unity3d 计算Particle Prefab真实生命时间

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通过计算的方式,获取一个特效prefab 是真实生命时间,废话不错上代码

        public float GetLifeTime(ParticleSystem[] pls)
        {
            float lifeTime = 0;//lifeTime如果是-1 那就是一个loop的特效
            for (int i = 0; i < pls.Length; i++)
            {
                if (pls[i] != null)
                {
                    if (!pls[i].main.loop)
                    {

                        if (pls[i].emission.enabled)
                        {
                            if (pls[i].emission.burstCount > 0)
                            {
                                float burstTime = 0;
                                for (int j = 0; j < pls[i].emission.burstCount; j++)
                                {
                                    if (pls[i].emission.GetBurst(j).time > burstTime)
                                    {
                                        burstTime = pls[i].emission.GetBurst(j).time;
    								}
								}
                                if (burstTime == 0)
                                {
                                    float timeTemp = GetConstantMax(pls[i].main.startDelay) + GetConstantMax(pls[i].main.startLifetime);
                                    if (timeTemp > lifeTime)
                                    {
                                        lifeTime = timeTemp;
                                    }
                                }
                                else
                                {
                                    float time = burstTime + GetConstantMax(pls[i].main.startDelay) + GetConstantMax(pls[i].main.startLifetime);
                                    if (time > lifeTime)
                                    {
                                        lifeTime = time;
                                    }
                                }
                            }
                            float rateOverTime = GetConstantMax(pls[i].emission.rateOverTime);
                            if (rateOverTime != 0)
                            {
                                float timeRo = GetConstantMax(pls[i].main.startDelay) + GetConstantMax(pls[i].main.startLifetime) + pls[i].main.duration;
                                if (timeRo > lifeTime)
                                {
                                    lifeTime = timeRo;
                                }
                            }

                        }
                    }
                    else
                    {
                        lifeTime = -1;
                        break;
                    }
                }
            }
            return lifeTime;
        }
        float GetConstantMax(ParticleSystem.MinMaxCurve minMaxCurve)
        {
            float maxCurve = 0;
            if (minMaxCurve.mode == ParticleSystemCurveMode.Constant)
            {
                maxCurve = minMaxCurve.constant;
            }
            else if (minMaxCurve.mode == ParticleSystemCurveMode.TwoConstants)
            {
                if (minMaxCurve.constantMax > minMaxCurve.constantMin)
                {
                    maxCurve = minMaxCurve.constantMax;
                }
                else
                {
                    maxCurve = minMaxCurve.constantMin;
                }
            }
            else if (minMaxCurve.mode == ParticleSystemCurveMode.Curve)
            {
                for (int j = 0; j < minMaxCurve.curve.keys.Length; j++)
                {
                    if (minMaxCurve.curve.keys[j].value > maxCurve)
                    {
                        maxCurve = minMaxCurve.curve.keys[j].value;
                    }
                }
            }
            else if (minMaxCurve.mode == ParticleSystemCurveMode.TwoCurves)
            {
                for (int j = 0; j < minMaxCurve.curveMax.keys.Length; j++)
                {
                    if (minMaxCurve.curveMax.keys[j].value > maxCurve)
                    {
                        maxCurve = minMaxCurve.curveMax.keys[j].value;
                    }
                }
                for (int j = 0; j < minMaxCurve.curveMin.keys.Length; j++)
                {
                    if (minMaxCurve.curveMin.keys[j].value > maxCurve)
                    {
                        maxCurve = minMaxCurve.curveMin.keys[j].value;
                    }
                }
            }
            return maxCurve;
        }
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