticle(Vector3 position, float size, Vector3 velocity, float angularVelocity)
{
// if we're at our particle count limit, kill our oldest particle.
int activeParticles = particleSys.GetParticles(particles);
/// this thing sucks. Read the Unity docs VERY carefully to understand...
/// basically the parameter (particles) is an out parameter which will
/// write out the existing particles in the particle system to our
/// reusable array. After that, we can directly modify the particles
/// and then when we're done, write the particles back into the
/// particle system with ParticleSystem.SetParticles( particles, count )
if (activeParticles >= maxParticles)
{
// set lifetime to -1 to kill the particle
particles[lastParticleIndex].remainingLifetime = -1;
// we need to reset start lifetime to a normal value, too or the particle will still have infinite lifetime
particles[lastParticleIndex].startLifetime = 1;
lastParticleIndex++; // keep track of oldest particle
if (lastParticleIndex >= maxParticles) lastParticleIndex = 0;
// have to re-write
particleSys.SetParticles(particles, particles.Length); // write those pesky particles back into our ParticleSystem
}
// set up params for this particle, you can use whatever you want (see unity docs for EmitParams for what's available)
emitParams.angularVelocity = angularVelocity;
emitParams.position = position;
emitParams.startSize = size;
emitParams.velocity = velocity;
emitParams.startLifetime = float.MaxValue; // float.MaxValue makes the particle's lifetime infinite
particleSys.Emit(emitParams, 1);
particleSys.Play();
}
void Initialize()
{
if (particleSys == null)
particleSys = GetComponent<ParticleSystem>();
maxParticles = particleSys.main.maxParticles;
if (particles == null || particles.Length < particleSys.main.maxParticles)
particles = new ParticleSystem.Particle[particleSys.main.maxParticles];
}
}
注意:这个例子中的粒子系统只是带有渲染器的最小化。不循环,清醒时不开始,模拟空间设置为世界。 MaxParticles 受上述脚本的约束。