Unity缩放粒子特效——运行状态

说明:

在Unity对模型进行缩放的时候,难免会涉及到对存在粒子特效的模型进行缩放,然后当直接修改粒子特效Scale时,并能对粒子特效进行有效的缩放,这里介绍一种,通过修改粒子系统部分可修改参数进行缩放的方式。

代码如下所示:

修改粒子特效

using UnityEngine;
using System.Collections;
/// <summary>
/// **********BruceXu*******16.11.17*********
/// </summary>
public class ParticlesSize : MonoBehaviour {

    static ParticleSystem[] particles;

    static float[] OldStartSize;
    static float[] OldStartSpeed;
    static float[] OldStartRotation;
    static float[] OldgravityModifier;
    static int particlesLength;
     Use this for initialization
    void Start()
    {
        particles=GetComponentsInChildren<ParticleSystem>(true);
        particlesLength = particles.Length;
        if (particlesLength == 0)
        {
            return;
        }
        InitParticlySystem();
    }

    /// <summary>
    /// 初始化获取所有粒子
    /// </summary>
    void InitParticlySystem()
    {
        OldStartSize = new float[particlesLength];
        OldStartSpeed = new float[particlesLength];
        OldStartRotation = new float[particlesLength];
        OldgravityModifier = new float[particlesLength];

        for (int idx = 0; idx < particlesLength; idx++)
        {
            var particle = particles[idx];
            if (particle == null) continue;
            OldStartSize[idx] = particle.startSize;
            OldStartSpeed[idx] = particle.startSpeed;
            OldStartRotation[idx] = particle.startRotation;
            OldgravityModifier[idx] = particle.gravityModifier;
        }
    }
    /// <summary>
    /// 缩放粒子
    /// </summary>
    /// <param name="scale">绽放系数</param>
    public static void ScaleParticleSystem(float scale)
    {
        for (int idx = 0; idx < particlesLength; idx++)
        {
            var particle = particles[idx];
            if(particle==null) continue;
            particle.startSize = scale * OldStartSize[idx];
            particle.startSpeed = scale * OldStartSpeed[idx];
            particle.startRotation = scale * OldStartRotation[idx];
            particle.gravityModifier = scale * OldgravityModifier[idx];
        }
    }
}

测试脚本:

using UnityEngine;
using System.Collections;

public class Test_scale : GestureControl
{
    //实时大小
    Vector3 RealScale = new Vector3(1f, 1f, 1f);
    //原始大小
    float InitialScale = 0;
    //缩放速度
    public float ScaleSpeed = 0.1f;
    //缩放比例
    public float MaxScale = 2.5f;
    public float MinScale = 0.5f;

    void Start()
    {
        //获取物体最原始大小
        InitialScale = this.transform.localScale.x;
        if (GetComponentInChildren<ParticlesSize>() == null)
        {
            gameObject.AddComponent<ParticlesSize>();
        }
    }

    void Update()
    {
        if (Input.GetKeyDown(KeyCode.A))
        {
            if (RealScale.x < InitialScale * MaxScale)
            {
                this.transform.localScale += this.transform.localScale * ScaleSpeed;
                ParticlesSize.ScaleParticleSystem(this.transform.localScale.x / InitialScale);
            }
        }

        if (Input.GetKeyDown(KeyCode.D))
        {
            if (RealScale.x > InitialScale * MinScale)
            {
                this.transform.localScale -= this.transform.localScale * ScaleSpeed;
                ParticlesSize.ScaleParticleSystem(this.transform.localScale.x / InitialScale);
            }
        }
    }

测试效果如下:

}




评论 1
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值