unity3d倒放粒子

https://mp.weixin.qq.com/s/8yvrkbFfL0DIt4ZsymNiqQ

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

 

public class ParticleSystemReverseSimulationSuperSimple : MonoBehaviour

{

    ParticleSystem[] particleSystems;

 

    float[] simulationTimes;

 

    public float startTime = 2.0f;

    public float simulationSpeedScale = 1.0f;

 

    void Initialize()

    {

        particleSystems = GetComponentsInChildren<ParticleSystem>(false);

        simulationTimes = new float[particleSystems.Length];

    }

 

    void OnEnable()

    {

        if (particleSystems == null)

        {

            Initialize();

        }

 

        for (int i = 0; i < simulationTimes.Length; i++)

{ simulationTimes[i] = 0.0f; }

 particleSystems[0].Simulate(startTime, true, false, true);

}

void Update()

{

particleSystems[0].Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);

 

for (int i = particleSystems.Length - 1; i >= 0; i--)

        {

            bool useAutoRandomSeed = particleSystems[i].useAutoRandomSeed;

            particleSystems[i].useAutoRandomSeed = false;

 

            particleSystems[i].Play(false);

 

            float deltaTime = particleSystems[i].main.useUnscaledTime ? Time.unscaledDeltaTime : Time.deltaTime;

            simulationTimes[i] -= (deltaTime * particleSystems[i].main.simulationSpeed) * simulationSpeedScale;

 

            float currentSimulationTime = startTime + simulationTimes[i];

            particleSystems[i].Simulate(currentSimulationTime, false, false, true);

 

            particleSystems[i].useAutoRandomSeed = useAutoRandomSeed;

 

            if (currentSimulationTime < 0.0f)

            {

                particleSystems[i].Play(false);

                particleSystems[i].Stop(false, ParticleSystemStopBehavior.StopEmittingAndClear);

            }

        }

    }

}
  • 0
    点赞
  • 1
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
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