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;
}