应用到粒子中
改变类型 Rende'rer
添加一个生命周期大小
设置刀片
代码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEditor; //引入编辑器
public class DrawDao : MonoBehaviour
{
[MenuItem("Tool/Draw")]
public static void DrwaDao()
{
Mesh mesh = new Mesh();// 网格”
VertexHelper vh = new VertexHelper();
float r = 1;//内圈圆形半径
float r1 = 2;//外圈圆形半径
int num=30;
float ang=2*Mathf.PI/(float )num;
for (int i = 0; i < num+1; i++)
{
float x = Mathf.Sin(ang * i) * r;
float y = Mathf.Cos(ang * i) * r;
float uvx = (float)i/(float)num;
vh.AddVert(new Vector3(x, y, 0), Color.red, new Vector2(uvx, 0));
float x1 = Mathf.Sin(ang * i) * r1;
float y1 = Mathf.Cos(ang * i) * r1;
vh.AddVert(new Vector3(x1, y1, 0), Color.red, new Vector2(uvx, 1));
if (i<num)
{
vh.AddTriangle(i * 2, i * 2 + 1, (i + 1) * 2 + 1);
vh.AddTriangle(i * 2, (i + 1) * 2 + 1, (i + 1) * 2);
vh.AddTriangle(i * 2, (i + 1) * 2 + 1, i * 2 + 1);
vh.AddTriangle(i * 2, (i + 1) * 2, (i + 1) * 2 + 1);
}
}
vh.FillMesh(mesh);
AssetDatabase.CreateAsset(mesh, "Assets/Resources/刀光.asset");
AssetDatabase.Refresh();
}
//要生成的对象
//public GameObject[] prefabs;
//Start is called before the first frame update
//void Start()
//{
// for (int i = 0; i < prefabs.Length; i++)
// {
// EditorUtility.SetDirty(prefabs[i]);
// Texture2D img = AssetPreview.GetAssetPreview(prefabs[i]);//返回资源的预览纹理。
// System.IO.File.WriteAllBytes(Application.dataPath + "/Resources/Image/xx_" + i + ".png", img.EncodeToPNG());//将该纹理编码为 PNG 格式
// }
// 刷新数据
// AssetDatabase.Refresh();
//}
//Update is called once per frame
//void Update()
//{
//}
}