emission.rateOverTime=newParticleSystem.MinMaxCurve(emissionRate); } } 如果途中将Destroy(particleSystem) 此脚本会报错 NullReferenceException: Do not create your own module instances,getthemfroma ParticleSystem instance UnityEngine.ParticleSystem+EmissionModule.set_rateOverTime (UnityEngine.ParticleSystem+Min...
ParticleSystem exp = GetComponent<ParticleSystem>(); exp.Play(); Destroy(gameObject, exp.main.duration); }// Possible projectile script.public__GameObject__ explosionPrefab;voidUpdate(){ RaycastHit hit;if(Physics.Raycast (Camera.main.ScreenPointToRay (Input.mousePosition),outhit)) { Instantiate (ex...
在脚本中,可以通过 ParticleSystem.main 访问这些参数。模块效果乘数每个模块都有一些特殊的乘数属性,利用这些属性,您可以在不编辑曲线本身的情况下更改曲线的整体效果。这些乘数属性全部以它们影响的曲线命名 - 例如,ParticleSystem.emission.rateMultiplier 控制 ParticleSystem.emission.rate 在给定系统中的整体效果。常量...
Unity 定帧播放ParticleSystem unity 动画播放 目的 Unity的AnimationClip.SetCurve()只在Editor中运行时有用,打包后运行时只对legacy的AnimationClip有用,对其它类型的动画Generic和Humanoid都不起作用。https://docs.unity3d.com/ScriptReference/AnimationClip.SetCurve.html。 所以如果想在运行时加载和播放动画,只能用自...
ParticleSystem exp = GetComponent<ParticleSystem>(); exp.Play(); Destroy(gameObject, exp.main.duration); } 1. 2. 3. 4. 5. 对于其他情况,爆炸发生在撞击点。如果爆炸源于某个物体(如 手榴弹),你就可以在短暂时延或它与目标接触后调用上面的 Explode函数。
public class ExampleClass : MonoBehaviour { private ParticleSystem ps; void Start() { ps = GetComponent<ParticleSystem>(); ps.Stop(); var main = ps.main; main.loop = false; main.duration = 1.0f; main.stopAction = ParticleSystemStopAction.Destroy; ps.Play(); } } 版权所有 © 2019 ...
Destroy():在对象进入GameObject之前调用它。这是一个清理的好地方,例如关闭网络连接。 您将在本教程中发现许多其他事件。要查看完整列表,请访问Unity网站上的MonoBehavior参考: https://docs.unity3d.com/ScriptReference/MonoBehaviour.html Creating Your First Script - 创建你的第一个脚本 ...
OnDestroy This function is called when the MonoBehaviour will be destroyed. OnDisable This function is called when the behaviour becomes disabled () or inactive. OnDisconnectedFromServer Called on the client when the connection was lost or you disconnected from the server. OnDrawGizmos Implement On...
Stop Action: Determines if the Particle System will disable or destroy itself when the Particle System is stopped and all particles have died. Culling Mode: Choose whether to pause the Particle System simulation when particles are offscreen. Culling when offscreen is an efficient strategy when co...
enableGPUInstancing在支持 GPU 实例化的平台上启用。 flipFlip a percentage of the particles, along each axis. lengthScale粒子在其运动方向上拉伸的程度。 maskInteraction指定粒子系统渲染器如何与 SpriteMask 交互。 maxParticleSize钳制最大粒子大小。