参考 http://i-remember.fr/en 这类网站,使用粒子流编程控制制作一些效果, 如“粒子光环”
粒子分布
因为要实现的效果是粒子光环,因此可以用服从正态分布的光环半径来模拟粒子的分布。正态分布的数组可以通过Box-Muller算法得到。Box-Muller算法的效果是将均匀分布的随机数转为正态分布。
class Ndistribution {
System.Random rand = new System.Random();
public double getNormalDistribution(double mean, double stdDev) {
double u1 = 1.0 - rand.NextDouble(); //uniform(0,1] random doubles
double u2 = 1.0 - rand.NextDouble();
double randStdNormal = Math.Sqrt(-2.0 * Math.Log(u1)) *
Math.Sin(2.0 * Math.PI * u2); //random normal(0,1)
double randNormal = mean + stdDev * randStdNormal; //random normal(mean,stdDev^2)
return randNormal;
}
光环初始化
每个粒子初始化时都通过Box-Muller算法得到的正态分布设定好收缩前后的粒子半径,同时设定好0到360度之间的随机角度,就初始化好了粒子光环。
for (int i = 0; i < particleNum; i++) {
float r = (float)nd.getNormalDistribution((minRadius+maxRadius)*0.5f, 1);
float angle = UnityEngine.Random.Range(0.0f, 360.0f);
particleAngle[i] = angle;
particleR[i] = r;
before[i] = r;
after[i] = 0.7f * r;
if (after[i] < minRadius * 1.1f) {
float midRadius = minRadius * 1.05f;
after[i] = UnityEngine.Random.Range(UnityEngine.Random.Range(minRadius, midRadius), (minRadius * 1.1f));
}
}
光环旋转
利用Update()函数实现粒子旋转的效果,使下标按奇偶性不同按相反方向旋转,并且根据速度等级不通实现不同速度旋转。
if (i % 2 == 0) {
particleAngle[i] += (i % speedLevel + 1) * particleSpeed;
} else {
particleAngle[i] -= (i % speedLevel + 1) * particleSpeed;
}
particleAngle[i] = particleAngle[i] % 360;
float rad = particleAngle[i] / 180 * Mathf.PI;
particles[i].position = new Vector3(particleR[i] * Mathf.Cos(rad), particleR[i] * Mathf.Sin(rad), 0f);
光环收缩
为光环中设置一个区域,鼠标悬停在此区域即收缩,离开则还原。
if(particleR[i] > after[i]) {
particleR[i] -= shrinkSpeed * (particleR[i] / after[i]) * Time.deltaTime;
}
} else {
if (particleR[i] < before[i]) {
particleR[i] += shrinkSpeed * (before[i] / particleR[i]) * Time.deltaTime;
} else if (particleR[i] > before[i]) {
particleR[i] = before[i];
}
}