Abs*_*the 9 c# updates deprecated unity-game-engine particle-system
之前5.5粒子系统变量可以通过ParticleSystem访问并进行读/写.现在它们是通过ParticleSystem.MainModule访问的,因此很多代码已经过时了.该API更新一直没有能够解决大部分的问题.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;
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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.
我尝试过以下方法:
m_OriginalLifetime = m_System.main.startLifetime;
// error: Cannot implicitly convert type 'UnityEngine.ParticleSystem.MinMaxCurve' to 'float'
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我相信答案与minMaxCurve 常量变量有关,因为这会编译:
m_OriginalLifetime = m_System.main.startLifetime.constant;
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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
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......你现在应该这样做吗?
particle.main.startSizeMultiplier = myMultiplier
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Pro*_*mer 20
particle.startLifetime:
首先,Unity在Unity 5.5中所做的就是为它添加新的未来ParticleSystem
.他们还暴露了ParticleSystem
之前隐藏的一些API.
ParticleSystem.MainModule.startLifetime
现在是一种MinMaxCurve
代替漂浮的类型ParticleSystem.startLifetime
.
通过这样做,您现在startLifetime
可以获得更多选项,例如修改曲线.
读取或写入ParticleSystem.MainModule.startLifetime
取决于ParticleSystem.MainModule.startLifetime.mode
通过编辑器或代码设置的值.
默认值为ParticleSystem.MainModule.startLifetime.mode
ParticleSystemCurveMode.Constant
所以你m_OriginalLifetime = m_System.main.startLifetime.constant;
很好.
如果在运行时startLifetime
动态或随机地更改为其他模式,那么您将必须执行以下操作:
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;
}
...
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particle.startSize:
同样适用于particle.startSize
.该particle.startSize
物业现在m_System.main.startSize;
虽然你不能这样做,m_System.main.startSize.constant *= myMultiplier;
因为你的旧代码是particle.startSize *= myMultiplier
.
您需要获取m_System.main.startSize
,修改它,然后将修改m_System.main.startSize
后的内容分配给m_System.main.startSize
.
particle.startSize *= myMultiplier
应该:
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
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那么,什么是particle.main.startSizeMultiplier
并particle.main.startSize
用的呢?
这两个变量也可以用来改变startLifetime
和startSize
.它的主要优点是效率很高.它并不要求你MinMaxCurve
像我们上面那样制作副本,以便改变startSize
或startSizeMultiplier
.
ParticleSystem m_System = GetComponent<ParticleSystem>();
ParticleSystem.MainModule main = m_System.main;
main.startSizeMultiplier = 5;
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和
ParticleSystem m_System = GetComponent<ParticleSystem>();
ParticleSystem.MainModule main = m_System.main;
main.startLifetimeMultiplier = 8;
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如果你ParticleSystem.MainModule.startLifetime.mode
的不变,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.
颜色:
有一个隐式运算符,允许您使用:
ParticleSystem.MainModule main = trailPartical.main;
main.startColor = Color.red;
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但startColor
实际上并不是Color
.的startColor
现在变量是一个类型的ParticleSystem.MinMaxGradient
.
这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;
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梯度:
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;
}
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两种颜色之间随机:
//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;
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两个梯度之间的随机:
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;
}
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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;
}
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